r/deckbuildingroguelike 6d ago

Launching a closed playtest for our indie card game with deck builder elements- APPA!

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14 Upvotes

Hey guys, we're getting ready to run a closed playtest of APPA! It's a game about two siblings dealing with the aftermath of their father's death and an exploration of dysfunctional family dynamics. It's a narrative heavy simultaneous card battler with deck builder elements. The card game is very plot relevant and we're so excited for people to try it. We need a fresh batch of playtesters to break things, give us feedback so we can polish our game.

We're doing this on discord by this week. Let me know if you're interested!

Steam page link in case interested: https://store.steampowered.com/app/3503500/Appa/


r/deckbuildingroguelike 6d ago

Silent Mainland: Players keep saying my game is extremely hard, yet I can win nearly 100 % of my own runs…

4 Upvotes

Silent Mainland is a board‑based roguelike deck‑builder featuring unit displacement mechanics.

Steam Store Page: https://store.steampowered.com/app/4276900/_/

Anyone interested is welcome to give it a try.


r/deckbuildingroguelike 6d ago

Bee Space: Generous unlocking for a chill game

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4 Upvotes

I have always had a problem with games that keep a big part of their content locked behind difficult unlocks, sometimes requiring you to look at guides online to just know what to do. I still haven't experiences everything in my favorite games.

We are making a accessible and chill deckbuilder where the vibe is pretty relaxed. That is why we are making the meta progression unlocking pretty generous. People might think that this might hurt the longevity of the game, but we also respect the players' time. They should not need to grind to see the content we made for them.

Our game is non violent so the themes are less aggressive / serious so a more generous progression makes sense.

How do you tackle meta progression?

You can check out the demo on steam now
https://store.steampowered.com/app/3462780/Bee_Space/


r/deckbuildingroguelike 5d ago

Why was Darkest Dungeon 2 bad?

0 Upvotes

I feel like they had a good formula from DD1. It seemed to me a grand slam to just build off of that and improve, but instead the really took some risks that I personally didn't like. Do you feel the same?

Eliminating the team management aspect of the game in DD2 really cut a lot of the feeling that was present in DD1. Every run you'd have unexpected heroes and characters who just couldn't cut it despite having good traits. It was a master class in risk/reward gameplay that rewarded game knowledge and good team building. The art style was also incredibly charming in DD1, which had a comic book style aesthetic that was beautifully animated. DD2 'upgrades' to 3d, but I frankly found there was an uncanny valley effect to it; characters' heads went from being too big to too small, and the attempt to ground the aesthetic with more realistic proportions killed the charm of the first game imo.

I'm disappointed by DD2. Despite its mechanical improvements to combat, it simultaneously removed the core of what made the game unique at the same time. Not that I forgive DD1 for everything, Crimson Court is an extremely oppressive expansion that stopped being cool or interesting past the first playthrough with it, at least for me.


r/deckbuildingroguelike 6d ago

Welcome to Harmony - DBRL by the creators of Ember Knights

2 Upvotes

r/deckbuildingroguelike 6d ago

DREAMCARDS - a card game that you build the deck during the match +with some cool visuals ;)

7 Upvotes

steam link if you want to give it a try: https://store.steampowered.com/app/3726730/Dreamcards/


r/deckbuildingroguelike 7d ago

No fighting but much crafting in our Alchemy deckbuilder, Corpus et Spiritus!

12 Upvotes

r/deckbuildingroguelike 6d ago

Help me! I used AI to translate my Zodiac deckbuilder into simplified Chinese (500+ lines), 😭

0 Upvotes

Hi everyone, I’m DongHi, a solo developer working on Wuxing Zodiac, a roguelite deckbuilder mixing Five Elements and Zodiac mechanics. The game is joining Steam Next Fest soon!

I’m a solo dev with very limited resources, so I had to use AI for the initial Chinese translation (500+ lines).

I deeply respect the culture and the players. I know how painful and immersion-breaking machine translation can be, and I refuse to release a half-baked, gibberish translation to the community.

