
Card Quest is a dungeon crawling adventure game with unique card combat. Play with a variety of unique character classes, and customize decks to fit your playstyle. Explore the strategic depth of tactical roguelike gameplay, and crush the undead plague.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
It's a cool little game. Difficult at start and a bit easier over time with meta proggression. Becasue of it's simplicity and creative direction you might get a bit claustrophobic at times, overall it's a good game but not for everyone
Good game, rich content
Great solo card game. Awesome classic medieval fantasy aesthetic. Fun personnalisation that you unlock gradually. Good class feeling gameplay wise. The only downside i would say is that some things are not well explained, but by continuing to play, you finish by learning them fast. My favorite card game, i recommend it.
Card- Quest is a card-driven, campaign-centered game with rouge-like/lite aspects. One of the defining characteristics of this game is that it is card-driven, but is not really a deck-builder in the traditional sense. At game start-up, after choosing one of the four common archetype toons (wizard, archer, etc.), you will select up to four pieces of equipment. This equipment primarily serves to populate your deck. After this selection process, your deck will not change (outside of one-time only unlocks, which allow for card swaps). You are unable to trash cards. You are unable to get new cards. You are unable to upgrade existing cards. There are no relics to find to make a run unique. What you start with is what you roll with for the entire run. The run will take place in one of three areas, each of which has different paths of nodes representing different locations. Each path of nodes is identical from run-to-run. Within each location you will fight multiple battles. Upon finishing a node for the first time you will unlock a (fixed) piece of new equipment for the given character. For the most part, the new equipment probably isn’t strictly better than what you are using now, though it may be more effective in a given area. It is likely that you will be unable to finish the given area all of the way through with the equipment that you started the run with. The task then becomes to push deep enough into another area to obtain more equipment, which hopefully synergizes well enough in a given area to either complete said area, or to at least push deep enough to get you yet more equipment. The unlocking system is unique enough, and on its own not terrible, as the meta-progression is satisfying. Unfortunately, this system will see you fighting the same areas over and over again, and given the lack of randomness from run-to-run, against the same foes, with largely the same loadout. Pros: ++ The graphics combined with the text-based story telling provided a romantic vibe akin to games of the 80s and 90s. The story-telling was interesting enough (the first time I saw each narrative anyway). ++ The enemies and their mechanics, combined with your own abilities made for solid card-based combat. + In a vacuum, I liked the meta-progression of being rewarded for conquering each node. + The was a subclass system which had interesting constraints and solid rewards. Noting that I had no idea subclasses even existed due to the poor interface, until I stumbled upon their mention on the internet. Cons: --- The tedium of doing the same areas, against the same monsters, with largely the same deck (both between and within runs) is way too much. This point cannot be overstated in my opinion. -- ‘Hidden’ enemies were largely an unfun mechanic. -- Some battles are much more drawn out then I want them to be, especially for given decks. - Health is quite challenging to come by. You could easily be wiped after just a few missteps or bad draws. On its own, this may be expected in games such as this. However, the prospect of starting over and doing the same stuff yet again highlights this as an issue. Summary: The near complete lack of diversity and randomness killed this game for me long before I should have gotten bored with it. However, I am giving this game a very weak recommend since you will likely find some solid gameplay for one character (I chose the mage) until you get bored. Plus, the game is like $5 on sale. That said, I can’t imagine playing these same areas over and over (and over) for all four characters, so if you are OCD about completing games, you may wish to avoid this one. Overall: 5.5/10
Great game!
Replayable and fun adventures. Had a blast playing it for 12 hours and I still have game chaning content to unlock.
傻逼得如此纯粹,不多见。
Simple, but fun.
An early (as far as I'm aware) roguelike deckbuilder. Well-designed and enjoyable!
卡牌游戏没有了构筑,如同自行车没有了腮
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Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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