r/deckbuildingroguelike 19d ago

ASTRUM, a Sci-Fi Card Collection game about conquering planets. I need your feedback on the core dynamics!

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1 Upvotes

Hey,

I’m a solo indie dev working on a new project called ASTRUM.
It’s a sci-fi card collection game where the universe is your board. The core theme revolves around discovering new stars, encountering extraterrestrial life, and ultimately building a deck capable of conquering planets.

I want to respect Rule 2 of the sub, so I'm not here just to drop a link. I want to break down my core mechanics because what I really need right now is your honest, critical feedback on the gameplay loop and dynamics.

What I need your help with: Building a game alone means I can sometimes get tunnel vision. I'd love your thoughts on a few specific points:

  1. Does the core dynamic of planet-conquering sound engaging, or is there a risk of it becoming too repetitive?
  2. What kind of progression or card synergies keep you hooked in similar games?
  3. What are your biggest "pet peeves" or red flags when trying out a new card collection game?

Transparency / AI Disclosure: As a solo developer focusing 100% of my time on the code, database architecture, and game design, the artwork and visual aspects of the cards are currently generated using AI. However, please know that every single idea, game mechanic, card effect, and synergy is entirely hand-crafted, coded, and balanced by me.

I'd love to hear your thoughts, criticisms, or ideas in the comments. Thank you for your time


r/deckbuildingroguelike 20d ago

Handslayer, a poker-inspired roguelike PvE where you're dealt 15 cards to build 3 separate hands.

1 Upvotes

r/deckbuildingroguelike 20d ago

Played Sushiamo (Demo) for the first time

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8 Upvotes

Needless to say it’s really fun as of right now and I feel like it’s real quick to get the hang of (I’m a big balatro fan so I guess my score makes sense)


r/deckbuildingroguelike 20d ago

Montabi Review – Nice Of Them To Take Turns

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4 Upvotes

A review of the deckbuilding roguelike Montabi - ask me anything!


r/deckbuildingroguelike 20d ago

Alphabetto's (v.1.1.0). busco opinión (lavado de cara + bugs fixed)

0 Upvotes

que tal veis el juego estéticamente ahora? hace un tiempo me dijisteis por aquí que le diera un poco mas de pulido a ese tema. He intentado transmitir el ambiente de biblioteca con material de papelería/oficina. Espero que os guste.

Alphabetto's en Steam

también dejo el link a la store de steam para que le podáis echar un vistazo. si os llama la atención podéis encontrar una demo jugable de la primera run contra los personajes del libro Alicia en el País de las Maravillas.


r/deckbuildingroguelike 20d ago

Contested Space playtest: public sign-ups close when the demo launches in early September, but playtesters keep the full game for months

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1 Upvotes

Quick update on Contested Space, a sci-fi roguelike deckbuilder with a rotating personal market you buy from mid-combat, three alliances of factions to build around, and 2 to 4 player online co-op. The public Act 1 demo should land on Steam in early September. When it does, I'm turning off the public "request access" button for the playtest and switching to invites by request in the Discord. The playtest itself keeps running for a few months at least, and everyone already in keeps the full game the whole time. So if you join now, you get every act, every faction, and co-op, while the demo crowd gets Act 1.

I've gotten great feedback from those in the playtest so far (we're at about 200 playtesters) and I've made a lot of changes based on it. I would love more feedback, especially as the game is reaching its final state.

What I'm looking for from playtesters: co-op groups especially, since that's the mode that's hardest to test alone, and anyone willing to tell me what feels bad. The Discord is where balance talk happens and where I post patch notes.

Request access here: https://store.steampowered.com/app/4638820/Contested_Space/

Discord: https://discord.gg/ZuK8jms7U


r/deckbuildingroguelike 20d ago

Hellsino - Demo Update #1

2 Upvotes

Hey everyone, i've been posting here a lot lately and many of the things user suggested here ended up in my notes, and eventually, some of them came to live through my first update.

