
Build a powerful deck, cast spells on the fly, battle evolving enemies, find game-changing artifacts, make friends or make enemies, just make it to Eden.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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.
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


Genres
Sums Steam only; Xbox, PlayStation, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $7.99−60% | 7.7Kreviews | 93% | — | $1.3M |
| $19.99 | 580ratings | 70% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 821 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
这个时长请问有资格评价了吗?抽卡真的做得跟shi一样,赌到一张金币瑟拉炮就能随便打,想认真打构筑就怎么抽抽卡组都是一坨shi,要么少回复卡要么少护盾卡,打毁灭路线个生命值抠得跟你卖独游那三瓜两枣似的,玩个冰构筑打到6-3总共入手三张冰,我请问你明晃晃两个抽卡意愿摆在那到底有啥用?Have you developers really play your piece of sh*t more than 100 times? Poor Probability design and Totally waste of time. ----------------------------------------------------------------------------- 游戏开发笔记 玩法篇 No.01 - 伊甸之路 Negative: *无法从被动闪避中获得任何快感,再次验证了我个人最讨厌的游戏类别:弹幕游戏 *每场boss战学习成本都很高,小怪boss瞎几把走位,打四格极其烦躁;定身卡要么性价比低要么随机扔格子里等怪自己踩;格子伤害预警不清晰,玩起来注意力不够用,很累 *build的随机性问题,虽然做了卡牌大类区分和抽卡意愿单,但是光一个元素大类里就有冰火雷,举例来说,我几乎抽不齐火build *build极其严格的排他性,胡乱抽卡只会导致卡组混乱无目的性,三选一三张都是废卡几率奇高(这里点名表扬杀戮尖塔),彩卡跟自身build高几率不搭,不拿又可惜;神器build不搭概率奇高,二者都还没有reroll。。 *除了初始角色,大多数角色开局卡组我直呼莫名其妙,不想尝试(初始角色也没多好就是了,按理说初始卡组是个绝佳的展示这个角色玩法的机会) *商店的存在价值,约等于移除一张卡+废卡三选一 positive: *良好的战斗玩法,随机策略卡牌+格子+即时动作,给了我很多启发 *单卡牌自身效果设计OK,盾炮、蓄力炸全图、伤害200给盾180这类的设计单看功能性都比较足;一些尝试做combo的卡还算比较有趣(然而抽不进卡组、抽不进手牌,两个槽位+纯随机洗牌让一切华丽的combo都变成了小概率事件;包括一些破坏和修复地形,河流和瀑布之类的combo,看似有趣,实则触发条件极为苛刻) *洗牌做成了一种触发手段,这点实则有趣,可惜多数洗牌触发的效果不强,条件过于苛刻,洗牌自身cd也较长 could do better: *上手的牌给玩家一些选择性而不是纯随机 *有没有办法让combo更容易打出(抽齐卡已经很难了 *除了初始角色,其他角色第一个宝藏高几率输出牌不够用打不开;设法优化一下每个角色的前期体验 明天再打一会,想到再说吧
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Spanish - Spain, Korean, French, German, Japanese, Spanish - Latin America, Traditional Chinese, Turkish, Portuguese - Brazil, Russian +1 more
| $19.99 |
| 402ratings |
| 91% |
| — |
| not modelled |
| $19.99 | 47ratings | 84% | — | not modelled |
| $19.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 822 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Too much noise. You get a new card every single combat then you have to remember what it does on the fly. Telegraphing is just looking at you feet and moving off of the red squares. Too much happening too quickly, I still got pretty far into the game, so it's not hard. It's just a whole lot of shallow. Even on sale it wasn't worth the time or money.
This game is seriously underrated. It’s a fast-paced card-building game with combat that's super satisfying and rewarding. There's a great variety of cards, so you can mix things up and play however you like. Plus, some of the cards have fun references to other games or media, which is always a nice touch. My only real critique is that the enemies could use a bit more variety, and some of the bosses have dodging patterns that feel pretty impossible to get past at first. Just to give you some context, the game doesn’t have any permanent upgrades (other than unlocking new cards and characters), so the only way to get better is to, well, git gud. No shortcuts. But overall, I think this is a solid game. Don’t let the tough early stages throw you off. Stick with it for a couple of hours, get the hang of the mechanics, and the game will really start to shine. This is all based on my experience with the vanilla version. I haven’t tried any mods yet, but I definitely plan to come back and check them out. Highly recommend giving it a shot!
Women and also men as well
I miss playing megaman battle network, and at first this game seems to be a good alternative, and well it kinda does, just much harder. If you're a casual gamer like me then this game might not what you want, unless you're a try hard player that wouldn't mind bashing your wasd key until it comes off, I love the art tho Don't get me wrong it's a good game, just not for me
If you like roguelikes, deckbuilders and rhythm games and can handle the frustration of sharp difficulty curves, then this game's for you. That being said, it's very challenging mechanically and I wish the difficulty curve wasn't quite so punishing. It would be nice to have a lot more content to bridge the gap between mindless play and bullethell
The game is pretty ok but the speed is insane, mixed with a bad readability of what's happening, it makes the game really painful to play. Need a better learning curve a better hud/animations. Also, the characters are too specialized in their own area, which makes the deckbuilding completely nonexistent. Frost guy : build only frost, etc.
too hard to play as real time game, would be better if it's turn based
The idea is nice, but the user interface is poorly thought through. Information that should be crystal clear in a fraction of second is placed too far away from where your eyes are focusing on.
Mega Man Battle network with more waifus, better music, more options, and just better in almost every way. Capcom take note.
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.
Players also reviewed
The games this title's players most often review too — audience affinity.
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