
Shattered Heaven is a single-player deck builder card game with RPG elements and an ambitious branching narrative, set in a dark fantasy world. The game focuses on a card game and roguelike gameplay fueled by a great replay value, thanks to procedural dungeons, a deep crafting system.
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 31 → 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 2,400 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
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Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
El juego está bastante bien. Técnicamente muy pulido aunque las mecánicas no me acaban de convencer. Aún así lo recomiendo para los fans del género. https://youtu.be/VzVXEHTTXN4?si=GIrixduwS_dAYD6u
I am utterly torn. Beyond its flawless aesthetics, the gameplay offers a lackluster and highly repetitive experience. There is no need to repeat what others have said—just buy with discretion.
Picked it up to scratch a card-battler itch. The deck building and battling is satisfying, but I was pleasantly surprised by the art and world-building. If you like the usual suspects of the genre, you will likely enjoy this one.
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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*, Simplified Chinese, Italian, Spanish - Spain*languages with full audio support
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
There's some real jank but also it's so heartfelt that it's easy to overlook the wonkiness. For example, this is a soulslike spirelike romantasy jrpg. That's too many buzzwords you need to put some of them back. Also, the core gameplay is a little monotonous, and a little bit incompletely explained. You won't know exactly how progression works or how the story branches until you're deep enough in that you've already made your mistakes (never leave a dungeon floor without having gotten all bonus objective orb rewards, reset if you have to.) Also, doing a spirelike as a slow paced conventional story campaign jrpg comes with some innate problems. The luck that can screw you in a spirelike has a way harder impact when you're playing one run ever 100% for keeps. It's to the game's credit that the things about it that are good are so good that I'm recommending it in spire of this clunky design, no guides, and the dev team having completely ghosted. First of all, the voice acting and directing is giving 110% on what *can't* have been that much of a budget. The lead is doing that shaky breathy low voiced barely contained anger traumatic past fmc thing and investing so much energy that it carries the whole game. Most of the other voices are solid too---there's a couple duds, but they get lost in the absolute command performances from the leads. The writing is overwrought anime edge, but not only do the voices make it work, it's doing interesting worldbuilding and the characters have chemistry. I will always, always take a script that full-sends it and ends up a little bit purple over one that is scared to show its heart to the reader. The setting is fun. The characters are fun. If you like stuff like Jigokuraku you'll have a good time here. And the art and music are banging on at least as many cylinders---maybe more in the art's case, because the music is a bit limited in variety but the artist has popped off with some baroque fantasy backgrounds that outdo a lot of regular soulslikes. The bench made of hands is extremely good and kinda cemented for me that I liked the game. In terms of combat and progression, everything is fine. But because the game is locked into a single campaign you can't really customize much or customize quickly in normal mode. And the way cards are given to you, you don't have a lot of control over your deck unless you stockpile certain consumables for endgame runs. You start with 20 cards, but by the end of a floor you've been sludged up with another 5, and the purpose of your deck dilutes quickly into randomness. I have the creeping suspicion that this game might've killed the studio. It certainly hasn't gotten a ton of visibility, and that's a damn shame because it would've been a cult classic twenty years ago. It's still quite good today, and worth the pickup if anything I've said sounds interesting or you see it on sale. Don't let the generic title deceive you, Shattered Heaven knows what it's about. Edit: Yeah, my intuition was right. The difficulty does eventually spike, at which point you need to have grubbed together every possible orb and dark bone and potion reagent to be at the correct place on the game's curve to win. It's rough, given how random things like orb drops are. The boss design also gets kinda... Fate Grand Order. Three turn warmup on aoe party nukes. Unremovable status effects with a Tolstoy novel worth of text. Surprise mechanics with slightly buggy code that make it impossible to use your deck (if you get the "class cards cost +1 AP and basic cards cost -1 AP" and you've removed all basics from your decks, you just lose.) And the enemy starts pulling high enough damage numbers that, if the rng focuses down Ishana, she just dies. Darkest Dungeon works because your characters are disposable and your runs don't need to succeed every time. It sucks in DD when you lose three guys to spider crits during a random ambush, but it's more tolerable than here, and that feels wildly damning to say. The longer the game runs, the more its shaky design is at risk of shambling apart. 2nd Edit: "You can't play cards of X color, duration battle" status effects shouldn't exist. Straight up, emerald does not have damage cards. So if you get the ol' no sapphire, no ruby special, either you have scapegoats stockpiled or you reset the run. The difficulty, length of runs, and ability for the rng to just unilaterally torpedo you increase wildly in the late game, and this is enough of a problem that it's starting to overshadow the voice acting. 