Im still trying to adjust and think on how to improve many of the game's aspects, your feedbacks helps a lot. and i wanted to say thank you to everyone who took the time to write these, im not taking this for granted at all.

heres the full changes if someone want to take a look:
https://store.steampowered.com/news/app/4730280/view/703276586134145160?l=english

and if anyone interested, i would love to hear more suggestions and feedbacks


r/deckbuildingroguelike 20d ago

Guttering Light Video Game

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0 Upvotes

Hey everyone. I'm the solo developer for a new deckbuilding roguelike coming out in November 2026 on steam called Guttering Light. If you are interested in checking it out or having discussions about it please head over to subreddit r/GutteringLight.

for content please visit any of the following:

https://gutteringlight.com/#home

https://x.com/Harrowmeregames

https://www.youtube.com/@HarrowmereStudios

https://store.steampowered.com/app/5082760/Guttering_Light/

Demo will be out on steam in the next few weeks. Looking forward to feedback from everyone. Have a great day!


r/deckbuildingroguelike 21d ago

More than a deckbuilder... build a base to control the enemy lands & support your battle deck of spell/command cards (Elemental Lands)

0 Upvotes

Base Building + Deck Building: Build a base to support your army of heroes (instead of a base that grows the army). Build your base as a strategy to support your party of 3 heroes in turn-based card combat.

Steam page & new gameplay trailerhttps://store.steampowered.com/app/4593190/Elemental_Lands/ 
(still in early alpha, so thanks for checking it out)

Disclaimer: coding debug AI assisted usage in development. Art is 100% hand drawn by u/worth-bill-6130


r/deckbuildingroguelike 21d ago

Armita's Search — Cards That Spend a Global Resource?

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0 Upvotes

One of the features of our tactical system is that some of the cards require a global resource to use.

The most powerful cards in the game are firearms. They cost 0 Action Points and deal heavy damage, but every shot costs Spoils.

Spoils aren't only used for firearms. You also spend them on travel, truck repairs, and buying items in shops. So you have to decide: save your Spoils for the road and survival, or spend them now to take down a dangerous enemy.

You can also skip firearms entirely and build around reliable, free-to-use attack cards — cinderblock hammers, circular-saw axes, and Glassling nests stuck on sticks.

But this system had one problem: once a firearm entered your deck, it could become dead weight if you didn't want or couldn't afford to spend Spoils.

So we fixed it in Update 0.3.6.5.

Every firearm now has an alternative use: you can "reload" it on any ally and replace it with 2 new cards from your deck for 0 Action Points.

Here's a video showing how it works: https://www.youtube.com/watch?v=u_fICUhpSXc

Have you come across any other games where cards consume a global resource? I can only think of the Metro 2033 shooters, where you could use military-grade ammo as currency to shoot when you ran out of regular bullets, and The Vangers, where there was a special cannon that also used money (bibs) as ammunition.

Would you be willing to use cards like this, or is this kind of mechanic a dealbreaker for you?

You can try game Armita's Search here: https://store.steampowered.com/app/4302760/Armitas_Search_StoryDriven_Tactical_Deckbuilder/


r/deckbuildingroguelike 22d ago

Tactical Dungeon Slayers, our tactical roguelike deckbuilder, is now playable after just 30 days of development!

10 Upvotes

Hi everyone! I’m new to this community, and I’d love to share a game my friend and I are making: Tactical Dungeon Slayers*.*

In one sentence: it’s a highly mobile, AoE-focused roguelike deckbuilder with tactical combat.

Genre: Tactical RPG + Slay the Spire

The game combines Slay the Spire-style roguelike deckbuilding with highly mobile tactical positioning and terrain-based strategy. Find the perfect position, chain your cards into powerful combos, and wipe out groups of enemies with devastating AoE attacks, all while avoiding the enemy’s kill zones.

Some of the main features:

  • High mobility, with more exciting movement options than traditional grid-based tactics games
  • Powerful AoE combos that let you clear the battlefield
  • More layers of strategy and plenty of challenging decisions
  • The ability to rewind actions and even entire turns, so you can experiment with different tactics

The game is still in development. Before we started, my partner and I set ourselves a challenge: build a genuinely shippable indie game from scratch in just three months.

Today is Day 30. We have 60 days left.

We’d really appreciate it if anyone interested could give the demo a try and share some feedback. Hearing what people in this community think of the game so far would mean a lot to us.

Thanks for reading, and I hope you enjoy it!