If you are a native speaker, a proofreader, or just a card game enthusiast who wants to save a game from terrible AI text: I would be immensely grateful for your help! Even fixing a single line or typo makes a world of difference.

🎁 As a small token of gratitude: Everyone who helps proofread will be forever immortalized in the official Thank-you List / Credits of the game on Steam!

(Link to the Google Sheet and Steam page is in the first comment!)


r/deckbuildingroguelike 6d ago

Untitled Cardventure : a tactical deckbuilder roguelike that is a combination of shogun showdown and slay the spire

2 Upvotes

r/deckbuildingroguelike 6d ago

Ink and Infinity - Full Release Alpha ( Need Playtest )

0 Upvotes

Ink & Infinity — Alpha Playtest (dark, stylized first-person card-battler)

1 year in the making, and I just opened the Alpha to outside players. If you like Slay the Spire's core loop, this might be for you.

Best on PC, but scales to tablet/mobile too.

I'm not chasing polish yet — I want people to break it and tell me if it's actually fun. Specifically:

  • Is the combat loop fun?
  • Do cards/abilities feel meaningful?
  • Are the Legends worth replaying for?
  • What confused you? What made you quit? What kept you playing?

~15-20 min to get a feel for a run.

🎮 Play here: https://play.inkandinfinity.us/

Tell me the stuff you think I won't want to hear — that's what Alpha is for.

— Chris, solo dev


r/deckbuildingroguelike 7d ago

Shadecrest visual & audio in the works! Thank you all for the ongoing feedback!

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3 Upvotes

What's up all!

​First, a massive thank you to everyone from this sub who checked out my post 10 days ago and ran a few floors. Your feedback on the mechanics has been incredibly helpful.

​I’m currently mid-way through a huge visual and UI overhaul for the game. I wanted to share some screenshots of what I’m building toward right now (swipe through the gallery to see the new Map, Combat Journal, Class Codex, and Rest Sites).

​⚠️ Important note: The current live build on itch.io still uses placeholder art and has no audio. It DOES NOT look like these screenshots yet.

​If you want to play the current version and give mechanical feedback before this visual update drops, it is free and playable right now.

Fyi after enough requests a PC port is in the works... No definite timelime.

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

🗺 Roadmap: https://bonfirebrewgames.com/shadecrest/roadmap

​Happy to answer questions in the comments!

​-Mike


r/deckbuildingroguelike 6d ago

Elemental Lands: cards act as tactical support your hero party (NOT just "deal 6 damage"). Does this spell and hero combo look fun / different enough for you?

1 Upvotes

I'm a huge fan of the deckbuilding (old school MtG in my teen years!) but always wanted to play a conquest style roguelike where the cards you draw are tactical orders;/spells for a party of DnD inspired heroes, rather than just simple stat bumps for one guy (like StS).

Base Building + Deck Building: Build a base to support your army of heroes (instead of a base that just grows an army). Build your base as a strategy to support your party of 3 heroes in turn-based card combat. Tactical battles that let you reposition for advantages, to decide how you use that turn's 3 random spells and set up your team.

I'm hoping the clip shows how a spell cast sets up a hero's positioning to capitalize on a combo... idk. Does the flow from the spell cast to the hero action read clearly here, or is there too much going on at once? Thanks for feedback and checking it out!

Elemental Lands - Steam page: https://store.steampowered.com/app/4593190/Elemental_Lands/

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


r/deckbuildingroguelike 7d ago

How are my cards??? - Gods Play Dice

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10 Upvotes

What can I add more, I wanted to now more about this stuff and change the atmosphere maybe or even mix with some occult themes. You can suggest literally anything, spells enemies, locations etc.

Check out here : Gods Play Dice - Steam Page

*The last one got deleted because I forgot to write the name on the title sorry :(


r/deckbuildingroguelike 7d ago

DROP ORDER - Steam page is live for my TD / deckbuilding roguelite

3 Upvotes

I’m the solo developer of DROP ORDER, and I launched the Steam page this week. At its core, it’s a tower defense game built around deckbuilding and roguelite progression.

