
Embark on a unique drafting adventure with an endless array of randomized cards inspired by classical ARPG-Loot. Transform your one-of-a-kind loot into powerful battle tactics! Take on enemy squads drafted by real players in a post-human world teeming with beasty conflicts.
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 Sep 7 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 26 → 0.14/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
Above all else, Stash is a Looter game with randomized cards inspired by Loot from ARPG-games.
With an endless variety of unique cards, no two drafts are ever the same.
Every decision is a razor-sharp balance between pushing your luck for that perfect chase card and the urgency of locking in a game-changing pick before the next battle begins.
!!! Notice for players in CHINA:
Due to regional restrictions, the game is currently not playable in your region. We are working on a solution and plan to release a localized version in the coming months.
Make quick decisions with intuitive swipe-based card selection that feels just like opening a real pack of cards. Thanks to procedural generation, no two choices are ever the same. But don’t let the smoothness fool you, this is a game of deep strategy


Choose from six distinct card types: Heroes, Weapons, Relics, Quests, Consumables, and Upgrades. Craft unique heroes, build strategic advantages, or grab a quick buff to turn the tide of battle.
Compete against players who came before you in asynchronous multiplayer battles. Draft the right cards and combine them into unique Heroes that your overall strategy perfectly.

Explore a world map filled with bits of lore and opportunities to unlock new allies, uncover powerful weapons, and expand the pool of cards available in your loot.
Seasonal Content
In Stash, competitive players compete to climb the monthly rankings! The Alpha on the Leaderboard is crowned the King of the Land until a new contender defeats his deck and ascends to a new level.
Every new season, we will come with balance adjustments and new cards to unlock to mix up the challenge.
Launch date:
- Season 1: The Awakening
A global competition to compete for the first crown of King of Nyveris and seasonal unlockables!
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
An amazing deck builder/draft game with a lot of depth! Really cool comboes and decisionmaking, great replayability. I do reccomend that you try it out. There has been a few bugs one in a while, but they are getting fixed. edit after 100 hours: i still really enjoy the game, the develloper is good with updates and bugfixes and the game has a great community on discord. i still recommend it
Stash: A Card Looter is a great card game with a fresh idea. The gameplay is easy to understand but still keeps you thinking. I liked how each run feels different and never gets boring. It’s a fun and relaxing game to play for short sessions.
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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**languages with full audio support
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A cheap and surprisingly fun little game. It caught me off guard at first — I couldn't wrap my head around the synergies or the combat system. But after about 8 hours of pure trial and error (no guides, no wikis), I finally put together a deck with a solid win rate. That said, a lot of the game's terminology goes unexplained, so I'll be doing some reading today to sharpen my strategy. I'd guess I'll get around two weeks of enjoyment out of it before I've cracked most of the systems and am ready to move on — which feels like fair value for the price.
OVERALL 8/10 Absolute gem of a game, with potential to become a genre goat. [hr][/hr] [b]WHAT TO EXPECT[/b] [hr][/hr] Core gameplay loop is rock solid. It moves at roughly the same pace as The Bazaar, but I found it way more addictive because it wastes absolutely no time on any kind of fluff: zero dialog, 2-second loading screens, and not even any story to speak of. The game just gets out of your way to focus on what matters most: 1. The thrill of theory-crafting your build 2. Trying to put it all together in practice 3. Seeing how far your idea can take you To that end, you are rapidly cycling back and forth between deck-building and battle. If your current run ends, you hardly care because the next one begins immediately on the very next screen, smoothly locking you into one of the most addictive dopamine loops in memory. (It's genuinely hard to close the game.) There is seemingly endless build variety, as every hero and weapon is useful and interesting enough on its own to ostensibly be built around as a core strategy, and everything synergises with *almost* everything else. This is GREAT game design. I do hope the devs continue adding new creatures, factions, weapons and mechanics over time. [hr][/hr] [b]FINAL THOUGHTS[/b] [hr][/hr] The game deserves to be successful. It will have a future IF the devs can iron out the technical issues and spend some money on marketing and expanding the player base. I am way too frequently being matched up against snapshots of my own previous decks, and outside of that, I keep being matched up with what seems like the same 5 - 10 players. [hr][/hr] [b]TECHNICAL ISSUES[/b] [hr][/hr] - Semi-frequent crashes (once every couple of hours), but luckily the game auto-saves frequently, allowing you to quickly return to where you left off. - Semi-frequent issue where, going into a battle, one or more of your cards randomly disappear and are replaced with a blacked out "illegal dupe" card, often causing you to lose that fight and potentially messing up your run. - UI responsiveness needs to be checked at different screen resolutions. In the loading screen, the loading bar overlaps the skill icons. - When dragging-and-dropping a card onto another, they normally swap positions, but sometimes one stacks on top of the other instead.