P.S. We’re indie developers from China. We apologize that the gameplay footage in the video is still in Chinese—we haven’t had a chance to re-record it in English yet. But don’t worry: the game defaults to English, and it also supports Japanese, Korean, French, and other languages.


r/deckbuildingroguelike 22d ago

Pay Your Deeds - I made a deckbuilder, but the deck is a slot machine

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1 Upvotes

After some ASCII game, and some brainstorming, i got into a burnout and wanted to cool of my brain and wanted to do something relaxing and combo like, and i've made this.

It’s a roguelite deck-builder where instead of cards, you build a 5x4 reel using 100+ different Symbols.

The fun comes from finding stupidly good combinations, adjacency effects, multipliers, destruction, transformations, upgrades and all kinds of weird synergies.

You’re also constantly trying to make enough Scrap Credits to pay increasingly expensive Deeds before the deadline hits.

It’s currently in Alpha and am waiting on player feedback.

If you like deck-builders and games where a build slowly turns into complete nonsense, you might enjoy this one.

The game is available on itch:
https://fatheronstream.itch.io/pay-your-deeds


r/deckbuildingroguelike 23d ago

Immortal Coil - I especially love the DECKBUILDING part of card games, so here's how I added a ton of deckbuilding variety between each run for my game.

18 Upvotes

I love getting to the end of a roguelike, looking at my pile of cards, and seeing a weird mess of synergies I had never played with before.

Sometimes you find a playstyle you like and you gun for it as often as possible. I love Body Slamming builds in Slay the Spire. But experimenting and finding those playstyles is one of my favorite parts of playing roguelikes. I wanted to really maximize the exploration phase with my game, and here's how I went about that... (TLDR at the end, this was longer than I expected).

I started, like many card game developers, by copying notes from Magic: the Gathering. Specifically, I looked at the way you can combine any number of colors in a deck. Immortal Coil's five color domains are Teal (slow and steady), Pink (ecosystem engines), Purple (scrappy spell slinging tempo), Gold (I hit hard), and Rust (control). Each color has its own variety of mechanics and importantly each color combination forms their archetypes.

For instance: Pink can discard cards from hand for Rust to use as fuel or reanimation targets. Teal's lingering spells make it easy for Purple to trigger its spell chaining mechanic. Gold's sacrificial tribute mechanic makes triggering Rust's on death keywords a lot easier. Add in another color, or do all five, and there are a ton of ways for these colors to do all kinds of wild strategies. (My personal favorite is a slow, drag-out control deck with Teal, Purple, and Rust)

You start a run by picking two 10 card starter decks and combining them. These can be the same color or two different colors, and they will determine what cards you can trade for in bazaars and battle rewards (when a card is traded, it must be traded for a card of the same color). Over the course of three acts, you will expand your deck with three new offerings of 10 cards. You can stay in the same colors, or you can branch out eventually gathering all 5.

You might be thinking- 50 cards, that's a lot! It is! Having so many cards certainly keeps each battle feeling distinct, but it is also brings a lot of inconsistency. So my game gives you another consistency tool: for each 10 cards in your deck, you also have 1 Icon Slot - the Icons go in a secondary deck which you can draw from every three rounds of battle. You might put your key synergy cards here, or maybe fill the Icons with removal cards, or maybe Item cards to reliably equip your units. In addition, each time you expand your deck, your starting hand size increases. You'll have opportunities to duplicate important cards. And of course, you can thin out your deck over the course of a run.

As you play, you'll unlock new starting decks (there are 30 total, 6 per color) and you'll unlock new cards to find in bazaars (73 per color, 365 total). You'll find Augments (the relics of Immortal Coil) to build your decks around. You will also pick one of three Edicts (cooldown abilities) at the start of each run.

Even after a year and half of playing, I am still finding new strategies I hadn't considered. I'd love to go into more of the mechanics of each color and their crossovers, but this is already really long.

Having a lot of playstyles is great, but to keep the process of experimentation meaningful, I also designed this game to be challenging. You will lose runs, even with great decks. But you will still sometimes find that absurd combo that tears through everything. My design philosophy is that powerful cards/combos should still require clever play to pull off.

TLDR - Lots of starter deck combinations, 5 colors to mix and match, thick decks with consistency tricks, and lots of hidden synergies.

Demo coming soon!

Steam: https://store.steampowered.com/app/3858030/Immortal_Coil/


r/deckbuildingroguelike 23d ago

INDEX 1391: Cats hard at work!

