
Card Coder is a card-building roguelike: A novel mix of tactical card battles, inventory management and roguelike deckbuilding, where YOU create custom cards during play. Loot, shop & collect modular ability components to make truly unique cards out of 10 billion possibilities.
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About
Card Coder merges tactical card battles, inventory management and roguelike deck-building with a novel twist: Create your own custom cards during each run by constructing cybernetically enhanced warriors from all over the galaxy. Defeat challenging enemies to loot, shop and collect many different ability components. Slot them into your cards to define their behavior according to your playstyle:

Discover, research and unlock a large variety of components to construct over 10 billion different cards. Build up your engine and cause powerful chain-reactions across the board. Use everything to your advantage and crush your enemies in challenging rogue-like runs, high-stakes gauntlets and other game-modes to be unlocked. But keep your Commander alive at all costs!
Card Coder merges tactical card battles, inventory management and roguelike deck-building with a novel twist: Create your own custom cards during each run.
Beyond deckbuilding: Create your own cards as you play by combining triggers, conditions, selectors and effects! Over 10 billion possibilities. Build your cards to fit your playstyle -- not the other way round!
Tactical combat with positioning: Manipulate enemy cards' targeting aggro by placing your cards strategically on the board. Take advantage of superior positioning.
Meta Progression
Unlock new ability components and base cards after each run to grow your card-creation possibilities from several thousands to several billions.
Discover new combat locations with unique gameplay modifiers that can turn the tides of battle.
Beat new game modes like constructed gauntlet or random draft gauntlet.
Cosmetic card customization: The card-building aspect of Card Coder does not stop at scripting the mechanics. To make cards memorable and easy to distinguish in battle you can also customize the visuals of each card: Change the title, adjust the color tint, select awesome artwork from different pixel artists or even replace the card's artwork with any custom image you choose.
Upgrade the rarity of ability components by merging duplicates to gain stats bonuses and powerful status auras.
Discover unique recipes: Certain combinations of ability components provide an additional bonus.
Addicting gameloop: Fight an opponent, gain rewards, go shopping and create new and better cards to improve your deck. Face the next opponent until you beat the Big Bad.
Save Anytime: Need to leave in the middle of a run? No problem. Card Coder saves the game exactly where you are, so you can pick up where you left off at any time.
No MTX / IAP / DLC: Card Coder is a buy once, play forever game. There will never be any in-game microtransactions / purchases, pay-to-win mechanics, premium cosmetics, online or 3rd party account requirements nor any paid DLC. Everything is already included in the game or will be added via free future updates.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Japanese, Simplified Chinese, Traditional Chinese, Korean, French, Italian, Spanish - Spain, Portuguese - Portugal
Engagement
Hours played at review time, across 28 reviews with recorded playtime.
Reviews
Really, really cool concept. Unfortunately, this interface is very Alpha, very hard to see, interact with, lots of pop-ups overlap on top of important text. Just needs some UI help, and this has some potential.
Refunded after the second level's environment card read "What should this card's effect be? Send suggestions on Discord." You released this claiming it was finished.
the concept behind this game and gameplay is great. Sadly the hardest fight this game gives is against it's ui. Trying to get anything done in this game is torture. This reads like a very negative review, and yet here I am giving it a thumbs up, because again the actual core game is a lot of fun but oh god is it a nightmare to actually slog through and get anything done. Now I hope the dev is going to do some ui overhaul, or work on the controls because this can be an amazing game but right now it's biggest enemy are the controls, in a game you can play entirely with a mouse it's kind of impressive. Anyway, if you're still reading. Go buy this game it's really good. If this is your jam you will love it, you will just accept the suffering as an aditional cost. edit: I have also encountered a good 6 or so bugs. Nothing game breaking yet but the game is built on glue tape and hope. And yet I will still recomend this game, the actual gameplay loop is fun It is just woefully unfinished. edit: Okay it's not 6 it's so much more then 6. And none of em game breaking. The game will work but each one will make you struggle and fight to actually get to play the game a little more. If this is your thing, go buy it and go play it. But just know that in it's current state you will suffer.