3rd Edit: Cannot stress enough how much every character in the campaign is just lying to you all of the time about absolutely everything. And they're all different lies, so every time someone says something outside your worldview you think "ah ha! the truth!" but actually no you're still stuck in plato's cave. This means you can't really make choices, you're just kinda picking whose lies sound better to you, because it is not possible to even start to guess the truth of the story from anything you've seen. And they're not really lies you can test, it's all stuff about the intrinsic nature of the universe. And a bunch of the supporting characters are also actively lying to each other, so sometimes what you're seeing is a distortion of a distortion of a distortion that a character doesn't believe but they're trying to make you believe. And you don't have anything solid to compare it against, so like, sure maybe this was all caused by a god divorce. No way to tell, though, and you have to kill or spare someone based on whether you think this god divorce they just made up is real. Also they're going to do a ritual afterwards. What's the ritual for? It's a secret. It's interesting to write a story this way, but I think it's less interesting in an interactive medium with branched endings because you're just bouncing from lie to lie randomly like a pachinko ball. You're not actually making meaningful choices because it's impossible for you to understand the choices you're making because you are fully enclosed in misdirection, and this isn't a mystery story where you're supposed to figure it out. You're supposed to just get spun around and blind man's bluff your way into a random endgame. 4th Edit: Sometimes you don't receive talent points for completing missions. I'm pretty sure this is a bug. Either that or the talent point award formula is completely opaque. Also in the Maybe A Bug category, sometimes Hatred doesn't work. I'm assuming this has to do with triggers, but I've cast a big expensive card and had it not double. Also, are there caps on some buffs? It seems like there are, but buffs don't explain if this is the case, nor what the caps are. Also, when you're picking options for an event and it says "may start a battle or give a debuff..." but then you pick it and it awards you a reagent instead, what the hell. Slay The Spire works because you have information about your choices. If the mechanical outcomes you're choosing between are obscured AND they determine your progression (via orb and bone drops) and they're nearly 100% random, the game is deciding whether you can clear it or not. That sucks. You can play perfectly with your available information and still end up in a dead save if the rng screws you consistently enough and you don't realize you should be savescumming levels. 5th Edit: Other bugs. Choosing not to cleanse myself in the pyre caused dialog advancement to break, forcing me to skip dialog to get out of it. Which, like, thanks for that. The plot's extra hard to figure out when there's chunks you can't read. Also, challenges seem to have broken completely. I got one, after Naraka, and I'm in the endgame and haven't seen another since. Also I've invested in like two trap evasion chance upgrades and now my chance to evade is higher without tools than with tools.
I beat the game on vestal (normal) and enjoyed it the whole time. Its a 9/10 deck builder for sure. Go thru dungeons, collect loot (resources, upgrades, cards, bones (currency) etc), beat bosses, and then use the loot and talent points to upgrade your characters and build your deck at the main area. Its an enjoyable loop for sure if you like games like STS. "I can't, but you know you want tooooo."
贫瘠的卡片设计 唯一的驱动是剧情 你说剧情是一坨屎?没错 我只是想杀了圣子
Nice story, would be a good for a big RPG :) Liked the combat 2 --> bleed damage for the win :D
This is probably one of those titles content creators would try and insist is a hidden gem. Sadly, the game has way too many issues. The most glaring of which is despite being a deck builder, there's little reason to stray from certain cards or builds and you'll find yourself relying on most of the same cards throughout the game. Worse, combat forces you to dilute your deck by drafting cards from a neutral or adaptive card pool, without the option to skip, with a number of cards being way worse than what you started with. Dungeons are also pointless, usually bearing little no consequence save for prolonging the game. Absent areas which drain your hp for every few steps, the fact that you can choose which direction to go in a dungeon has little meaning. Most loot are garbage too, the alchemy system being half assed. The game is also terribly bugging, crashing or hanging multiple times throughout my playthrough. Despite the same, I did complete a run. While its core gameplay can't really save Shattered Heaven, it at least has an intriguing story and characters, despite the narrative was somewhat rushed in the dead. Even if you aren't fond of dialogue or cutscenes, playing through Shattered Heaven's story is like reading through a young adult novel. The story is forcibly gritty, but charming in its own way, and it least presents the tale and its premise way better than most jrpgs.
At first I was a little disappointed, because I was expecting a roguelite deck builder. This game plays more lika a strategy card rpg with a few roguelite elements. But I decided to keep playing it anyway. The story is decent. Some plot points are expect, while others are a nice surprise. Their are obvious lesbians, but it doesn't push in your face. No "hey I'm lesbian, did you know?!" or pride flags. This part is very well done. Each dungeon and fight has special conditions which adds a bit of variety, and bosses evolve during the fight, so you actually have to pay attention to the changes. Overall it's a pretty solid game.
Wow, this is hard to rate. It is far from being a bad game, but after playing it for 4 hours, i also would not recommend it to most people. The thing is : Its a VERY Slow game. Now, i do like it if a game hast story, so i am not really against it, but the presentation is kind of "boring slow". That combined with the really weak deck building aspect makes it, for me, kind of uninteresting to play. The Cards you get are mostly "the same" in how they act in combat, at least after 4 hours and the first Boss beaten on the hardest difficulty i can not really say that i felt that "uhh, lets try and make a deck that work" moment. Most cards are like "deal 6 damage and do 2 bleed" or " do 5 damage and deal 2 bleed" and so on, no really interessting effects. All i nall : Its not a bad game per se gameplaywise, it might be for some people, but not for me unfortunatly.
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Players by region
Where this game's players are, estimated from review languages.
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