
The Simulacrum is a deckbuilder with procedurally generated cards. Obtain cards through a roguelite mode, acquire a large collection and challenge the hidden guardians of The Simulacrum.
Modeled estimate, not a reported figure. How we estimate →
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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
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
TL/DR: DO NOT BUY THIS. GAME IS BROKEN AND STILL BEING SOLD. Detailing: this game had an update where a bug was introduced, one that makes the game unplayable for practical terms. Sometimes when using a card, this card will not be used nor will it return to your hand. It will be floating in a limbo, forever. Only solution is to exit this game and begin a new, or accept that you just lost one card for nothing and continue the game. Nedless to say, this solution of ignoring it is absurd, and sometimes, more often than not, will lead to you losing this battle. Imagine you are using a 8 mana card when you finally have 8 mana to spend, and then you lose this 8 mana card? And your entire turn? This is deadly in games like this. SPECIALLY since the best part of this game is the dungeon delving, a permadeath roguelike.
I love roguelite card deck builders. So the idea of procedurally generated cards sounded really interesting. Sadly I can't recommend this game. I can get past the poorly designed UI that looks like a flash game from the late 2000s and can live with different font sizes everywhere. I've played hours of Monster Train, I'll ignore the graphics if the game is engaging. There is little to no tutorial at all. I'm expected to guess which stat is attack and which is defence/health (as the attack kinda looks like a sword and shield which is just needless confusing). There is no explanation for why combat went the way it did. I still could not figure out why my card was discarded after attacking, and there is no combat log for me to check. This game sorely needs a really good tutorial to explain what is going on. For the first 10 minutes into the game I thought the number beside the deck was my health. Not the random goose on the left hand side of the screen. Disappointing to say the least.
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Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Unfun and uninspired magic the gathering ripoff, except instead of casting lands you may sacrifice up to one card from hand per turn to act as if it were a land. "Procedural generation" in the store tags apparently means AI slop for art and wildly unbalanced random card designs, not dynamically built levels or anything fun like it used to mean. Yawn. Edit: Just noticed that this game is 9 GIGABYTES?? What a mess
You get a good game for 5$ but so much more content could be added and the price increased and this would be an amazing game.
The lack of a tutorial turns the leaning curve into basically a brick wall - BUT if you have played other deckbuilders before, and you play DELVE mode (which is not super obviously the right place) - this is a really fun and interesting and compelling and hard to put down game! I might make a short getting started guide, because it's really not easy to dive into. my first half an hour resulted in a thumbs down review, but I gave it another shot and I really like it a lot, now
The fun and challenge for me was in evaluating the generated cards. It is a puzzle to build something coherent in the roguelike mode. Be warned the actual play is clunky, and low polish. A few animation effects, but mostly rectangles being rapidly moved around.
Great little Deckbuilder. It has a good amount of leader selection for the delve mode, which is similar to the rogue/exploration modes of other titles. It also has several other modes, which include constructed, arena style, and a multiplayer section. I personally spend most of my time on Delve, as that is what I enjoy. Each card is unique, as far as I can tell, being generated from a series of rules based on the cards faction or colour. This provides a lot of replay value, as you can collect a near infinite amount of cards from various sources. There is always something new to try, and each deck feels different.
Did not like. Too much time to figure out what is going on. Nothing explained and no tutorial.
Overall an incredible cardgame that forces you to rethink your strategy after every game and during every fight, which however has some major bugs like nodes being not clickable or the game softlocking - which can destroy a whole run. If those issues were fixed, I'd say this might even outclass Slay the Spire, Monster Train and Across the Obelisk.
Fun but not super deep.
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Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.7K | 6 | 100% | $14.99 | |
| $2.3K | 19 | 95% | $9.99 | |
| $2.3K | 5 | 100% | $14.99 | |
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $18.1K | 149 | 91% | $8.99 | |
| $18.1K | 80 | 88% | $6.99 | |
| $18.1K | 63 | 92% | $12.99 | |
| $18.1K | 67 | 55% | $6.99 | |
| $18.1K | 51 | 88% | $19.99 | |
| $18.1K | 178 | 76% | $6.99 |