"Has all the parts of a great game, but somehow never manages to align them in a way that makes it all click." is probably how I would summarize Stash. Because the core is there. I can see how this could be a very fun game. Unfortunately, in reality, runs are often more of a frustrating experience than a fun one. I'm not sure I can say exactly why that ultimately is, but there are some factors that definitely contribute to it. It often starts with the setup. You can spend currency gained in runs to pick your starting heroes and some starting equipment. Cool, in principle, even if you'll look to replace them relatively quickly anyway. Usually you'll probably pick some frontline and some backline weapon. And then this happens, without a fail: the game fuses the frontline weapons with your lowest HP heroes, and the ranged ones with the higher HP heroes you get. Every time. Now, in itself this is a minor thing. Like I said: realistically you'll be looking to get better units and replace what you have soon enough anyway. But it is nevertheless a great example for a lot of "seemingly small kinks" that, in the end, all combine to a somewhat rough experience. You get rewarded for picking a faction and sticking with it to level up "their" weapon cards, but a) sometimes that faction isn't even available as a choice for your next battle and b) upgrading weapons is also supposed to make them show up more often in rewards, but the increments are -in my opinion - way to small and in reality you'll still just end up picking whatever has the best numbers/bonus for your team at the time. And so on, and so on... you get the gist. (And don't get me started on some of the match-making. Late game pairing is ROUGH). In summary: there's a lot of good IDEAS here, systems even that COULD be great - but none of them seem to ultimately have been thought through to the end or had their numbers tweaked just right. That combined with the fact that the player isn't given enough control to reliably build a good team every run, sadly make this into an unfun experience.
The more I play it, the more I like it. That fact usually does not guarantee a good game.... :-D But in this case, it does. Some more hours spent, and the game feels better and better. Lovin' it!
Lots of depth, lots of replay value. Super fun already, hoping the game continues to grow!
Stash: A Card Looter is an inventive indie strategy title that blends the thrill of loot-driven progression with the careful planning of deck-building roguelites. Developed and published by WheeGaming, the game reframes familiar concepts from action RPGs—gear drops, upgrades, and build optimization—into a purely card-based format. Rather than focusing on flashy combat animations or heavy narrative exposition, it centers on decision-making, probability management, and long-term strategic thinking, creating an experience that feels both methodical and constantly surprising. The foundation of Stash lies in its drafting and looting systems. Each run presents players with a randomized selection of cards that represent heroes, weapons, relics, consumables, and upgrades. Choosing what to take and what to discard becomes the core challenge, as every decision has lasting consequences on how your deck performs later. The drafting process is intentionally tactile and satisfying, evoking the sensation of opening card packs and sorting through loot. This sense of randomness keeps the game fresh, while the strategic layer ensures that success depends on understanding synergies rather than luck alone. Heroes form the backbone of any deck, each bringing unique abilities and scaling potential that influence how the rest of your cards should be built around them. Weapons and relics add layers of complexity by modifying stats, triggering passive effects, or enabling entirely new playstyles. Consumables and temporary boosts introduce tactical flexibility during encounters, while upgrade cards allow you to refine and specialize your setup over time. The interplay between these card types encourages experimentation, as powerful combinations often emerge unexpectedly through careful drafting rather than predefined builds. One of the game’s most distinctive elements is its asynchronous multiplayer structure. Instead of real-time PvP, players test their decks against those created by others, allowing for competitive play without the pressure of simultaneous matches. This system supports ranked ladders and seasonal resets, giving competitive-minded players clear goals to pursue while keeping the overall meta fluid. Because you’re effectively competing against the strategic decisions of other players rather than their reflexes, the focus remains firmly on deck construction and long-term planning. Progression extends beyond individual runs through a world map that offers exploration, quests, and unlockable content. This map serves as a light narrative and structural framework, gradually expanding your card pool and introducing new challenges. The setting, a fractured post-human world filled with strange creatures and lingering remnants of civilization, acts as atmospheric flavor rather than a story-driven centerpiece. It provides context for the game’s mechanics without distracting from its primary focus on strategy and replayability. Visually, Stash opts for a clean, colorful 2D presentation that emphasizes clarity and usability. Card art is distinct and readable, making it easy to assess options quickly during drafting and combat phases. The interface is designed to support fast evaluation of stats and effects, which is crucial given how often players must make high-stakes decisions. Sound design is understated but effective, reinforcing actions without overwhelming the experience or pulling attention away from the cards themselves. Like many roguelite deck builders, the game’s appeal grows with familiarity. Early runs may feel overwhelming as players learn card interactions and optimal drafting strategies, but this learning curve is part of the experience. Over time, recognizing patterns, anticipating synergies, and adapting to imperfect drafts becomes deeply rewarding. That said, the reliance on randomness can occasionally produce uneven runs, and players sensitive to variance may find certain losses frustrating despite sound decision-making. Ultimately, Stash: A Card Looter succeeds by marrying the excitement of loot acquisition with the depth of strategic deck construction. It offers a strong sense of progression, high replay value, and a competitive framework that rewards creativity and adaptability rather than rote optimization. For players who enjoy roguelite card games, asynchronous competition, and the satisfaction of building powerful decks from unpredictable resources, it stands as a thoughtful and engaging entry in the genre that encourages experimentation and mastery over time. Rating: 7/10
Awesome artwork, unique ideas. Best autobattler I've ever played. Also I hate autobattlers so I got out of there when I could, but you'll love it! Go ahead and buy it; you deserve it!
I don't have much time in this game (yet), but it's been good so far. Very original and different than other card games. For under €10 (sale around €7), it's a good deal.
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.
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