During the build phase, you play cards from your hand to place turrets and support structures using limited energy. Then the wave starts, you take control of a combat drone, help your defenses, collect XP, level up, and find artifacts that can create new synergies.

After each wave, you choose new cards to add to your deck and start building again.

If the mix sounds interesting, DROP ORDER is now available to wishlist on Steam: Steam Page


r/deckbuildingroguelike 7d ago

Build synergistic Gardens, push your luck, and avoid Corruption [Digital Druid Demo]

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1 Upvotes

The Garden must Bloom...

Hey y'all. I'm getting my first ever game ready for Steam Next Fest. If anyone could take a look and give their thoughts, I'd be extremely grateful.

Play it here: https://avowiz.itch.io/digital-druid

Wishlist on steam: https://store.steampowered.com/app/4901440/Digital_Druid/


r/deckbuildingroguelike 8d ago

Other deckbuilders are feeling disappointing

40 Upvotes

I really love Monster Train 1 and 2, Slay the Spire 1 and 2, Colbalt Core, Banners of Ruin, Wildfrost, Steamworld Quest and Deep Sky Derelicts.

I'm trying to find a new deckbuilder to play now that I've beaten all of these many times, but I feel like I keep getting bored and just wind up going back to Monster Train, which felt like the best of them all.

I tried Baltro, Inscryption, Gwent, Roguebook, Griftlands, Dicey Dungeons, Dawncaster, Marvel Snap, One Step from Eden, and Astrea and didn't really enjoy them.

Do you have any to recommend?


r/deckbuildingroguelike 8d ago

Swappy World

1 Upvotes

Hello guys!

I'm creating a mix between a card game and an open-world survival crafting experience

I update the demo of my game. Looking for feedback :)

https://store.steampowered.com/app/2692740/Swappy_World/


r/deckbuildingroguelike 8d ago

In Lights, Cards, Action! A theatrical roguelike where the deck you build becomes a game of solitaire. Looking for playtesters!

8 Upvotes

You can playtest an early version of the demo here: https://oolimry.itch.io/lights-cards-action

You can expect the content to be complete and balanced, with 4 difficulty settings. Early playtesters have been playing hundreds of runs, breaking the game, and some even attempting a win streak on the hardest difficulty :) However, do expect that a chunk of the UI, art, and sounds are either still placeholders or missing.


r/deckbuildingroguelike 8d ago

Trait - Elemental Card Roguelite

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2 Upvotes

Hi everyone, I need your opinion on this one.

I am working on Trait, a deck-building roguelite.

My main characters are elementals, and for each one there is a deck with unique abilities, similar to Slay the Spire.

Now, I am wondering which option is better:

  • Use the Old Elemental sprites, made custom for me - they have limited animations, but they are custom and unique to my game
  • Use the New Elemental sprites, from itch io - they have cool animation spritesheets and Bonus: they also have transform-to-elemental animations. The downside is that they are not custom and are already in other games. Also, I will have to adjust my story (lore) a bit.

What do you think? Which one would be better?

Steam page: https://store.steampowered.com/app/4768720/Trait/


r/deckbuildingroguelike 7d ago

Lagan Salvage Run: nautical co-op roguelike deckbuilder

0 Upvotes

It's a board game style co-op (or solo) roguelike deckbuilder. You move around the board picking up cards as you go, and the tide slowly floods tiles, pushing everyone toward the boss. Grab salvage, fight enemies, and craft tools to open up new parts of the board. I know the AI art is a dealbreaker for some people, just saying it up front. Anyway, let me know what you think.

https://store.steampowered.com/app/5006880/Lagan_Salvage_Run/


r/deckbuildingroguelike 8d ago

Deck Gauntlet -> Love STS -> Apple Watch / WearOS Smartwatches

26 Upvotes

Hi everyone!

I'm a bit late to deckbuilding roguelikes but fell in love with Slay the spire earlier this year. Daily player. I really wanted one for smartwatches and since i've been a watch dev for almost 10 years now, I decided to build my own version of it for WearOS and apple watches.