Cool idea, but I don't think the roguelike runs are the home for it. Many of the combinations don't really work as they would seem and with the way the roguelike nature is here, you would need to know what the enemy is doing in the building part before the battle to strategize around it. You end up tinkering more than playing either way. I think this would feel much better with a story TCG deckbuilder type thing like old Yugioh games. Like play on equal footings not just here's the situation now adapt but you had to adapt to it beforehand. Getting only enough money for a few effect parts or cards meant I wanted to just rip out all of my effects all the time and replan the deck, but that's annoying to do. Need a button for just ripping out all non-innate parts and also sorting them by shape. Also holy crap is it hard to get the pieces where I want them. I gotta fight the UI on everything.
This game is way too clunky. Cool concept, but there is not an easy way to tell what all your cards are doing, what slot you need to purchase to complete your card, and in general, what the heck is going on. It's a nightmare. I don't want to spend 20 minutes in between runs calculating in the world's clunkiest UI. Great on paper, poor execution.
Simple concept, but surprisingly addictive. You think, “I’ll just try it for a moment” — and suddenly an hour is gone. 😄 The game is intuitive, easy to understand, and quickly becomes fun without being complicated. Perfect if you want something relaxing that still keeps you motivated to continue. Conclusion: Small, simple, fun, and all that for a low price. Clear recommendation 👍
Very high potential, just needs bug squishing, Ui polish, and more base cards. That being said with the ones that are in the game now allows for many strategies, no run will be the same, this will quickly be one of my favorite roguelites/likes
相较其他收集卡包拆卡的TCG,CCG游戏,这款主要将自定义技能作为玩法的卡牌游戏还挺新颖的,前期会很上头。卡牌立体卡面的表现很好看,“打击感”也很爽,卡面自定义玩法也不赖,希望后面能有卡背自定义。 大致玩法是在rogue战斗中(一局17关)打败对手赚取金钱,用来在局内购买技能点,通过技能点的组合与升级让卡牌变得更强力。不论输赢在一整局结束后都会获取研究点(相当于代币),研究点用来在局外解锁新卡牌、新技能、新模式,让游戏有了盼头,接近百亿种不同的技能组合也让我大部分的时间都放在了技能研究搭配上。 是的,这游戏技能组合又多又杂,问题也很多,大多数技能触发条件很难懂,一些技能的文字描述也让人很难理解,必须进游戏试错才知道效果,再想想后面还有这么多看不懂的,有种深深的无力感,相当费脑 游戏UI很粗糙很粗糙,战斗背景也几乎都是那种泛着光的金属工业风,感觉饱和度还是什么拉太高了,加之费脑费力,玩久了感觉脖子以上双重难受。 希望官方能对一些比较直观的地方进行改进,即便如此还是蛮推荐的,玩法新颖价格也不贵,或者等等也行
打开了一次游戏,3.2小时过去了…… 大部分特点前面的大佬已经评论过了,补充一点,一开始自动解锁的实际上是一个类似roguelite的模式,每一关会出的对手是固定的,但是越往后推,敌方卡组内的插件稀有度就越高(随机等级),所以如果玩家这边没能研究出什么比较关键的插件组合,或者研究出了但是商店没刷出来等等,就很容易卡死在同一个位置。好在打过之后就知道会面对什么了…… 此外,研究所的解锁是排队制,左侧6个插件,右侧3个卡牌,都是有各自的一个列表中,无论你解锁了其中的哪一个,列表中都会替补上来一个,因此推测列表应该是固定的。以及,研究所中,中间的插件可以点击屏蔽(但应该每个类别需要保留一个最低数量以便商店正常运行),卡牌应该是买了就进池子,因为点卡牌会直接放大查看,并不能禁用,不知道是不是BUG。 自定义卡面虽然很好,但是微妙的是使用的是拉伸,因此需要预先处理好图像素材的比例问题。此外因为卡背会遮挡部分卡面信息,所以推荐卡面上面三分之一最好留一定富余的空间,以免遮挡了图片比较重要的部分。 不聊了, 该睡了,等我下次多玩一阵再说(下次一定 ————————————6.2小时的分割线—————————————— 通了roguelite模式,用的初始的英雄和套组。 核心终端是用的暗黑使者(像素造型是个拿着锤子披着披风的将军),朴实无华的2费双效果卡。挂载的: 落地即发+充能(或者任意其他减费代价插槽)+敌我全体+强制触发效果+目标回手。 落地即发升到顶第一回合必定在手牌。其他几个堆堆减费后,最低1费。 1费原地启动以后会发生什么呢……初始的英雄卡,熊猫只有一个技能,触发后+1蓝上限,补满蓝…… 好的兄弟们,随便配点别的吧,无限了。 附上一点个人觉得很优质的: 启动: 手发,其他绝大多数回合内触发条件都是手发的代餐; 被攻击,回合外最容易触发的效果,专克各种多动症; 代价: 充能1,升到顶不仅有4发初始充能,还能每回合回1发,基本上没有太多敌手,除非你弄血量无限了; 目标: 没有什么特别好的,按需求来。非要说的话,敌我全体真的有说法,可以多开发一下,以及敌2体比较划算。 效果: 扣半血(非致命),专克血牛,说你呢斐波那契; 复制比自己低费的非衍生物,对铺场,注意带这个效果的是用来翻盘的,不能压太低费,配合各种全体有奇效,没有也可以用2体凑合; 抽牌,朴实无华,无限了的都说好,但是没无限的通常是在加速自杀。 卡牌: 饲养员,没解锁复制的时候可以用,除了CD2有点难受以外,如果你只用来压一波场,直接给个落地即发就能用上,丰俭由人。 好~可~怕~暗黑使者,别问我这翻译咋回事儿,我不记得我改了他名字,上面说过了,朴实无华,最便宜的双效果。等同于极致压缩了前三个槽位的判官(审判官,拿火把的那个)。最大的优势其实是你只需要凑一套插槽就能用起来,比较好养成。即使没有无限的条件,放个扣半血+各种伤害,也可以极大增加斩杀效率。 另外我必须吐槽一下,我存的卡组在哪能看啊,总不能只在挑战里吧(