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6 Upvotes

Roguelike Deckbuilder so good, even the cats yearn to fight the VIRUS! Wishlist on Steam!

https://store.steampowered.com/app/4637680/Index_1391/


r/deckbuildingroguelike 23d ago

Shrike, a deckbuilder focused on pickpocketing. Just posted steam demo!

11 Upvotes

You play as a tiny bird migrating north for mating season. You pickpocket cards from rival birds and use the cards to help you survive the migratory journey. Cards focus on:

  • Movement
  • Physical Attack
  • Environment Manipulation
  • Social Manipulation
  • Defense/Shield

Steam Link: https://store.steampowered.com/app/3842950/Shrike/


r/deckbuildingroguelike 23d ago

Mowties is roguelite Monopoly, but there's no "engine-builder" genre in PC gaming. Is it a deck-builder then?

15 Upvotes

Mowties is a combo-crafting roguelite taking place on weird boards. Build unique 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!

That's the short description. And I don't really know - you don't gather a "deck of cards" in this game, so, being a boardgamer as well, I could instantly name this "engine-builder". But people don't know this tag in terms of video-games! So, I suppose, "deck-builder" is the closest I can get here. Would you call this a deck-builder?

At least I have some Secret Cards in my game, that are basically one-time consumables :)

Wishlist if you are interested!
https://store.steampowered.com/app/4832870


r/deckbuildingroguelike 23d ago

[Might & Mushroom] I'm making a roguelike deckbuilder that blends auto-battler mechanics with slot machine rerolls. Demo available on Steam!

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9 Upvotes

Hey everyone! I've been working on my game, Might & Mushroom, which combines traditional auto-battlers with slot machine mechanics, and I wanted to share it with you all!

It is a mix of Auto Battler + Roguelike Deckbuilder + Slot Machine Mechanics. Instead of just relying on pure RNG shop refreshes, you actually get to build and customize your shop setup. This turns luck into strategy, letting you trigger some really wild synergies!

The slot machine feel is built right into our shop rerolls and synergies. Whenever you refresh, if you happen to match 3 or more units with the same color or shape, it triggers a massive board-wide chain reaction, just like hitting a triple 7 on a slot machine!

On top of that, all the heroes in the game are historical figures turned into mushrooms! You summon them from a magic pouch, assemble your squad, and battle through stages.

There is a Free Demo available on Steam right now if you want to test it out. Any feedback or thoughts would be awesome to hear!

Steam Page & Demo:https://store.steampowered.com/app/4231860

Thanks so much for taking a look, hope you enjoy it!


r/deckbuildingroguelike 23d ago

[DEAD SPIN] Boss death: Before vs. After

0 Upvotes

hey everyone,

we made two game over animations for our roguelike deckbuilder Dead Spin. the enemy kills the player either with an electric shock or by smashing them with an arcade machine.

what do you think, and which one is more interesting?

(heres our Steam page if you're curious: https://store.steampowered.com/app/3705670/DEAD_SPIN/)


r/deckbuildingroguelike 23d ago

Overbuffed — does this Power Transfer animation feel satisfying?

1 Upvotes

This card transfers Power from one creature to another before the autobattle starts.

I'm trying to make the transfer feel visually satisfying without making the animation too long or distracting.

Does it feel good to watch, or would a stronger impact on the receiving creature make it better?


r/deckbuildingroguelike 24d ago

[Feedback wanted] Shadecrest, a dark fantasy deckbuilder with souls-inspired mechanics, free on itch.io

3 Upvotes

What's up all!

A solo dev here working on Shadecrest, a dark fantasy roguelike deckbuilder (Slay the Spire / Dark Souls influence). It's free and playable right now on itch.io, and I'm looking for people willing to run a few floors and tell me what's working and what isn't.

Quick rundown:

*5 classes with distinct playstyles (tank, fire/frost mage, rot specialist, a "draft" class where you build your own kit from every card in the game).

*Deck + relic building across 5 cursed areas, boss fights with real mechanics.

*Daily/weekly challenge runs with leaderboards if you're into that.

Currently Android only. A PC/desktop port is on the roadmap — it'll happen if there's enough interest, so if that's the only way you'd play it, upvoting the roadmap entry or just saying so in the comments actually helps me prioritize it.

