
The deckbuilding roguelike with no energy – play cards using physical space! Slot cards together, manipulate the shape of your cards, and create overpowered combos to break the game!
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): 0.71/day in the week to Jul 30 → 0.57/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 2,400 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

Experience a roguelite deckbuilder without energy or action points: there's no limit to how many cards you can play, as long as they fit! Every card is a sigil you place on a grid, each with its unique shape, keywords, and effects - turning each combat into a tactical optimization challenge.

Create powerful synergies through rune positioning, adjacency, overlap, and persistent effects. Place the right sigil at the right time to trigger devastating combos. Beyond spatial strategy, Moonsigil Atlas is about creative deckbuilding: draw infinite cards to deal infinite damage or make ten copies of your strongest card.

A fully modular, player-driven upgrade system. Every card can be modified as you see fit: reshape them, inscribe runes, add keywords, and more. Spread power across your deck or invest everything into a handful of unstoppable cards. With tens of thousands of possible combinations, even the simplest cards can become build-defining centerpieces.

With 250+ cards, alternate starting decks, unlockables, forbidden cards, 3 characters with radically different playstyles and a fully randomized map, every run offers new, game-breaking possibilities.

Battle dozens of astral entities and three Titans that reshape the board itself. Hostile zones, shifting grids, and unique win conditions turn every encounter into a test of adaptation and mastery. A powerful deck is only half the battle…
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 68 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
85/100,总的来说算一款不错的卡牌rouge游戏,以“拼图”作为创新点,棋盘的面积作为常规卡牌游戏中费用的替代,有着与众不同的机制以及因此带来的思考模式。低进阶很爽,高进阶有些坐牢(尤其是某个绿皮人)。明显游戏还有待完善:遇到的事件种类不够丰富,卡牌的识别度不高(这一点似乎没什么办法),以及怪物的识别度也很差,玩过这么久之后没有对某个怪有一个具体的美术印象。另外某些卡牌的机制与形状真的十分难用。
I really wanted to like this game, but I just cant. there seems to be no character growth after 10 runs or so with same character and the boss fights are just impossible to win. Too much rng built in and usually working against you.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, Japanese, Korean, Simplified Chinese, French, German, Spanish - Spain, Portuguese - Brazil, Spanish - Latin America, Traditional Chinese, Polish
Hours played at review time, across 68 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
游戏是好游戏,但是数值设计太差了,至少应该让玩家有轻松活过第一幕的战力
Just straight up addicting
An interesting change from other deck builders. Alot of fun combos and play styles to be had. Good to kill an hour before work.
Absolutely recommend, the shape aspect feels really fresh in the genre. I do agree with others that there should be more in the way of artwork/things going on visually - but still a good-looking game. The demo is quite generous - give a go.
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美術風格非常驚艷,以侷限星盤配合出牌順序打出連段Combo的過程有趣。但就遊戲體驗來說,初次普通難度就要學習不少機制。主角的被動優勢是抽牌和盾牌為主,等於要在低傷害流派中構築並想辦法擺脫沒用的盾牌。第一幕還可以正常處理,第二幕給了一個威力普通的神器就要立刻面對戰力通膨的小怪。此時主角還在用厚重卡組打消耗戰,DPS檢定擺在那基本上就是慢性自殺。 無局外成長機制,只會讓越來越多卡牌汙染抽卡池。光是第一幕,每場戰鬥幾乎都要學習新機制,遇上初見殺改變星盤、腐化手牌的菁英怪,甚至比Boss陰險難打。給予玩家的壓力和回饋極不平衡。要專注、運氣、熟習機制怪才能玩得愉快,且除非打造優良卡組,否則通盤消耗戰打到眼冒金星也沒有感覺變強。 [list] [*]星盤只要位置可放,就可以打光手牌。但玩家想得美,敵方多的是手段破壞和汙染星盤 [*]防禦卡相較攻擊卡佔位,且僅有1/5位子有效。表示除非特別精煉防禦卡、增加防禦格數,否則幾乎無法抵擋後期一次20點以上的傷害 [*]敵方機制過多、頻繁發動,同時也有累加傷害、累加攻擊次數的懲罰。我認為玩家學習應對機制尚有周旋空間,但體質數字差異過大一旦陷入消耗戰就是換血換到死 [*]卡片升級除非配合稀有資源,否則效益可笑。一幕僅有2-3次更改卡牌的機會,還可能被敵方改變卡片 [*]拖沓的戰鬥和緩慢的成長過程,直到第一幕中後期了解牌組的弱點,但此時幾乎難以調整策略,一來沒抽新卡就是用低落數值卡片苦戰,二來遊戲也沒有什麼方法能夠快速提升戰力。雛形已經在初期判定生死 [/list] 玩家必須如同下棋般,慎思每一張卡牌的順序、位置、代價和下回合的盤面。即使我很喜歡逐步改良卡組的構築過程,但數值差異和超乎我所預期的機制檢定次數太過頻繁。在一般難度也無法享受每次戰鬥的過程,敵方好似下棋有路人不斷指點、告訴你錯誤在哪,煩躁不已也看不到未來(不是在說髮型)。
My latest addiction. The puzzle element to using your cards adds a level of play that makes me really think about how to synergize my cards. Would like to see more bosses as the end of stage bosses don't change. The first character you get is the least interesting, so at least play until you unlock the second one before determining whether you like the game!
Great game...very challenging. A lot more in depth than it may seem. The last boss has really cool mechanics you have to keep in mind during your entire run.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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