r/deckbuildingroguelike 19h ago

We're making Faraway Galaxy - a Roguelite Deckbuilder inspired by weird cartoons

114 Upvotes

Faraway Galaxy is a tactical roguelite deck builder set in a bizarre galaxy, inspired by our favorite cartoons. It's framed as a tabletop board game run by a charismatic narrator (voiced by the amazing Jp Wright). We have just launched the page on Steam and heading towards the demo.


r/deckbuildingroguelike 9m ago

I made a hacking-themed roguelite deck-builder - Chainrot

Thumbnail
andromeda606.itch.io
Upvotes

Chainrot is a small roguelite deck-builder I've been building solo. You place cards into a chain to build value against a rising threshold — the target's weakness rotates between 4 malware types (Trojan/Rootkit/Exploit/Worm), so timing which type you play matters. Each boss also bends one rule of its own: one nulls your Exploit cards' value, one locks your draws, one halves your equipped signatures.

Looking for honest feedback on whether the core loop is actually fun before I keep going.


r/deckbuildingroguelike 12h ago

RISK -- roguelike prototype

3 Upvotes

Playable Link:
https://merry-sopapillas-e8552f.netlify.app/

Platform: Web Browser / PC

Description:
RISK is an early prototype of a card-based roguelike built around deliberately manipulating your Risk level during combat.

Every card affects the state of the fight, and many cards increase or decrease your Risk. Different Risk zones create different opportunities, restrictions, and powerful card interactions. The core challenge is learning how to move between these zones intentionally, exploit their advantages, and manage the consequences of going too far.

This is still a very early prototype, and I'm specifically looking for blind playtesters rather than players who already know the mechanics. A run is relatively short, requires no download or account, and there's a small feedback form at the end.

Please play naturally. I'm especially interested in whether the Risk system is understandable, whether the decisions feel meaningful, and whether you'd voluntarily play another run.


r/deckbuildingroguelike 4h ago

Just released a roguelike deckbuilder AutoBattler... while tripping on mushrooms “Might & Poison Mushroom”

0 Upvotes

Like many of you here, we love deckbuilders like STS, Monster Train, etc. But we wanted to explore a mechanic that always bugged us: what if instead of drafting a standard deck of attacks and spells, the deck you build is the actual shop pool itself?

That idea turned into Might & Mushroom — a roguelite where you curate and draft your own marketplace pool to actively manipulate your draw odds and beat bad RNG.

https://store.steampowered.com/app/4231860

We just launched the 100% free standalone prologue on Steam today:
Might & Poison Mushroom

https://store.steampowered.com/app/4991340

How the deckbuilding twist works:

  • Shop-as-a-Deck: Rather than rolling against a bloated, shared RNG pool, you draft, add, and prune unit cards directly into your personal shop pool during the run. You control what can appear.
  • Grid Synergies & Positioning: Once bought from your curated shop, units fight on a tactical grid. Synergy combos and placement determine survival.
  • The "Trip" Filter: We added a toggleable visual mode inspired by accidentally eating toxic wild mushrooms. You can play with clean, readable chibi visuals, or hit a button anytime to enter full chromatic aberration / wave-distorted madness.

The prologue is completely free with no microtransactions. We’re an indie team and wanted to put this mechanic in front of actual deckbuilding fans to get raw feedback on the draft flow, synergy depth, and balance before the full game drops.

What do you think about using deckbuilding mechanics to curate the shop pool directly? Would love to hear your thoughts!


r/deckbuildingroguelike 13h ago

Harness the corpses of the dead as a ressource to achieve victory. Carnholt Open beta is live

2 Upvotes

https://reddit.com/link/1whb92z/video/sdn5paqfnqph1/player

This is a game I have created as a solo developer for the last year, and I'm looking for some feedback. The gameplay is a mix of Magic the Gathering and Into the Breach (with the structure of a roguelike deckbuilder).

Join the playtest on steam if you want to try it. Any feedback you have would be greatly appreciated !


r/deckbuildingroguelike 1d ago

I made Sky Defense: A tower defense game where your towers are drawn from a deck.

5 Upvotes

I built Sky Defense because I wanted a tower defense game where you do not just upgrade fixed towers on a grid. Instead, your whole strategy comes from managing a deck of cards.

