
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 →
Media

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
I'm guess I'm joining it with the negative reviews about the game at this point in time. I don't understand how you're suppose to go though battle 5 of a normal run that's a diffcuilty spike where the AI plays 6 cards a turn and its basically normal. I'll break it down a bit using the first deck that's unlock by default. 1. In battle 5, the AI has a bunch of smile cards with 4+ health that they summon 3 per turn because of their commander having an ability that gives them +2 mana and +2 when they play a card that turn. None of the player's commanders have an ability like this first of all, and by turn 2, they have 6 cards on the board compared to maybe 1 for the player, which is destroyed next turn. 2. The wolf starting card only does 3 damage to 1 card and then dies by default, which is not enough to take out 1 smile, meaning you basically waste the energy to even play it. For the 2-cost card, you need to play another card to have it deal damage, and it won't do anything on turn 2 to begin with. 3. The smile is your only "get back cards from the discard pile" thing, and if he dies, you're out of luck getting back the wolves that keep dying from doing 3 damage you can't change out. Even though you have 4 battles to prepare for this, cards and upgrades cost way too much to the point you're basically stuck with most of the starting deck for said battle entirely. On average, you get 30 gold per battle, but 1 cost costs anything between 12-30 gold, which means its the only purchase you can make unless you sell something off, and you can only do 4 of them before said boss with a sync deck. I can't make a deck like that on 120 gold and the store charges almost all of your winnings on one thing of higher rarity or 1 card. Basically, you can play upwards of about 100 gold to make 1 card in the deck, and the AI's health bars scale way faster than your ability to upgrade the deck, especially when the only reward from battles is gold. You can also spend research points to unlock new stuff, but it also clogs up the card and ability point and the shop spots don't even increase with the amount of content you unlock. Why does the store only show 3 cards and 9 ability parts when it should be double that amount as you unlock more stuff, or we can upgrade the shop instead for more stuff. Anyway, as par as battle 5 is, the AI shouldn't be running a deck where they can play their entire hand turn one, and I don't know how the developer thought that was balance compared to the player's ability to build out a deck. From another game I played, someone told me that the AI's only thing to do is focus on winning the battle, but sometimes, the developer can go too far with the AIs in terms of decks, buffs, etc. for certain battles compared to the player's ability to build out their own deck with limited resources, and when it comes to TCGs and rougelikes under one roof, it feels like the player is getting the worse end of the coin due since in a rougelike, you have to deal with what the game offers you and you don't have the freedom to build your own deck from 1000 cards, and we get expected to do that in a rougelike setting when the AI has a perfect sync deck that only the player could dream of making.
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
This game has a lot of potential, but don't expect a polished product. This very much feels like an early access game. Still recommended because the dev seems to be quite active on discord and answering feedback and bug reports. So there's potential for it to get better. Still fun as it is right now, but there are quite a few bugs and the UI and mouse controls can sometime feel janky.
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.
