
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.
Modeled estimate, not a reported figure. How we estimate →
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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
This game is a work in progress.(Reviewing on release day) Now I know "Why is it not early access" "Why would a game be released without having been finished?". First off, small developer, limited in resources. Second, complex mechanics dependant on user experience. Third, encourages feedback from players through Discord server. Plain old give the people what they want :D So far I see great potential in this game with unique mechanics and customizability to minions cards which is super cool to be bringing a slay the spire vibe to amongst others like belatro/mtg/battlegrounds kinda game. With a while of frequent fixes and updates(which seems to already be the way), this will be a few runs a week game for me. Cheers
UI Fonctionnel mais très clunky. Le jeu à l'air d'avoir beaucoup de diversité, manque peut-être des succès ou des objectifs plus clair qui permettrais de redonner envie d'y retourner hors mis découvrir de nouvelles cartes et combinaison. Je suis qu'au tout début donc c'est vraiment un avis à prendre avec des pincettes. Pour le prix actuel, si on oublie l'aspect de l'interface qu'est un point qui revient dans beaucoup de note. Le jeu à l'air d'avoir beaucoup de choses à proposé, faut passé outre l'aspect visuel de l'interface car le pixel art est des cartes est vraiment cool en plus de pouvoir tout personnalisée dessus. Je recommande d'essayer, mais ça plaira pas à tout le monde et une démo est disponible malgré qu'elle soit très limité comparé à ce que le jeu peut proposé.
THIS REVIEW IS IN [SPANISH] AND [ENGLISH] [SPANISH] Es un juego excelente, muy adictivo y con un potencial enorme. El gameplay es divertido; entre más modificadores desbloqueas, más sinergias puedes armar, lo que hace que cada partida se sienta distinta. El único problema es la interfaz (UI). Siento que le faltó más cariño, sobre todo considerando lo interesantes que son las mecánicas de modificadores. La personalización de las cartas también se queda un poco corta; sinceramente esperaba un sistema mucho más profundo. Estaría excelente que permitiera cargar una imagen de fondo y un sprite (gif/png), porque ahora mismo la imagen que subes intenta rellenar todo el espacio y termina funcionando solo como fondo. Otra sugerencia sería la posibilidad de crear cartas personalizadas y habilitar que aparezcan durante las partidas para comprarlas. Muchas veces ya tienes una carta específica y tienes que volver a aplicar modificadores, colores, nombres, etc. Se podría balancear asignando un costo base en monedas por modificador a estas cartas custom, e incluso permitiendo que los enemigos también las usen. También mejoraría la grid durante los combates. Tal vez una opción para ajustar su opacidad ayudaría bastante, ya que muchas mecánicas dependen de la cercanía y la posición de las cartas. Conclusión: Gameplay: 9.5/10 Rejugabilidad: 10/10 Gráficos: 7/10 Interfaz y menús: 6/10 Personalización de cartas: 7/10 Audio y SFX: 8/10 Un juego que es un sólido 8.5/10, pero que fácilmente podría convertirse en un 10/10 con algunos ajustes a la UI y una capa extra de personalización y quality of life. Recomendado! ------------------------------------------------------------------------------------ [ENGLISH] It’s an excellent game, very addictive and with enormous potential. The gameplay is fun. The more modifiers you unlock, the more synergies you can build, which makes each run feel different. The only issue is the UI. I feel it needs more polish, especially considering how interesting the modifier mechanics are. Card customization also falls a bit short; I was honestly expecting a much deeper system. It would be great if it allowed you to upload a background image and a sprite (GIF/PNG), because right now the image you upload tries to fill the entire space and ends up functioning only as a background. You also can’t crop or place it where you want, it has to be a square image. Another suggestion would be the ability to create custom cards and enable them to appear during runs so you can buy them. Many times you already have a specific card and have to reapply modifiers, colors, names, etc. This could be balanced by assigning a base coin cost per modifier to these custom cards, and even allowing enemies to use them as well. I would also recommend to improve the grid during combat. Maybe an option to adjust its opacity would help a lot, since many mechanics depend on the proximity and positioning of the cards. Conclusion: Gameplay: 9.5/10 Replayability: 10/10 Graphics: 7/10 UI: 6/10 Card customization: 7/10 SFX: 8/10 It is a solid 8.5/10, but could easily become a 10/10 with some UI improvements and an extra layer of customization and QOL. Recommended!
Really creative and incredibly well put together game. The card placement on the board is a really cool mechanic too Overall, it's a fantastic idea extremely well executed minus the UI being a little difficult on the eyes.
While the UI can be a little difficult to grasp in the early game, especially with the enemy AI just throwing cards out anywhere on the board, it becomes pretty easy to grasp after the first run. This is a really awesome concept, and I look forward to seeing more from this game! It's so fun once you start to interact with the research mechanics and I'm genuinely psyched to see what possible creations I can cook up. And yeah, it can seem a little complex at first, but I encourage anybody to stick with it for awhile. I think it's worth the price and the investment. EDIT: Refunding for financial reasons, but still a fun game. Will repurchase down the line.
教授ーこれ絶対難しいよー。初期デッキのコンセプトとか説明した方がいいよ。
Cool deck-builder with the twist of also building your cards and their abilities. The combo possibilities seem quite extensive. Great for a quick round in the evening.
还行吧,就是翻译问题太多,菜单页面经典play翻译成播放开幕雷击,还有好多字体效果应用得不对
have the cool idea, but the current stage of the game is pretty crappy For example: I play the Panda desk (same as in demo version). 8-9 card in this desk are sacrifice after play. So to improve this desk for harder battle later, i must buy many other ability to change it. 1 won battle only give about 30-50 gold and won't be enough to buy many other ability to replace all those sacrifice card (1 store after victory only contain 2-3 of each ability type and not always what we need, need waste money to refresh store) After 4-5 battle, you will face "The Void" battleground, if your card discarded, it'll remove from current battle, so your card with power to return discard is useless, your sacrifice card don't do enough damage, your card only active when you play other card are useless when you don't have any other card to play. Totally unbalance battle. Some improvement i think it will make the game better: 1. Only 3 different cards in 1 store are too little. => Maybe add some other card with other default ability for each desk 2. The 5-6 battle and after are way too difficult compare to your origin desk. The money you give after each victory don't have enough to upgrade the desk to scale with that difficulty => Maybe give more money after each battle (like 100-200 gold). Or lower the ability price (like 1 common is 4 gold, 1 un-common is 6 gold, . . .). And lower the reroll price (like 1st 10 reroll only cost 1 gold per reroll, after that, it can be 2, 3, 4, etc... something like that) 3. Make what you receive after each battle more fun => Maybe except gold, you can receive some card, some ability, etc... (you can always sell them for more money if you don't need them, right?) 4. Maybe add something like add passive to your champion (to make your other card stronger in some way) or battleground card with passive affect your card/enemy card/all card, . . . something like that to make the game more fun
More or less reflecting the same thoughts I gave on the initial demo back when I played it. The game has a lot of promise and potential but it's hindered greatly by a very sub-par UI. I beg of you developer, it might be too late now to make a meaningful update to the menus and visuals of the game but if you should decide to make another game in the future, please please please get a proper UI artist on your team. This stuff looks baaaad. Like immediately off-putting and straining to have to look at and use and it really hinders the game.
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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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