I want to be kind to the dev/devs. This has the look and feel of someone or several people who were in love with card games who wanted to implement ideas they havent seen elsewhere. There are good ideas in here and it is worth playing in this state. Pros: -Mixing and matching different components to make custom cards -Customized cards persistent between runs -An overly extreme challenging singleplayer mode Cons: -Few ideas are polished or meld well together -A.I. are far too difficult for both experienced and new players alike -The freedom to mix and match components for custom cards is fundamentally at odds with both the heavy focus on the rarity of components and the roguelike aspect of the main mode -The cards are not readable at a glance and demands too much mental power from the player to remember what your opponents cards do and what your own do with the heavy lifting of customizing all of your cards. -Cards are not unique enough to provide meaningful difference. The rest are for the devs as feedback or for those who really want a full explanation of this games faults, feel free to read, but my overall review is this game is tentatively a recommend for nerds who really want a singleplayer card game with customization. Alot of their ideas do not mesh well together. 1st, the main selling point of making your own cards is both why I ended up liking the game but that's despite its confused state. It wants you to make cards that improve your deck, but any card even remotely worth using skyrocket the mana cost of the cards. If you spend several floors/shops crafting your omega cards it does make logical sense that the cards go up in mana, but most upgrades that make these cards work skyrocket the price far too fast to encourage mixing and matching of tiles. The A.I. you're fighting against meanwhile feels like scale exponentially after level 3. So you're fighting a system that demands you to already be intimately familiar with both their systems and how to break them before slamming you against gigantic difficulty spikes. It took me approximately 7 hours to even get past the first 3/17 floors. What the game actually demands of you is against the free spirit philosophy I think it wants you to have. I found the only worthwhile components to be anything that targets all of your creatures, all of their creatures, or the entire board. Due to the aforementioned insane scaling of the A.I. anything that is not field wipe levels of power is simply not strong enough. Yet, due to the component system they have you can't just build your deck around it. Anything you do that makes a card generally just makes them extremely expensive creatures where a coughing baby could kill them and due to the balance of the game they are also unlikely to even get to attack before you are wiped off the board. So what does the game want you to do then? Spam just 1 or 2 components and just never veer from them. The only rarity that matters and the only thing worth building towards is gold rarity which i think is legendary in game. This is for several reasons. What that legendary rarity almost always does is decrease the mana cost of whatever card you're trying to do and finally you're able to start playing the cards you built and the HP increases help them survive. It's a horrific system. Having to go 6 tiers on one single aspect of a 4 component card of a 15 card deck means you're only ever building 1-3 cards that actually do anything in your deck throughout the entire run and the rest of your deck is just trying to keep you stable until you draw that one card that wins you the game, so i hope your one card was built well enough where it can be your entire win strategy before it dies. I often found myself playing the card deck that lets you get access to fully customizable cards and just rob them of components to make half of my deck jump up in enough health to survive the insane onslaught of enemies. This left alot of cards as zombies that do nothing more than bullet sponge to make way for my real cards that even with afforementioned cannbilization were still far too