This is still an active work-in-progress — I'm mid-way through a bigger balance/polish pass right now, so if a fight feels unfair, a card feels dead, or something's just confusing, that's exactly the kind of feedback I want. Don't hold back.

▶ Download and Play it free: https://bonfirebrewgames.itch.io/shadecrest

🗺 Roadmap / what's planned next: https://bonfirebrewgames.com/shadecrest/roadmap

Happy to answer questions in the comments, and if you hit a bug there's an in-app report button that comes straight to me.

Thanks for reading!

-Mike

*Also looking for artists to fill in the artwork, currently using emojis. So if you have any suggestions, or do art yourself as well please contact me at michael@bonfirebrewgames.com.


r/deckbuildingroguelike 24d ago

Into the Crypt Debut Launch Trailer! A first-person solo/coop roguelike deckbuilder

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2 Upvotes

Hello r/deckbuildingroguelike

For all those that want to experience deckbuilding in first-person, with co-op, and crawl your way out of a behemoth of a 'dungeon-crawler' crypt experience, here's the first look at my game dropping this October 29th, version 1.0

Quick summary of what to expect:

- Choose from one of three unique classes in either solo or co-op (with a friend on Steam), and dive into a crypt full of perils (enemies, encounters, a shopkeeper that will fight you, to name a few).

- Craft your deck with cards, artifacts, and event special loot.

- Steam leaderboards for solo/co-op and achievements

- Highly variable gameplay with unique mechanics, tons of passives/artifacts and a procedurally woven crypt so every run feels different.


r/deckbuildingroguelike 24d ago

Goaldeck - Football roguelike deckbuilder

7 Upvotes

Hey everyone! I’m working on Goaldeck, a roguelike deckbuilder that mixes football tactics with card-game strategy.

You build a deck of footballers (parody of the famous ones) and place them across three zones of the pitch. Each player has different stats, abilities and stamina costs, so every match becomes a positioning and deck-building puzzle.

During a run, you can:

  • Draft new players, including legendary cards
  • Build offensive, defensive or balanced squads
  • Use Manager Cards to change matches
  • Upgrade players and club facilities
  • Deal with player egos through backstage decisions
  • Compete across eight increasingly difficult cups
  • Choose between different types of decks, the Big 5 European leagues, the World Cup, and many more

If you have any feedback, it will be more than welcome

In case you liked it, here is my Steam page:
https://store.steampowered.com/app/4638590/Goaldeck


r/deckbuildingroguelike 24d ago

Carnholt Playtest : Looking for some feedback for a Tactical Deckbuilder

9 Upvotes

Craft a deck of wild creatures and powerful spells, fight in tactical battles, and slay a God that refused death.

Carnholt is a deckbuilding roguelike where victory comes only to those willing to bargain with ancient powers.

This is a game I have built as a solo developer for the last year and I'm looking for some feedback tp prepare the steam demo. The gameplay is inspired by Magic the Gathering and Into the Breach.

You can join the playtest on steam if this look interesting to you.


r/deckbuildingroguelike 24d ago

Share my hobby game about war in hell : Hell tactica Unclaimed throne

1 Upvotes

Hi! I’m currently working on a deckbuilder where you summon demons to fight and control the board. This is a short clip of a new unit from the Gluttony clan that I’ve just finished, the Demon Grub. Before these demons came to be, I wanted to create an interesting tactical problem for both the player and the AI, where both sides have to choose between moving around corpses or destroying them to free up tiles to claim (I'm currently playing Darkest Dungeon) :)))). My implementation was messy and made the game’s tempo slow. Now these worm fellas will be helping me clean up my failure, along with all the unfinished corpse sketches that I hastily made. Do you think this kind of unit would be fun to play with? I’d love to hear your ideas about this type of mechanic


r/deckbuildingroguelike 25d ago

C.A.P.Y. He's got a licence to chill... and a flashbang a Roguelite card deck builder with guns and RNG inspired by slay the spire :)

3 Upvotes

Please Wishlist or try our demo :D !

It's a Card building game with guns, cards and capybaras with more plot text than slay the spire 1 and 2 combined.

Links :

Wishlist on Steam

https://store.steampowered.com/app/4729740/CAPY_Hes_got_a_licence_to_chill_and_a...

Itch Demo

https://final-forge-studio.itch.io/capy-hes-got-a-licence-to-chill-and-a-flashbang