
Build a team of 3 heroes, prepare your deck and dominate tactical battles on a hex grid. Every run demands a different strategy and each card played matters, only going back to your deck on the next run.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 2 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
A tactical deckbuilder on a hex grid where every run demands a different strategy.
Build a team of 3 heroes, face unique enemy factions, and master a system where every card matters: there's no recyling. Each card played stay out until the end of your run!
You don’t play a single character, you command a team. Choose 3 heroes per run and combine their cards to create powerful synergies, set up unique combos, cover weaknesses, create a unique team strategy!
Every run is a new challenge. Different hero combinations, diferente enemies, diferente strategis. No single solutions, only better decisions!
Each run features a different enemy faction and each one changes how you play.
• Some overwhelm you with numbers
• Some punish positioning mistakes
• Others pressure your hand and deck to create tough turns for you to handle.
• Some force aggressive play, others demand patience
You can’t rely on a single strategy. You must adapt.
In the core mode, there’s no card cycling. Every card you play is a commitment, making each decision more strategic and impactful. Your choices carry long-term consequences, forcing you to think ahead from the very first battle.
Grow stronger over time by permanently upgrading your cards and heroes. Each run pushes your progress further, unlocking stronger builds and new strategic possibilities.
For players who prefer a faster pace, an alternative mode with card cycling is also available.
Between battles, the story unfolds through a comic-style narrative.
Follow the journey through illustrated panels that bring the world and its characters to life.
Genres
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Mais um lançamento top da Nuntius! Estou adorando jogar!
相当未来可期的游戏 内容也算充实 玩法新奇。3卡组机制但是游戏没有很晕人 因为不会自动抽卡以及更多是玩卡牌资源的管理 所以比起像是在玩卡牌 更像是在玩带技能的角色的感觉。值得体验一番。 但是目前还是有很多问题 导致新人体验特别差 最大问题是信息不明 教程不详细 卡牌描述不详细 我可以列出好多这种问题 1,比如我第一次玩时 误解了卡牌是小局中永久摧毁 而不是整个游戏流程。 2,德鲁伊的技能缺乏详细描述 什么是鹰? 它有什么技能?它是召唤吗? 野猪是否能手控? 3,增加到卡组的卡牌机制?我甚至没有找到查看当前抽牌堆的按键。 4,第一阶段敌人是什么?你真的应该给关键词加上描述。 5,击退技能的会产生什么效果。敌人被位移后的位置应该增加提示。 5,还有多少敌人才能到到boss?奖励是什么?增加一个象征性的路线图可以标注要面对的战斗场次,奖励(能量,卡牌,遗物)信息。 信息真的很重要 特别是在这种战旗游戏里面!既然没有悔棋的机会,那么错误的应该是我的决策失误,而不应该是游戏缺乏信息造成的。 可以相信新人会了解前就放弃这款游戏 如果我连规则都不知道 怎么能耐性摸索呢? 一些无关痛痒的小问题。 美术 大家都说第一印象很重要! 虽然审美这种东西是主观的 但是游戏标题菜单的背景图与人物真的不好看。游戏卡面艺术与关卡漫画明明挺酷的,3d模型也很怀旧。 所以更改一下游戏标题菜单的背景图与人物美术吧! 手感问题 1,播放完动画才能进行下一步操作实在是难受 如果能让卡牌加入队列等待就好了 或者加入加速动画模式 干脆不播放动画 2. 如果能直接指定地面右键移动会很舒服 平衡上 能量太多 卡牌太少。 A quite promising game with substantial content and novel gameplay. The three-deck mechanic doesn’t feel overwhelming, because there’s no auto-draw, and it’s more about managing card resources. So it plays less like a card game and more like controlling a character with skills. Worth experiencing. However, there are still many issues that make the new player experience particularly poor. The biggest problem is lack of clarity: tutorials are insufficient, card descriptions are vague. I can list many such issues: For example, when I first played, I misunderstood that cards are permanently destroyed within a round, rather than for the entire game session. Druid skills lack detailed descriptions. What is an "eagle"? What skills does it have? Is it summoned? Can the boar be manually controlled? The mechanic of adding cards to your deck? I couldn’t even find a button to view the current draw pile. What is the first-stage enemy? You really should add descriptions to keywords. What effect does a knockback skill produce? There should be an indicator showing where the enemy is displaced. How many enemies remain before reaching the boss? What are the rewards? Adding a symbolic route map could mark the number of battles ahead, rewards (energy, cards, relics). Information is truly important, especially in a tactical board game like this! Since there’s no undo, mistakes should be due to my bad decisions, not a lack of information from the game. Trust that new players will quit before even understanding the game. If I don’t even know the rules, how can I patiently figure things out? Some minor issues: Art – everyone says first impressions matter! While aesthetics are subjective, the title menu’s background image and character art are genuinely unappealing. The card art and chapter comics are actually cool, and the 3D models are nostalgic. So please change the title menu’s background and character art! Feel / UX issues: Having to wait for an animation to finish before performing the next action is frustrating. It would be nice to queue card plays, or add an animation speed-up mode, or even skip animations altogether. Being able to right-click on the ground to move directly would feel much better. Balance: too much energy, too few cards.
Media

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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, German*, Portuguese - Brazil*, Italian*, Japanese*, Korean*, Russian*, Simplified Chinese*, Spanish - Latin America**languages with full audio support
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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