
Spellstone is a fantasy card game with beautiful hand-drawn art and rich lore! Collect hundreds of striking cards to battle through a compelling story and unravel the mystery of the Void.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
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Languages: English, French, German, Spanish - Spain, Russian
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Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
dead game lol
I've had such a history with this ♥♥♥♥♥♥♥ game. When I was a young middle school Woot, I discovered Spellstone while I was surfing Kongregate for the latest Flash games, which should tell you right away that I'm old. Anyways. I was ADDICTED. I played this game religiously in 2015, and then I lost my account when the first major new area, Duskwillow, opened up... I was so distraught. Months of time and card game experience I'd never get back. I never picked it up again. Fast-forward to COVID. I have a Steam account now. I'm searching for actually good games to buy, and there it is. "Hey!" I say to myself. "Isn't that the ♥♥♥♥♥♥ card game I played when I was 14? I remember everyone saying the game was dead. It's free! I might as well start from scratch." 4 years, well over 2000 hours, and a freakin' DEV CREDIT later... Good God it's not worth it. Don't do this to yourself. Oh, you're still here? You actually want me to tell you about this piece of ♥♥♥♥? Strap in. I warned you. Spellstone tells you it is a card-collecting game where you make a deck of 15 fantasy monster cards - all with "beautiful hand-drawn art" and "rich lore" - and pit them against various enemies to "unravel the mystery of the Void". Makes you think you're in for a story-rich, lovingly world-built card battle RPG with some cosmic horror elements. Anyone who knows me knows I'm obsessed with story-rich cosmic horror games. I'm a Kirby maniac! So why am I giving Spellstone such a scathing review? Two words: "false promises". Gameplay is fairly simple: you just drag one of your three cards onto the battlefield when it's your turn. Every four weeks (in real time), there is a new disgustingly overpowered "Champion" card (the ones with the 10 point stars), and there are also daily challenges and weekly events. Your progress on the world map is limited by an energy bar. Anyone savvy enough to smell a scam probably knows what they're up against by now: Spellstone is not an RPG, or even a CCG. It is a glorified mobile game intent on sucking away your money harder than Mortagan the Grave General siphons health when Undead cards have all the power. (Granted, this was a lot worse years and years ago, but you're still going to be very weak for the first year or so if you don't buy thousands of Shards.) Each card has up to three skills. There are more conventional ones. "Bolt all 5" will hit all the enemies with a bolt that does 5 damage. "Armor 7" reduces attack damage taken by 7 points. And then there are confusing ones. "Ward 12" is a passive shield that blocks up to 12 points of "skill damage" every turn. "Backlash 6" deals 6 damage to any enemy that targets the card with a skill. Not only that, each card also has a "delay" rating of 0 to 4. 0-delay cards (0d) are weak and frail but move instantly, while 4-delay (4d) cards have boatloads of health but have to sit there twiddling their thumbs for 4 turns before they activate. There are a lot of weird interactions that the game doesn't always tell you, so you'll have to ask your guildmates for help unless you're a veteran who's in too deep to quit. There was a "dark age" in Spellstone history where the story campaign (which most people probably clicked through) ended, and they outsourced development to some, shall we say, less than gifted B-team devs. It was obvious the heart was gone. I've seen the development team change hands a bunch of times. After the original Synapticon group wrapped up, there was NewForcystus, who liked to make up sillier filler plots but ran things well. Then there was Kamakiri, who messed up the code sometimes but was always punctual and professional. Then there was Valfali, who introduced so many game-breaking bugs that his glitches, are now recurring memes in the Spellstone fan base. (And they're still with us to this day. Ooops!) Now, this game is in its sunset years, and Kongregate no longer cares enough to hire people AT ALL. Instead of a development team, it's got something called "Comdev" - short for "community development". Basically, a bunch of big spenders ("whales") who wanted to protect their investment (and myself, even though I was a broke college student). We have a Discord server and everything. There's one "whale" who appointed himself leader, and the way he treats the rest of the Comdevs, you'd think he was actually being paid for this. "We've gotta get the story done by MONDAY, Woot!" That sort of relentless grind is exactly what you'll feel, wearing down your soul like an army of soldiers' spears as they pierce the hide of the mighty Cyclops, if you try interacting with this game for prolonged periods. I rate Spellstone an "Error Code 11" out of 10.
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Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Спасайте ребят, мне жена сказала если здесь будет: 20 лайков и 5 наград, то жена купит ящик пива!!!