weak to perform beyond the first few floors. Since this is nearly 100% necessary every run i need to do that much customization at the start of each run without an ability to save that setup. Another thing that will drive people off if they are new to card games and/or new to this game is the cards do not telegraph well enough what they do. Since the A.I. tend to play between 3-7 cards a turn it is absolutely overwhelming to try to read each individual card. Until i knew all 17 floors and what their gimmick i never knew what was going on. Maybe this could be aided if there were more art tells for cards and their effects. This doubly went for your own cards as since all of my own cards looked the same i'd often miss activated triggers or play things at the wrong time assuming it was one of the many similar looking cards. I am extremely glad this game included customizing your own cards as it mostly fixed this gripe even if it takes alot of effort. I started to enjoy the game when I used their cool system to add my own art and names and *IMPORTANTLY* it was persistent between games! It is genuinely really neat seeing combos of components i put back together between runs and its suddenly the same custom card from some runs ago. I just wish the custom cards weren't tied to the exact combo on there, but were more an umbrella so I didnt have to customize the cards so frequently for combos that were effectively the same. So far I have double digit combos of components on cards that are all named the same or have the same art and it gets tiring have to keep adding new combos each run. It's a shame that without greater art direction to telegraph effects better I'd say customizing the cards is MANDATORY to play the game in a meaningful fashion. Cards/characters are not meaningfully different from one another. I do not see why components are locked to cards if you're going to have cards that can be fully customized without restriction. Locked components should be exclusive to those cards or give big upside for the downside of locking it. It could be anything from getting an effect for less mana cost, higher hp, or increased effect. They should also exclusively (outside of balancing) be only locking the payoffs/effects to give the card more identity. My only exception to this were the rats and their 1 mana or less condition. It was flavorful and interesting to have a deck tied with that downside. All of this considered I never felt compelled to get a card that locked anything. The biggest and most necessary change is art that is shown based on the pay off, the one shaped like a star. Possibly if there's budget/ability should also include who it effects like allies or enemies. The game is obviously too complex to have art for every card, but having it be tied to what it does would be the single biggest leap this game could make. I do think the if the game wants a larger audience they should make high damage attacks both available and easy to access. The enemies are often going between 10-20 health when mass placed by A.I. it's too punishing to be doing unconditional 1-3 damage or highly conditional 3+ If the enemies are going to throw as many cards as they do single damage should reflect that and it eases the burden placed on players to break the game at the entry level. This would require less access to AOE, but that can be balanced. This shouldn't be viable in higher ascensions, but clearing the first ascension easily with just a handful of bought effects that increase damage should be a nice baseline for players to get acquainted with the game before going higher. Also, decrease how many rarity levels there are to maybe 3 or 4 and have other effects come earlier than highest rarity.
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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