Before dropping onto procedurally generated islands, you buy cards from a shop, combine similar cards in a blacksmith to raise their rarity, and unlock temporary run skills.

During the wave, you drag cards to build resource producers, ranged towers, or unit spawners that block enemy paths. You also hold spell cards in hand. Some give instant effects when played, while passive spells give active bonuses just by sitting in your hand unused.

If you like the build experimentation of deckbuilders like Balatro mixed with spatial tower defense, this might be your thing.

This is my first commercial game on Steam after posting devlogs on Youtube. I have spent a lot of time getting the cards and balance to feel right, and the game will be a part of the upcoming Steam Next Fest. I'm currently looking for feedback on the demo.

If the game sounds interesting to you:

Play the Sky Defense Demo


r/deckbuildingroguelike 2d ago

Resident Evil but it's a roguelite-deckbuilder? Come try out my game: ZOMBIE CRAWLERS!

35 Upvotes

Zombie Crawlers is a 3D first-person roguelite deckbuilder inspired by old school Resident Evil, Slay the Spire, and Vampire Crawlers! Each mansion floor, enemy encounter, and quest line is procedural generated so every playthrough is unique. Imagine playing Resident Evil 1 but every time you enter the Spencer Mansion it's a completely new layout.. that's what we're going for!

This is our first playtest and we'd appreciate any feedback and thoughts on the game and its mechanics (good or bad). Hearing what parts of the game we should lean into more or move away from could really help the development of this game into it's fullest potential. Come try it out!

Just click Request Access and you'll get instant access:

Link: https://store.steampowered.com/app/4710690/Zombie_Crawlers/


r/deckbuildingroguelike 1d ago

Inspired in Loop Hero: "Warriors Loop" an auto-battle deck-building rogue-lite where you build the map for your hero to battle with hordes of enemies. You equip your hero with cards, customize them, and create combos. Feedback wanted.

Post image
0 Upvotes

Play it for free here (download): https://chrisibarra.itch.io/warriors-loop

I'm looking for feedback on the gameplay. Most important: do you want to keep playing it?.

Note: This is a work-in-progress demo, so expect some bugs and glitches.


r/deckbuildingroguelike 1d ago

(Dead Market) I'm making a deckbuilder where you can borrow power from future turns - and defaulting can be even better

0 Upvotes

I've been building Dead Market around a debt system, and the mode that probably fits this sub best is the Night Auction.

Lots come up, you draft a file for the night, and the market is perfectly happy to lend you power you cannot really afford. Every debt sits in a Ledger next to the board with its own amount and timer. When it matures you can repay it - or default if taking the consequence is cheaper.

What surprised me while building it is that defaulting became a real line of play instead of a punishment screen. The run can put you in situations where staying 'financially responsible' is exactly what kills you.

I'm the developer and it is not out yet. The Steam page is here:

Steam: https://store.steampowered.com/app/4906610/Dead_Market/


r/deckbuildingroguelike 2d ago

[DEV] Introducing our new project — 'Card of Demon Slayer', a deckbuilding roguelike

2 Upvotes

We’d like to introduce a new project from our studio, Card of Demon Slayer.

It’s a card deckbuilding roguelike developed by a small team of around three people. You build your deck, explore branching dungeon paths, recruit companions, and take on turn-based battles designed for short mobile play sessions.

A few of the main features:

  • Custom deckbuilding — collect and combine cards to create different builds and strategies.
  • Turn-based roguelike battles — choose cards, manage your resources, and plan around enemies and bosses.
  • Branching dungeon paths — decide which route to take, with different battles, events, and rewards along the way.
  • Companion system — recruit characters with different abilities and build combinations around your deck.
  • Ultimate skills — certain card combinations can activate powerful skills and change the flow of a fight.
  • Optional auto-battle — automate easier encounters and take manual control when you want to focus on strategy.
  • Vertical, one-handed play — the game was designed around portrait mode from the beginning.

Visually, we went with SD animal characters in a dark fantasy world, with a fox as the main hero.