[quote][b][url=https://en.wikipedia.org/wiki/Microtransaction]Warning: Microtransaction infested mobile app![/url][/b] This game is infested with a toxic mobile app style cash shop. You will be prompted to and expected to give money to the developers through this cash shop to buy in-game goods so you can play the game.[/quote] "Spellstone" is one of thousands of nasty mobile apps infesting the "free" section of Steam, but it's not really free. This is a godawfully P2W cash grab Hearthstone ripoff but with cartoony furries instead of Blizzard characters on the cards. The game costs an eye watering SIXTY UNITED STATES DOLLARS worth of P2W DLC before you get into the utterly toxic cash shop, recharges/refills... this isn't just cancer, this is the bowel cancer of gaming. There's only a superficial game here. The game visuals and the game itself are incredibly shallow... think of them as the too-bright, colourful, thin plastic cabinet dress theme on a poker machine at the casino. That's basically what this is. So really, the mobile app "game" is just a veneer, a thin skin wrapped around a nasty, predatory mobile app cash shop. Putting that toxic mobile app monetisation aside... this is a mobile app. I didn't spend thousands on a gaming PC so I could pretend it's an iPhone, and I don't think you did either... this kind of mobile app has no place in your Steam library. This game is fairly dated at 9 years old... and even back then it looked old and busted compared to contemporary, professionally made 3D games of the same period. It looked bad then, it looks worse now. On the important matter of pricing and value for gamers, there's a lot going on here with monetisation, so this really shouldn't be considered a truly free product because of that. You're expected to pay up $60 USD to unlock content through DLC purchases. The game should not be considered completely unlocked until you empty your wallet for the developer. This is misleading and predatory pricing on a product falsely marketed as "free". Bearing in mind that free games don't add +1 to your game collector count, should you bother adding this to your library and downloading it? Definitely not... this is just an unethical cash grab. Avoid at all costs.
Funciona para pasar el tiempo
There is not much point in getting into the game nowadays, but I appreciate that it is still playable.
I have nonexistent play time on this Steam, but I have played this game and its predecessors (mainly War Metal: Tyrant) excessively on Kongregate and Android back when I was younger and less discerning. In short, it's a fun junk food game to click around and watch your numbers go up, but utterly messed up by power creep and exploitative microtransactions. You have a deck of 15 cards (originally 10 in Tyrant) and a hand of 3. Each turn you choose one to play. They have 0-4 wait, meaning they sit that many turns in play, vulnerable, before they activate and start doing things. Played cards go in a line and while they are active, your first card activates its 0-3 abilities and attacks the opponent's first card, and so on, and if the opposite side is empty they attack the opponent's face. You can see this in the store previews. In early Tyrant this played surprisingly well despite being so simple, with all the interplay between faster smaller cards and heavy hitters, and abilities that could heal, prevent or directly deal damage, or perhaps stun cards for a turn. In Spellstone all this is vastly overshadowed by ridiculous numbers creep. To illustrate, the common 1-wait card in your starting deck is a 2/3 with no abilities. Fully upgraded it becomes a 3/10 with Empower 2 (each turn, for that turn, one of your cards gets +2 attack). You can probably see that with this difference in numbers there's little room for strategy, a deck with cards of the fully upgraded power level will outclass the base level ones regardless of any strategy. Here's what an endgame 1-wait card (runed and fully upgraded Little Kawosha) looks like: 12/30, Hex all 5 (for this turn all enemy cards take +5 damage for each instance of damage dealt to them), Bolt all 3 (deal 3 damage to all enemy cards), Frostbreath 4 (deal 4 damage to the opposing and diagonally adjacent enemy cards if present). So if you add all that up and ignore potential mitigating abilities on the other side, this dude will deal 34 damage to the opposing card, 17 to the its diagonally adjacent ones and 8 to all others. Not only is this comically far apart from the starter cards, when every card looks like this except half of them with similar defensive abilities instead, the board becomes ridiculously messy too. There's no way to balance this. Most single player content becomes trivial pretty quickly and you'll just farm it on autoplay. There's some strategy and matchup considerations in very endgame play where you can assume people are at least pretty close to the same materials, having either kept grinding for a decade or sank obscene amounts of money. Even then, there are premium currency only card sets that are commonly a step above the grindable ones. Now imagine having cards halfway between my previous examples - you'll be untouchable to the newbies, and vice versa to the endgamers. That's what the pvp is like, sometimes you autowin, sometimes you autolose, and even when there's a real game to be had there's always a thumb on the scale. I recently got back into this for a bit and it's still fine junk food, but you cannot approach this as seriously at all. I do like the core systems and occasionally daydream about putting together a clone with a balanced card set, but unfortunately this and Synapse's other still maintained games are about milking the p2w crowd with forever power creep.
love this game the art the ease of play the combat mechanics all of it give it a try i promise you wont be disappointed!
Не работает на территории РФ.
Buen Juego de cartas
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