
A magical deck-building strategy game. Train your heroes, explore a dangerous world, and overcome enemies such as wolves, giants, and ice golems on your way to a mysterious fortress.
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 22 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
Reviews
Toverblade is a turn-based roguelite tactical RPG that's played with cards. If that seems complicated, it's really not! You choose a class for your character - Warrior, Archer or Mage - then gear them up before creating a deck of cards such as "Move 1 spot", "Slash", "Block". Each card has a damage type, a range and an energy cost. This means that you'll have to carefully manage your position on a tactical grid as well as your attack range each turn in order to defeat enemies. It's actually quite simple and minimalistic, which means the screenshots are enough to get the point! The roguelite aspect of the game comes from the fact that defeated enemies give you cards that you can equip at the start of a run, as well as new gear that influences your stats. Using cards also gives you experience, which slowly increases your main stat - melee, range, magic - as well! This means you're always progressing and getting stronger, a roguelite staple. The main draw of Toverblade is certaintly the Sokpop touch: it's twitchy, cute and mysterious all at once. It manages to be both minimalistic and deceptively complex, and while some accessibility options would be great, it's a neat little strategy game that you can pick up whenever you feel like it.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
A very flawed game. For one you always have to click confirm when targeting something, which basically doubles the clicks required to get through a turn. The main issue is the movement system. You need to draw cards in order to move. Which leads to either dead draw if you draw 3 walk and one parry or you only get the 1 guaranteed walk card with melee attacks which doesn't let you reach the enemies. So it's like land in MTG but worse. The Archer actually is borderline unplayable since all your cards have range 2 and 3 which means the enemy has to be EXACTLY 2 and 3 fields away rather than being a maximum distance. So often you get stuck in a corner with melee enemies dog pileing you with no way to get the 3 distance required to actually attack them. It's only doable because most enemies have Lisa the Painful flashbacks and sometimes skip a turn being confused by your stupidity. Then there is the meta progression. You gain items and cards along the way that are permanent for all future characters, but you can only equip them at crossroads between levels and if your character dies you have to revive them with money before even being able to start over at zero. Also you often get cards and items for the wrong class. My Archer run was additionally doomed because I didn't get any archer cards, only warrior and mage ones and I hadn't even unlocked the mage yet. Overall the game is an OK Cardbattler with very flawed mechanics which hold it back.
Przyjemna karcianka z turową walką
Fun
sokpop
My personal favourite Sokpop game, a roguelite deck builder, you rely on the hands you draw each turn to be able to move, protect yourself, and attack enemies. Go on runs to get new/more cards, tune your deck to get further on the next run. It’s simple but effective and a little addictive. There’s 3 classes to play, though the magic caster class is objectively the strongest, and you’ll notice a good bit of overlap in function between the classes cards limiting how much each classes’ playstyle varies. Still, it drips with a kind of oppressive and surreal ambience I love, and is a bit meatier than the average Sokpop game.
It's a nice miniature card game with simple but high depth mechanics. There are suprising amount of content for it's price
Really fun and somewhat unique dungeon crawler experience, the mix of turn-based card strategy with exploration and figthing works quite well!
Wish there were more games like this !
Toverblade, developed and published by Sokpop Collective, is a compact yet thoughtfully designed strategy experience that merges tactical grid combat with streamlined deck-building mechanics. True to Sokpop’s reputation for creating focused, experimental titles, Toverblade does not attempt to overwhelm players with sprawling systems or excessive narrative complexity. Instead, it delivers a tightly constructed fantasy adventure that emphasizes decision-making, positioning, and adaptive strategy within a concise and approachable framework. At the heart of Toverblade lies its hybrid combat system. Battles take place on grid-based maps where positioning plays a critical role, requiring players to carefully consider movement and range before committing to actions. Rather than relying on traditional RPG commands, actions are governed by a deck of cards that represents the abilities available to the player’s heroes. Each turn involves drawing and playing cards to attack, defend, reposition, or activate special skills. This system creates a dynamic tension between tactical planning and improvisation, as players must adapt to the randomness of their hand while anticipating enemy behavior on the battlefield. Deck-building progression is deliberately streamlined. As players advance through different areas and confront increasingly challenging enemies, they gain access to new cards and items that enhance their strategic options. Instead of encouraging complex, meta-level optimization, the game focuses on clarity and meaningful choices. Adjusting the deck feels intuitive, allowing players to tailor their playstyle toward aggression, defense, or versatility depending on the threats ahead. The system rewards thoughtful preparation without burying the player under layers of intricate mechanics. Enemy variety adds depth to encounters. From smaller creatures like wolves to larger and more formidable foes such as giants and magical constructs, each enemy type demands a different tactical response. Some prioritize mobility, others deal heavy damage, and certain foes punish careless positioning. This diversity ensures that encounters rarely feel repetitive, even within the game’s relatively compact runtime. Strategic adaptation becomes essential, reinforcing the value of maintaining a balanced deck and flexible approach. Visually, Toverblade embraces a minimalist, low-poly aesthetic that enhances clarity without sacrificing charm. The environments are simple but distinct, with different regions presenting varied terrain and atmospheric touches that evoke a magical fantasy setting. The restrained art style ensures that combat remains readable and that players can easily assess the battlefield at a glance. Animations are modest yet functional, providing just enough feedback to make actions feel responsive and impactful. The pacing of the game reflects Sokpop’s design philosophy of delivering focused experiences. Encounters are concise, and progression through regions is straightforward rather than open-ended. This linear structure keeps the experience tight and prevents it from overstaying its welcome. Sessions can be completed in manageable chunks, making the game particularly well-suited for players who appreciate strategic depth in short bursts rather than extended campaigns. Replayability stems from experimentation with different deck configurations and tactical approaches. While the overarching progression path remains consistent, adjusting card combinations or prioritizing certain strategies can significantly alter how encounters unfold. The game encourages players to refine their approach, subtly inviting multiple playthroughs without requiring them. Overall, Toverblade stands out as a refined indie strategy hybrid that demonstrates how much depth can be achieved through careful design rather than scale. Its blend of grid-based tactics and accessible deck-building creates a satisfying loop of planning, adaptation, and progression. While it may not offer the narrative scope or mechanical density of larger strategy RPGs, its focused execution and clarity make it a compelling experience for players seeking a concise yet rewarding tactical adventure. Rating: 7/10
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $21.9K | 85 | 79% | $9.99 | |
| $2K | 34 | 82% | $1.99 | |
| $125 | 1 | 100% | $5.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.3K | 121 | 66% | $0.99 | |
| $2.3K | 68 | 76% | $2.99 | |
| $2.3K | 116 | 86% | $0.99 | |
| $2.3K | 51 | 65% | $2.99 | |
| $2.3K | 124 | 88% | $0.99 | |
| $2.3K | 51 | 78% | $4.99 |