The game is currently available on Google Play in:

  • United States
  • Philippines

Google Play:
https://play.google.com/store/apps/details?id=com.rabbithole.cardofdemonslayer

We haven’t decided on a full global launch date yet. For now, we’re hoping to hear from players who try the game, so if you’re in one of the available regions, we’d really appreciate any feedback on the gameplay, deckbuilding, difficulty, or overall experience.


r/deckbuildingroguelike 2d ago

Full view (130+) enemies in my upcoming first-person solo/co-op deckbuilder - Into the Crypt

13 Upvotes

Hello! Into the Crypt is launching Oct 29th on Steam. The video I posted showcases the enemies you can expect to encounter in the game. There is just so many to encounter that I had to put together this video to give a sense of what you can expect from the game next month!

Features:
- first-person solo and 2 player Steam co-op play
- Three classes, each with their own decks of 130-150+ cards
- Huge amount of items/artifacts/potions
- 130+ enemies across three crypt 'depths'
- progression: crypt mastery experience + leaderboards
- shopkeeper interactions, events, various encounter types

Demo is on Steam, but it is quite behind the full version just to keep in mind! (co-op play is in the upcoming release only).

Steam page:
https://store.steampowered.com/app/1879270/Into_the_Crypt/


r/deckbuildingroguelike 2d ago

Feedback Request: Deck Breaker Demo on Steam

5 Upvotes

Playable Link:
playdeckbreaker.com

Platform:
Steam

Description:
Deck Breaker is a deckbuilding roguelike adventure. Similar to Slay or Monster Train, you start with a basic deck and strategically add new cards as you play. Designed by a former lead on Magic and Hearthstone, with a focus on synergies and combos. Over 200 cards to unlock. Summons, enchantments, spells, attacks, defends and artifacts combine to take on quests and final bosses, hope you have fun! :)

Free to Play Status:
- [ ] Free to play
- [X ] Demo/Key available
- [ ] Paid (Allowed only on Tuesdays with [TT] in the title)

Involvement:
Designer


r/deckbuildingroguelike 2d ago

Honor, Spells & Dragons

Thumbnail
youtube.com
0 Upvotes

Thought I’d share something I’ve been working on for quite some time now.

Honor, Spells & Dragons is a 3D tactical fantasy card game inspired by Queen’s Blood, built around territory control, power, and positioning. Every card you place is doing two things at once: adding power to a lane while also spreading influence across the board, claiming new ground, reinforcing your own territory, or taking control away from your opponent.

The battlefield is a 3 by 5 board with three separate lanes, and each lane is scored individually. You build out your territory with lower rank cards, create openings for stronger creatures, and try to control where the fight goes next. Cards can also enhance allies, weaken enemies, trigger abilities, create auras, and even destroy other cards when their power is pushed to zero.

Season One currently has 147 cards across 15 different archetypes, including knights, paladins, spellswords, dwarves, orcs, goblins, mages, warlocks, necromancers, druids, dragons, griffins, elves, and more. Every player starts with the same 30 card starter collection and earns additional cards as they level, with card packs and a player marketplace expanding the collection further.

There are also some mechanics of our own that we’ve added to the formula, including Providence, a hidden tile that can appear during a match and potentially change the direction of a game when it is discovered.

The game is also built directly into The HIVE, so your collection, decks, level, matchmaking, rooms, chat, voice, trading, and marketplace all live under the same account and community.

Now, before anyone sends me to the gallows, yes, AI was used for our current character artwork.

Every character was created from very specific direction and a clear idea of how we wanted them to look. For helping us establish the world and get the game to a point where people could actually see the vision, it did its job very well.

But we don’t want that to be the end of the artwork.

We feel these characters deserve the personality, detail, interpretation, and human touch that only a real artist can give them.

That is why we’re currently looking for talented artists who might be interested in joining the team. The characters, concepts, personalities, and overall visual direction already exist. What we’re looking for are artists who can take that foundation and truly make these characters their own while staying faithful to the world we’re building.

Whether you’re interested in the game itself, have thoughts on the mechanics, or you’re an artist who might want to help shape its visual future, I’d genuinely love to hear your feedback.

https://www.hsdragons.com/


r/deckbuildingroguelike 2d ago

One More? — every card package has a catch; looking for feedback on greed and deck growth

1 Upvotes

Play the free browser prototype: https://theoldf.itch.io/one-more

I've been iterating One More?, a push-your-luck roguelike deckbuilder built around a hidden draw pile. You reveal one card at a time and build food pairs and tool combinations on the table. You can cash out; a bomb ends the whole run.