[hr][/hr] [h1]🃏 Card Coder: Cuando el Deck-building se encuentra con la programación[/h1] Si eres de los que se cansan rápido de los juegos de cartas que te lo dan todo masticado, Card Coder es el guantazo de realidad que necesitabas. No estamos ante el típico clon de Slay the Spire con skins distintas; aquí la vuelta de tuerca es tan profunda que, por momentos, te olvidas de que estás jugando y sientes que estás diseñando tu propio sistema de combate. [hr][/hr] [h2]🧠 No juegas cartas, las programas[/h2] La premisa es fascinante y, sobre todo, muy ambiciosa. En la mayoría de deck-builders tu libertad se limita a elegir qué carta añadir a tu mazo. En Card Coder, la libertad es total porque tú decides qué hace cada carta. El juego te permite seleccionar no solo la base de tus acciones, sino los efectos específicos y cómo interactúan entre ellos. Es como si te dieran los bloques de código y te dijeran: "Venga, apáñatelas". Esa capa extra de personalización hace que la jugabilidad sea increíblemente compleja, pero a la vez muy satisfactoria cuando logras que una cadena de efectos funcione como un reloj. [h2]🖥️ Interfaz y aprendizaje: Un reto necesario[/h2] Hay que ser honestos: la UI al principio puede resultar difícil y confusa. No es la interfaz más intuitiva del mundo y requiere un periodo de adaptación para no perderse entre tanto parámetro. Es un punto que ojalá mejore en el futuro para hacer la experiencia más fluida, pero el juego lo compensa con algo fundamental: una "wiki" o enciclopedia interna increíblemente completa. [h2]🛠️ Estado actual y soporte del desarrollador[/h2] El juego llega traducido al español, aunque se nota que es una traducción automática con sus fallos y frases que chirrían un poco. También es posible encontrarse con algún que otro bug, algo comprensible en un proyecto con esta profundidad lógica. Lo que realmente da tranquilidad es la actitud del desarrollador. El dev escucha activamente a los fans y ya está trabajando en implementar mejoras constantes, tanto para pulir esos errores técnicos como para profesionalizar la traducción. Se agradece mucho ver a alguien tan comprometido con su comunidad desde el primer día. [h2]📈 Estrategia pura y una variedad que asusta[/h2] La estrategia aquí no va de tener suerte con el "drop", sino de saber optimizar recursos. Al tener una variedad gigantesca de modificadores, las posibilidades de "builds" son prácticamente infinitas. Es un juego que premia la experimentación constante y que no tiene miedo de ponerte a prueba. [hr][/hr] [h2]🎯 ¿Es para todo el mundo?[/h2] Si buscas una experiencia casual para desconectar el cerebro, huye. Pero si eres un apasionado de la optimización y de buscar el "combo" definitivo teniendo el control total, Card Coder es una joyita obligatoria. ✅ [b]Lo mejor:[/b] [list] [*] [b]Libertad absoluta:[/b] El sistema de selección de efectos es de lo más original del género. [*] [b]Soporte del Dev:[/b] Alguien que escucha y parchea rápido basándose en el feedback. [*] [b]Rejugabilidad infinita:[/b] La variedad de efectos permite crear mazos únicos en cada partida. [/list] ❌ [b]Lo peor:[/b] [list] [*] [b]Interfaz mejorable:[/b] Al principio es confusa y puede abrumar. [*] [b]Traducción automática:[/b] Tiene fallos evidentes, aunque están en proceso de mejora. [*] [b]Curva de entrada:[/b] Su complejidad técnica no es para todos los públicos. [/list] [b]Veredicto:[/b] Card Coder es una evolución brillante del género. Un juego que te exige inteligencia, te premia la creatividad y que, pese a sus asperezas iniciales en la UI o la traducción, ofrece una profundidad táctica difícil de encontrar hoy en día. Un verdadero reto para la mente. [hr][/hr]
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
The UI needs some MAJOR improvement, same with the overall feel of the graphics. It feels very "first project". HOWEVER, the actually card gameplay is very enjoyable to get into. I hope the dev does not abandon this at release, and continues to support it. Good game.
コーディング知識を使ってループなんかしてスタッツをめちゃくちゃ高めて攻略…的なものを期待していたがそんなことはなかった。 条件を組み合わせて強いカードを作るのだが、条件がかみ合わないことがほとんどで全く爽快感がない。 ランの度にデッキ全部の効果を作り替えるのだが、1回に時間がかかりすぎる割に上手くなっている感がかなり得にくい(カスタマイズできる効果の種類が多いわりに何が手に入るのかがランダムすぎて再現性が無すぎる) 他の方が書いている通りUIやカード効果もわかりにくい。
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Primal Light | $13.4K | 426 | 81% | $1.99 |
| Ritus Exorcismus | $13.4K | 116 | 99% | $5.99 |
| Ringlorn Saga | $13.4K | 86 | 98% | $7.99 |
| Stargazer | $13.4K | 118 | 69% | $4.99 |
| Britannic | $13.4K | 133 | 71% | $3.99 |
| Russian Train Trip | $13.4K | 134 | 54% | $1.59 |