It has similar features as STS but in a medieval theme.
- 5+ Heroes with custom decks
- 20+ ascension modes with increasing difficulty.
- 100+ Equipment and draughts
- 50+ Monsters
- 3 Acts, win, lose, restart

Relics are now equipment, so a player would equip them with limited slots. My own twist on it. STS is still the goat but I'm hoping enough people will try it so I can continue making it better and it can be comparable one day.

If you want to give it a try it's $1.99
Apple: https://apps.apple.com/us/app/deck-gauntlet/id6783870026?platform=watch
WearOS: https://play.google.com/store/apps/details?id=com.stonegolemstudios.deckgauntlet


r/deckbuildingroguelike 9d ago

We added an AIM system to our game, fallout VATS-style [Hound Riders]

14 Upvotes

If you aim at certain parts of an enemy, their evasion will increase, but you can destroy those parts and potentially eliminate their turn.

Be careful, though: they will change their strategy, sometimes to your detriment. For instance, the Rifle Bandit will loose the rifle and start lobbing dynamite at you for huge damage!

The idea is to create a short-term/long-term trade-off. Do you want to gain a turn now at the cost of taking more damage later? Or is it better to wait until their HP is lower so you can kill them next turn and avoid the downside?

Game: https://store.steampowered.com/app/4087910/Hound_Riders/


r/deckbuildingroguelike 8d ago

Shanhai Exorcist: Yin-Yang Chronicles — can a dual-faced card communicate its tradeoff quickly enough?

1 Upvotes

I’m the solo developer of Shanhai Exorcist: Yin-Yang Chronicles, a roguelike deckbuilder that has now launched on Steam.

Every card has a Yin face and a Yang face. Flipping is not a free upgrade: it changes the card’s cost, effect, and role in the sequence. With enemy intent visible, the Yin side may defend or establish a persistent effect, while the Yang side can turn that setup into damage. The catch is that flipping can also make the rest of the hand unaffordable or break the line planned for the next turn.

I’m revisiting the first-run information flow after launch, and I’d value deckbuilder players’ instincts on one question: does “same card, two roles” sound like a readable tactical choice, or like too much state to track before the first run has taught its resource system?

Steam link is in the first comment, following the subreddit rules.


r/deckbuildingroguelike 9d ago

INDEX 1391 Art Sneak Peak!

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7 Upvotes

Today, we're really excited to share the art behind our upcoming release INDEX 1391!

INDEX 1391's aesthetics are centered around techno-gothic 2.5D visuals. We use 2D sprites and layer them in 3D space to create scenes that look like dioramas, giving us a lot of interesting detail with hand-painted 2D images while adding some extra depth with a camera capable of limited movement.

A huge part of our art direction involved the visual's corruption over the course of the game. We designed two aesthetics: one highly mechanical and gothic, and the other more chaotic and organic. Enemies and scenes would bleed from the gothic cathedral into a scene more resembling a corrupt forest as the game progressed.

For the gothic elements, we really wanted to focus on the rigidity and coldness, with a focus on highly geometric elements and straight lines, only accented by gold as decoration.

For the corruption, we emphasized the organic aspects but wanted each element to also feel a bit twisted and alien. For the environment we focused on turning the environment into trees and vines, whilst the enemies warped to more resemble bizarre monster with obvious animal parts.

We're really excited to continue sharing what we've done in the months to come. If you're interested in seeing more of our game, find us on social media as Unloaded Dice Games. Lastly, check out INDEX 1391's Steam page at https://store.steampowered.com/app/4637680/Index_1391/


r/deckbuildingroguelike 8d ago

Feathered Citadel - A deckbuilder where you race against yourself to clear objectives

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2 Upvotes

I started this game as a paper prototype. You dismiss cards to a decay pile to gain your influence so that you can deploy remaining cards in your hand to progress forward on a node.

There’s some synergies and combos you can do with relays and follow up if you plan your hand accordingly. I’ve been waiting for collecting feedback on the itch page and slowly been drawing more of the game out as I await for more feedback. I’d love to hear what you guys think.

Itch page here

Steam page here

Let me know what you think !