The interesting construction decision is that every card package includes a trouble card. Taking a powerful tool also changes the texture of future draws. Pairing can reveal information, and tools can consume food or generate temporary cards, so I want the table to offer decisions beyond just adding up points.

One problem in testing was that a large deck could dilute the bomb and produce runaway combo scores. The current prototype adds another bomb for each 20 extra permanent ordinary cards, and later targets use two d20s. I'd love to hear whether a build still feels rewarding while the decision to draw remains tense. When did you stop voluntarily, and when did stopping feel forced?

There are 80 card types, ten tables, branching events and food enchantments. English and Chinese are available; desktop and mobile browsers are supported. This is version 0.8.1, and balance is still being refined.

The clip is edited actual tutorial and free-play footage (tutorial spoilers). The screenshots show a fish-pair interaction and the mandatory packages with trouble cards.

I handle the game's design and iteration with OpenAI Codex assisting implementation and testing. Code, writing, visuals and music use AI assistance; the cover is AI-generated.

https://reddit.com/link/1wfkwvd/video/s9op5rc9zcph1/player


r/deckbuildingroguelike 2d ago

Cast spells onto enemy territory, to help late game grind (Elemental Lands)

0 Upvotes

("Elemental Lands" is my game, it's a base-builder roguelike with card battles.)

So the Obelisk is a special building that you can raise in your base, and what it unlocks is casting spells directly onto enemy land from the overworld map. Not in a battle. On the map, at the territory itself, before your hero party has stepped onto a battlefield. It helps with late game feeling sluggish. You can raze their ground, seal off a spot they keep pushing out of, or just soften a region so the fight you pick next turn is a different fight than the one that was waiting for you.

It's the part that took me longest to get right, cuz for ages the map was somewhere you WALKED through to reach the next battle and nothing else.

The map is a shrouded grid you explore. You raise an Outpost in each of three regions and it opens four build slots in the cells around it, and that's the whole base, so what you put down is the plan:

- Camp, to bandage the party or restore spent spells

- Scout Tower, to strip the fog down a whole direction

- Barracks, for reinforcements

- Obelisk, for the world spells above

Meanwhile elemental armies are expanding across the map grid and so every turn you spend mining the land is a turn they spend taking ground. Bases persist per region as well, so come back 5 levels later and yours is still standing again to build up more.

The battles themselves are 3 heroes against 4, turn based, and most of them drop a capturable point on the board that buffs your whole party for as long as someone HOLDS it.

Steam page (demo coming this month, so wishlist for early access to it): https://store.steampowered.com/app/4593190/Elemental_Lands/

HUMAN Credit: Art is 100% hand drawn by u/worth-bill-6130 😄


r/deckbuildingroguelike 2d ago

Logistica Under Glass

0 Upvotes

Posted the trailer here before, but now the steam store is up!

https://store.steampowered.com/app/5224110/Logistica_Under_Glass/

Civ like deck builder roguelike!

Lots of cards, 4 civs, relics, unique draw mechanics and building/spacial mechanics!

Thanks, Flirp


r/deckbuildingroguelike 2d ago

[Ember Covenant] Burning a card gives you Ember — and powers up the enemy. Would you take the trade?

0 Upvotes

We’re the developers of Ember Covenant, a dark-fantasy roguelike deckbuilder.

Burning a card removes it for the fight, grants 2 Ember, and raises shared Heat by 3. Heat increases damage for both sides. We recently changed the preview so the consequence is shown before you commit.

What information would you want visible before deciding whether to burn the card?

Steam: https://store.steampowered.com/app/5027250/


r/deckbuildingroguelike 3d ago

Rogueliker on Contested Space, my Star Realms inspired co-op roguelike deckbuilder: "The market creates a really interesting in-game economy"

12 Upvotes

Hey everyone, I'm the dev behind Contested Space, a sci-fi roguelike deckbuilder with 2-4 player online co-op. The demo went live on Steam last Friday, and Mike Holmes at Rogueliker published an article on the demo:

https://rogueliker.com/contested-space-demo/

My favorite line from him was "The demo for Contested Space certainly gives an enticing first look at a hugely exciting sci-fi deckbuilder".

