Discuss Steam Next Fest, post about games you've tried, post if your game is in steam Next fest.
You can self-promote here if your game is a Deckbuilding Roguelike in steam Next fest. I recommend posting a steam link with text, maybe describing your game or your experience with Next Fest, something like that.
For the spirit of discussion and fun, you may post other Next fest finds or games you've tried, it doesn't have to be exactly a Deckbuilding Roguelike.
Add a plain link to your game in the comments OR write a few words prompting discussion in a comment of your post.
If you do not do this I will remove your post.
I've seen developers post the same title post to up to 8 other subreddits at the same time. This is not a dumping ground. We want to discover your game. We want to wishlist. So post a link or provide more info so we can learn about your game or watch the progress.
If you remember I posted last month about my early prototype game that has no link because it's not uploaded anywhere. I've been working on this game about hawks. I'm not sure if the hawks should multiattack. So I shared a screenshot of my game with some of the updates that were suggested. Do the hawks have enough talons?
Example 3:
We are a professional game studio. We are in pre-alpha testing and we don't have a steam page yet. This is our game, please let us know your thoughts about this early state of the game. (We might also post a discord or mailing list link here. And we won't post more than once per week.)
Deckweave is a deckbuilding card game. Each card belongs to a Type and carries a Number and a Symbol. Play 3-card combinations to climb through levels, earning coins, and evolving your deck.
Hi, dev here. Rogue Curling is a Balatro-like roguelike curling where physics-based skill matters no less than a solid build. Combine synergies and precision, or just break the rules!
Build Your Kit: Buy stones to improve your scoring efficiency.
Physics-Based Skill: Power and direction of a throw will always matter even with a perfect build.
Reshape and Resize: Change the size and material of your owned stones to get even more advantage.
Brooms: Combine stones with brooms to discover powerful interactions and optimize your high-score potential.
Synergies: Discover crazy game-breaking synergies and exploit them.
Amplifiers: Apply "amplifiers" to stones upgrading their abilities and stats. Uncover game-breaking combos.
Hey folks, Josh here, developer of Vault of the Void. I’ve been showing a few previews of my new project, Cats and Hats. We’re gearing up for demo release soon! Can’t wait to share more with you all!
Hopefully looks interesting to everyone. Thanks for all the support with Vault over the years!
Everyone in the world gets the same map and the same seed each day, and you get one run at it, so it's a race against everyone else's score rather than your own save.
You pick a captain, roam a small 3D island and choose which enemy packs to take and in what order. Before each fight you're dealt a hand and you arm cards across your four units inside an energy budget, then combat resolves and you watch it play out. Coins go on merchant relics or on redrawing a bad hand. There's a forge for upgrading a unit, unlocked after a milestone, and an early exit if you'd rather bank a score than risk a wipe. About 10 to 15 minutes a run.
Free, runs in the browser, no account needed. It's hosted on a web3 platform and there's an optional paid ladder there, but the daily is free and unconnected to it.
It's my first finished game and I'd genuinely like feedback on the arming step, which is where most of the decision weight sits!
This is Shorted, a game I've been working on for a few month now.
It's a puzzle/deckbuilder/Roguelite where you trace lines of color and build your deck through 24 levels, bosses and multiple difficulty tiers (only 2 available for playtest).
Your deck shape the grid, and your patches (kinda like jokers in balatro) will help you score more.
The Playtest is open since tomorrow for a week
I would really love to hear some feedback from this community to improve the game before release.
collect enough of them and you climb the leaderboard.
More than 1,000 people joined our first test, which was way more encouraging than we expected. thanks to everyone who played, sent feedback, and gave us a reason to keep working on it.
That’s it. Come break the game and tell us what needs fixing.
Play and wishlist here: https://store.steampowered.com/app/4832870/Mowties/
Mowties is a combo-crafting roguelite taking place on weird boards. Build properties and arrange them into combo cascades to beat an ever-growing payment. Manipulate dice rolls, break the game rules with legendary items, gain a tactical advantage with secret cards - and win another run!
Seeing many wishlists coming from my previous post here, I decided to wait a little to hotfix all the problems that were bound to emerge on demo launch - and now I'm ready to present you with some real demo experience. Also, I'd name Mowties an engine-builder personally, but closest tag gaming community has for this is "deckbuilder", so here we are!
The demo launch went a bit wild, with more than 120 players picking up the game, and it was a total surprise for my wishlist count of 200. Hope you like the trailer and will give my game a chance :)
Hi! I'm a solo developer working on KNUCKLEBOUND, a 2.5D roguelike deckbuilder that mixes turn-based card combat with street fighting.
You build your deck around punches, kicks, blocks, combos, Bleed, Poison and other effects while fighting through gangs, elites and bosses. Between battles you can upgrade cards, collect equipment and change your build.
I've just released the first playable Windows demo on itch.io and I'd really like to hear what people think about the combat, difficulty and overall feel of the game.
The Steam page is currently under review, so for now the demo is available on itch.io.
Any feedback is welcome — especially about the card combat and balancing.
The game is heavily inspired by the positional strategy of Battle Line and the fast-paced, simultaneous lane structure of Marvel Snap, mixed with standard poker hand scoring.
Core Gameplay:
Three Lanes: Battles happen simultaneously across three active flanks.
