
Venture into None Shall Intrude, a roguelite deck-builder with tile-based combat where you become a powerful Raid Boss. Epic battles, intricate strategies, and the ever-present threat of heroic challengers seeking to vanquish your reign. Will you conquer all or fall to valiant heroes?
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): 0.14/day in the week to Sep 3 → 0.71/day in the week after.
Reviews, worldwide (the counter carries no country): 18.25/day in the week to Jul 16 → 1.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
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Reviews
Themes across 73 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I want you to imagine someone came up to you and said, "Here's a finished product." And you looked at it, and it was a sandwich with no bread. Just a bloke holding some ham, going "that'll be ten quid." That's this game. That's what we're dealing with. Let's start with the visuals, because apparently nobody else did. It looks like an early-2000s Flash game — you remember those, you played them at work when you should've been doing your job — except those were free, and made by one teenager in Ohio, and they had an excuse. Now the combat. This is the tragic bit, because the ideas are genuinely there - terrain manipulation, grid targeting, elemental interactions. Lovely. On paper. In practice, almost none of it matters unless you've collected the specific relics that switch the mechanics on, like the game's core features are DLC you pay for in luck. And the relics themselves are balanced like a seesaw with an elephant on one end. Some of them I couldn't activate if my life depended on it, for effects that wouldn't scare a pigeon. Others activated automatically every single turn and wiped the entire field while I sat there doing sudoku. And the bugs. Oh, the bugs. My Rage meter - a core mechanic, the tutorial teaches you about it, other systems interact with it - just wasn't there. Gone. Cropped out of the UI like someone did it in MS Paint on their lunch break. I assumed I hadn't unlocked it yet, because I'm an optimist, which was my mistake. It's a known bug. It's a decent proof of concept wearing a full-release costume. There are a billion games in this genre that actually meet their own design goals. Go find one of those. This one's still finding itself.
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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, Italian, German, Spanish - Spain, Czech, Japanese, Korean, Polish, Portuguese - Brazil, Portuguese - Portugal, Romanian +7 more
Hours played at review time, across 74 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Well, once again there is an early access game without EA disclosure. Because there is no way to explain how a full release game can have this many bugs and be that imbalanced. [list] [*] You are not a raid boss. It sure feels great to have 50k hp - until you realise that the heroes deal 5-15k per turn and have 50k hp themselves. Even the heroless armies consist of a bunch of guys with 1k dmg and 3k hp - so who is raiding whom and who is the boss? Power fantasy is simply not here. [*] Terrain manipulation. On paper making a terrain to buff you or damage your enemies is cool. Sadly, the impact of said buffs/damages is so low that you can ignore this aspect entirely. And even if you do, at some point you will start causing this stuff passively, which is a nice bonus, but it highlights how poorly the whole system was thought through. [*] Card balance. Even if we throw out half of the cards that are for terrain - half of the remaining cards are still too bad - cards with effect that triggers so late that you will finish your fight earlier, overpriced cards, cards with no damage or ONE USE cards - and no, not once per battle, but once in the whole run - and they aren’t even that strong to be honest. Balancing is off and the amount of good cards that you actually want in your deck is laughable, to the point where I basically stopped adding cards and only ever trimmed my starting deck. [*] Artifacts. There are way too many of them and barely any have an impact on your game. Wow, buff up a tile damage by 100 - that requires a tile and an enemy being on that tile while your normal attack at this point deals 1,5k to any target. Make them powerful and make them rare, because in their current form it feels more like trash collecting. [*] Visuals. Animations aren’t good, they have like 3 frames, that they constantly pop up and slow down the game - why are they here to begin with? The style itself reminds me heavily of those flash games from early 2000 - which wouldn’t be that bad, if it had effort put into it - but it didn’t so it just looks cheap and basic. [*] Replayability. Sadly, even with different dragons that add different elements to the mix, the core gameplay loop doesn’t change and even becomes worse, as all of the alt elements bloat your deck and make it harder to get good cards. And with one dragon that has half of his deck thrown into the trashbin (either tile manipulation or one-use only cards) you will realise you are running the exact same run against the exact same enemies with the exact same cards. [*] Bugs. I had cards not dealing damage. I had enemies surviving lethal hits because the damage popped up but didn’t count. Text pop ups didn’t show up half of the time. I had a few combat softlocks where the turn ended but the new one never started. And a few crashes. The game requires a lot of polishing and fixing. [/list] This game needs an EA status and a lot of work put into redesigning its core systems and properly balancing the game. Not to mention fixing all of the bugs and glitches. But as for now - it is not worth your money or time.