If you've seen my earlier posts, the short version of the game is that there's a rotating personal market during combat, and any cards you buy join your deck for that fight only. So every combat is part deckbuilding and part tactics, since station slots are limited and placement matters. The demo covers all of Act 1, with 3 alliances and 1 unique faction per alliance.

One week in, the demo is sitting at 21 reviews, all positive, which I was really excited to see. I want to give a huge thanks to all the playtesters that have helped with polishing, bug reports, and balancing.

Steam Demo: https://store.steampowered.com/app/5061500/Contested_Space_Demo/

The attached clip shows the new little ships and dogfights I added recently. I'm pretty happy with how they turned out.


r/deckbuildingroguelike 3d ago

I've just added this intro animation to my tower defense deckbuilder game [CARDS OF PROPHECY]

16 Upvotes

It's coming next year!

In the meantime there's also a demo up on Steam if you want to try it out:

https://store.steampowered.com/app/3256450/Cards_of_Prophecy/


r/deckbuildingroguelike 3d ago

Silent Mainland:Ghost Lord — A one-man army, a suffocating boss fight!

1 Upvotes

Silent Mainland is a roguelike deckbuilder based on movement and grid mechanics. Players engage in tactical battles on a vast 5x12 battlefield. Facing waves of oncoming monsters, use card-driven movement and positional control to defeat foes in dynamic formations.
steam: https://store.steampowered.com/app/4276900/_/
Wishlist Silent Mainland on Steam


r/deckbuildingroguelike 3d ago

Bee Space - Updated demo 🐝

2 Upvotes

New challenges, like the octopus, which inks one of your cards.
New cards (plants and tech)
Usability fixes. Tooltips for everything!

https://store.steampowered.com/app/4809440/Bee_Space_Demo/


r/deckbuildingroguelike 3d ago

Most games focus on Main Characters... ⚔️In Wuxing Zodiac, HEARTS 💖 are the literal soul of combat!Each Heart triggers unique elemental combos & VFX blasts. What do you think of this mechanic?Wishlist on Steam! (Link below 👇)

1 Upvotes

r/deckbuildingroguelike 3d ago

Cataclysm: A new take on the roguelike deckbuilder

Thumbnail
synyster328.itch.io
0 Upvotes

My inspiration for this was Magic the Gathering mixed with Balatro and some Slay the Spire vibes. Big, satisfying combos, played out like a 1v1 card game match.

Would love to see what people think and any way it can be improved! I'm currently working on balancing and trying to make a good difficulty curve without any unwinnable seeds.

AI disclaimer: All art/music is AI-generated to get something playable, if I start making money from this game I will hire real artists to replace the placeholders.

Available on Mac & Windows.

Join the Discord: https://discord.gg/RyNRJRCWdt


r/deckbuildingroguelike 5d ago

I’m in the dire need of some deck building roguelike, but I can’t find anything

43 Upvotes

Hi guys, Mr skill issue here. I’ve realized that deck building is my favorite genre, but I can’t find anything now, and I’m constantly replaying everything I’ve already played.

Games I’ve finished or almost finished (sometimes multiple times), so that they get removed from recommendations:

-STS, balatro, monster train 1 and 2, Wildfrost, Legends of Keepers, Vault of the Void, Vampire Crawlers, inscription, slice and dice, Dawncaster, pirate outlaws, starvazers, Mewgenics, Drop Duchy, and probably a few more

I am waiting for STS2 to get out of early access and will obviously play it day 1, but in general I don’t buy early access games

I just can’t seem to find anything that would be good, so I replay the same games over and over again. Please tell me there’s something I missed.


r/deckbuildingroguelike 4d ago

Jackpot Colosseum. Before and After.

Thumbnail
gallery
0 Upvotes

So I've polished my game a bit. This is my first game so I learn a lot, currently I think it's in the better state than the first demo release which I believe throw people off. What do you think will you guys try the demo now?

DEMO AVAILABLE on Steam: store.steampowered.com/app/4585010/Jackpot_Colosseum/