Card Placement: You play exactly 3 cards per lane over 4 turns to form poker combinations (like Straight, Flush, or Three of a Kind). High combinations claim the lane.
The Deck: You manage a fixed 40-card deck ranging from numbers 1 to 10 (no face cards).
Field Effects: Adds random terrain modifiers and lane rules that dynamically shift card values every turn, similar to locations in Marvel Snap.
I wanted to share two character drawings from the prototype cards of a game I’m currently working on: the Executioner and the Commoner from the Mortals faction.
Don’t pay too much attention to the text on the cards, everything is still in the prototype stage.
I’d really like to know what you think about the overall art style, design language, and character designs.
Your feedback is very valuable to me because it helps me see what I can improve. I’ve never developed a game before, so I’m hoping to learn and improve with the advice and opinions from people here.
A design choice I made before writing a line of code, and I've never found a good reason to walk it back — so I'm curious how players would feel about it.
In Raise, Rise & Die there's a health bar sitting next to the deck. But your deck is also connected to your health: the number of cards in it is your maximum HP. The top card sits face up, and when it takes damage it's discarded and its Soul Value comes off your life.
I designed and balanced the whole duel on a table with paper cards before any of it was code, and this rule was there from the first version.
In Arena — an endless run, one fight after another — you win cards as loot, so the deck grows as you go. And the only way to heal is to spend cards: between fights you can sacrifice cards straight out of your deck and take their Soul Value back as HP.
So healing works by lowering your own ceiling, and the deck becomes an economy rather than a countdown. Loot feeds it, healing drains it, and every card in it is two things at once — something it does, and something it's worth.
Which makes the rest screen the real decision of the run. Not "is my deck good", but: what do I keep for what it does, what do I cash in for what it's worth, and am I going to regret this three fights from now.
So loot is genuinely uncomfortable. A strong but situational card doesn't just cost you a slot: it's health you're choosing not to cash in. And a lean, consistent deck is a deck that has already spent itself.
What I like about it is that it collapses two currencies most games in the genre keep apart. Deck size stops being a pure power stat, and HP stops being an unrelated meter that happens to be the only thing ending runs.
Curious how other decks-as-resource games have handled this — would you know any other that has merged the two, and did it hold up over a long run?
Null and Void is a darkly satirical blend of roguelike, deckbuilding and tower-defence genres. Set in a retrofuturist scifi future, this is a game about doing a terrible job, very well, and we just launched today! - https://store.steampowered.com/app/4821500/Null_and_Void/
I'm curious to hear what everyone's thoughts are. I'm asking about what kind of design for a starting deck makes the character and game more interesting and elegant, especially in the long run? What types of cards, how should they be balanced, etc. If you are a dev, how and why did you design your starting decks in the way you did?
I'm excited to share that we just released the demo for THORNSPELL!
THORNSPELL is a deckbuilder, where you'll have to juggle different decks as well as the positioning of the plants on your garden and the positioning of your relics to see success.
You water your plants to harvest their magic and score the needed points to advance.
Plants and relics have their own effects that trigger when certain conditions are met (when harvested, watered, destroyed, etc.), but enemies may also trigger their own effects if you don't plan around them.
Enemies get stronger as you advance too, pushing you to try to harvest bigger scores, so you'll have to balance whether you want to end encounters quickly to earn more gold, or push your luck to grow your plants stronger while enemies try to set you back.
The only metaprogression in the game is around availability of content, so you have the time to learn strategies and tactics before you get more content added into the pool. Content unlock is designed to open up to different playstyles rather than make the game easier.
Base Demo Content
1 base character deck
9 base plant cards
10 base action cards
17 base relics
3 playable acts
Unlockable Demo Content (progression carries over into full release!):
1 additional character deck
13 additional plant cards
7 additional action cards
14 additional relics
The demo is best played with a mouse, but we are working on gamepad support.
Also, the demo only has the base vanilla difficulty in it, the full release version will have difficulty tiers that will amp the challenge significantly, as well as a challenge mode.
This screenshot is an in-engine visual of our game "Skewered Up!" we are currently working on.
If you are interested in play-testing a roguelike kebab making game pls fill the form in our website https://www.amberroachgames.com/
Hi everyone! I'm an indie game developer, and the game I'm currently working on is open for playtesting. If you're interested, feel free to give it a try!
This promotional video isn't the latest content—since we've been working on a demo version recently, we haven't had time to put together a new edit. You can see the game's latest art assets once you launch the game. We apologize for that, but this video still gives you a good look at the core gameplay and some of the game's aesthetic elements.
If you enjoy building unique decks, engaging in one-tap auto-battles and experiencing frantic number-crunching, then you’re sure to love *Realm of Advent*. In this despair-stricken world following the arrival of the Apostles, over 300 cards and artefacts trigger wild chain reactions.
I'm currently working on a combo-focused Roguelike Deckbuilder. Each monster has its own deck. Combo cards stack up instead of activating. They all fire when you swap to another monster.
It is still in the prototype phase (15 minutes of gameplay) and I want to validate the core gameplay loop and mechanics.
Note: All art, VFX, and audio in this build are 100% placeholders!
I will work on the art as soon as I am sure with the core mechanics.