Currently the game UI is rather buggy and I couldn't even get through the tutorial- there was literally a looping info glitch and when I skipped (what I thought was just that piece) it skipped the WHOLE mission. The second mission of the tutorial started fine but then it got to a point where it just stuck and wouldn't let me end my turn. I can only imagine how the main game must be super buggy if the tutorial doesn't even work right. It looks like it should be fun, but its currently unplayable for me. I will wait and see if future updates will improve my opinion...
Completely embarrassing to call this a finished product. Visual design looks generic, to the tune of those early 2k's flash games with one actual character design surrounded by half-assed enemy units. It looks second rate even by mobile game standards. For some reason the unstylized menu text in the settings was hazy and pixelated even after adjusting my resolution, making it hard for me to read even with my glasses. Sound design is flat and uninteresting, and I only actually noticed three different songs (one of which was generic soft angelic choir crap as a boss fight theme). The game was also completely muted on first boot for some reason, which technically isn't a *problem*, but it's bizarre. The terrain manipulation and grid-targeting mechanics made my hopes much higher than they should have been for the combat, where it's very clear that almost all of those mechanics are completely irrelevant unless you get specific, sometimes multiple relics to enhance them. Even then, the relics are very badly balanced and I found myself struggling to activate some of them for completely mediocre effects while others activated completely automatically every turn and outright wiped the field for me. The random-target cards like Sirocco and Meteor Storm sounded fun until the seventh time in a row that they hit absolutely nothing on a field that's halfway full of enemies, and several cards simply won't perform the elemental interactions they're seemingly supposed to. Other cards simply don't tell you all of their effects, like Pyroblast having a base attack value despite the card text only saying that it does an amount of damage per lava tile. It's so blatantly clear what the "right" cards, abilities and items are to pick when you've seen a few already, and that creates the effect where you either struggle to get through normal encounters with careful decisions, or you easily breeze through even without a synergistic build or good draws just because your relics/boss abilities are that strong. Worst of all, the bugs in this game are downright shameful. My Rage meter was missing from the start of my first run after I got out of the (bad) tutorial that told me how it's used, and I optimistically assumed that it was just not unlocked yet because I wasn't far enough in the game. But no, that's a known bug; a core game mechanic that other mechanics interact with, completely gone with no explanation like someone had just cropped it out of the UI in MS Paint. You can't have a math-driven, thoughtful deckbuilding game where basic features just refuse to function and where important functions/definitions are obscured from the player! I got this game in a bundle for less than two dollars proportionally, and I still wish I could refund it. Find another game; there's a billion in this genre that meet their design goals better than this one.
sooooooooo the game is a great concept and fun, but it feels souless, it feels like theres missing sound effects and missing assets boss battles seem to have no music for whatever reason? heroes dont really have a lot of their own sound effects, over all lots of sound effects just outright missing from the game i turned the volume up to see if this was just me but its not there are just sounds that are missing from the game it just kills some immersion if you are going into a epic looking boss fight and its nothing but quiet
✔ it introduces some unique mechanics (literally you can have different mechanics depending on your life percentage) ✔ fast paced, fun for a while ? area control with evolving terrain modifications is then base of combat ✘ seems very much unfinished/unpolished on every turn ✘ unbalanced and either unchallenging or impossible (when you crank up the difficulty/debuffs lever) ✘ repetitive
I got really hyped by the trailer and idea, but game is buggy (can soft lock you in the middle of the game) the cards are quite boring (no exciting new ones while you progress) and it feels quite repetetive. On the good side: idea, the combination mechanic for environmental effects.
I like the concept, they almost get close to a good execution. The premise is good, but the other elemental dragons seem under baked the new boss being added feels like its against the fantasy themes. It feels like if given more time and work it could be really good.
Buggy, clunky. From cards being hidden on top of each other to simply not having a Rage bar, this game has the bones for something fun but not great and is further brought low due to shoddy bug fixes. First game I did after the tutorial I had no Rage bar the entire game (somehow won still), music kept quitting on every boss fight (quitting to menu sometimes helped, but less than half the time)... every time I kept getting into the swing of having fun something happened to take me out of it. Let's not forget how the different dragons aren't really different. Don't recommend at this time, and it's a shame because being the boss with my own Phase mechanics felt really cool whenever it kicked in.
Quite a mess of a pseudo flash game with some strange good ideas. The tutorial is extrabuggy, but after that you will be able to enjoy 5 or 6 runs before getting tired of it. As a free extragame in a bundle is a nice experience, but don't pay full price for it.
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