
Face the Four Horsemen of the Apocalypse in epic card battles! Cardaclysm: Shards of the Four is a procedurally generated collectible card game mixed with action RPG elements. Collect creature and spell cards throughout your journey and unleash their power if anyone opposes you!
Modeled estimate, not a reported figure. How we estimate →
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Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 24 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
有卡 有中文 有成就
Just want to counter the negative reviews here by saying the devs must have worked on this since then, because it is a very playable card battler. Combining the mechanics of King's Bounty/HoMM, you slowly build a deck and increase your summoning capabilities while exploring a series of randomly generated maps with foes just at or below your XP level. By balancing card synergies with artifacts acquired on your journey, you should be able to develop a deck that will win you most battles. Having two of the same card allows you to upgrade that card. Upgraded cards allow the summoning of more powerful creatures and more potent spells. I say give this a go now, I'm finding it a real 'one-last-turn' kind of game.
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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, French, German, Japanese, Korean, Russian, Polish, Hungarian*languages with full audio support
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The game is a horrible deck builder. Instead of a normal deck builder where you have resources that regenerate after every turn you have a pool of resources at the very beginning of a match and that it. Every match is "spend everything your first turn and hope you kill the enemy by the end of your second turn or else you lose" Its not like your cards are cheap either. You'll start off with 20 coins (resource used to play cards) and a creature will cost 10 so you are playing at best 2 cards for the entire match. Then you just hope your creatures stats are better because 99% of the time you won't have any coins left on your second turn to do anything. Making the whole point of having a deck meaningless. You can increase your starting coins but those upgrades are only on the over-world map and its a slow 2 coin increment. So you think if i get enough coins i can actually start to play it like a real deck builder but then you get to upgrading your cards. I upgrade my wolf to level 2 so it can stand two hits but now the cost jumped from 9 to 16. So i right back to playing two cards and hoping i win. Then to make it feel even worse you'll come across epic cards that are super strong but they cost like 80 coins. I only have 40 coins so maybe i can add it to my deck in about 5 hours. Then to top it all off the non-creature spell card are absolutely worthless. Pay 6 coins to do 1 damage. I can summon a creature who does 2 damage for the same amount and i can attack with it right away so there is not an upside to not using a creature.
Занятный рогалик с карточными боями и ролевыми элементами, которому не хватает большего разнообразия... во всем. Хотя если вы поклонник жанра - можете смело пробовать.
玩法與其說是《Slay the Spire》更類似《Faeria》和《Monster Train》,主要是召喚怪物進行戰鬥並用魔法卡去做輔助。不過這遊戲我玩個 10 分鐘就發現問題有夠多。 首先進入遊戲後給我的第一印象是,這遊戲好像在卡牌「之外」的部分下了不必要的功夫。開頭 (不可跳過的) 動畫、可移動的角色,甚至還能檢取地上道具,但這些奇怪的特色對於想趕快了解這遊戲卡牌玩法的玩家來說完全沒有加分效果。緊接著開始第一場戰鬥,簡單的召喚怪物與對打扣血。第二場戰鬥,一樣的流程,第三場、第四場...... 好像都沒什麼變化?卡牌是有些特殊能力,但跟其他遊戲比起來完全說不上出色 (也許新手教學結束後會改善?),不懂開發商讓玩家浪費時間在這些橋段的目的為何。 接著遊戲流程突然要玩家組牌組,但實際上只是讓你把你身上的 14 張卡片全部點一遍就叫組好牌組。接下來的戰鬥突然在第一回合幫玩家抽出 4 張牌要玩家挑 1 張丟掉,不做任何其他說明,好像不管遊戲製作者想要何時塞進規則介紹,我們玩家都要馬上心領神會一樣。 遊戲教學做得稀爛我真的也懶得繼續說了,再來談一下對戰機制。既然這是卡牌遊戲自然離不開所謂的費用 (Cost),但這遊戲的費用竟然有兩種,下文就稱為金星和靈魂吧,我也忘了具體叫啥了,因為這遊戲甚至沒有「說明」功能,鼠標指著圖示也不會有文字說明,遊戲裡說明過的東西你各位自己做好筆記啊。剛剛說到哪了?...... 喔對,召喚怪物會消耗兩種費用,但其中金星是不會自然恢復的,只有戰鬥勝利才會回滿。有些怪物的能力能稍微補充一米米金星,但召喚這些怪物也會需要金星,實戰上沒有太大幫助。換句話說金星用完召喚不了怪物,基本就是等死。 然後我方怪物攻擊對方竟然會被反擊 (對方攻擊我方同理),這個機制老樣子製作團隊當各位是神通不多做說明,彷彿他們隔著螢幕在嘲笑我:「攻擊別人會被反擊不是理所當然地嗎?你好笨喔。」 最後,重複的卡片可以合併升級,不過升級只是數值上的小小小提升 (攻+1血+1之類的...),Cost 金星卻飛躍式的上升,如果玩家金星不夠多還不如不升級。 大概就這樣吧,總體而言是款教學做得很爛、戰鬥非常無聊、喜歡在基礎數值上玩弄小數字又懶得向玩家說明規則的遊戲,我也不知道只玩 10 分鐘說不說得準,只覺得睡前玩這遊戲好像更想睡了。
If you carve something from Blizzard or Bioware but want to support Indie Studios instead of Mega Corps, Elder Games delivers. Heart Stone - Cardaclysm Starcraft - Meridian Mass Effect - Everreach Cardaclysm itself has its ups and down, sometimes Luck is against you (i.e. drawing just the wrong cards) BUT once you get familiar with the various effects and how they interact one can build interesting and nearly undefeatable decks. What seemed like an undefeatable enemy at first might just be the key to defeating the next undefeatable one. HIGHLY RECOMMEND CARDACLYSM!
This game is great. It reminds me of Etherlords. I'm only a few hours in and I already find myself switching between multiple decks to counter certain enemy types. I also have some custom decks for the boss type enemies. The combat is usually quick, but most battles require some strategizing since you are limited on the number of creatures you can play. I got it when it was 90% off and it was a steal for $2.
Cardaclysm: Shards of the Four, developed by Elder Games and published by Headup, is a fascinating experiment that attempts to blend collectible card mechanics with action-RPG exploration. It drops the player into a dark fantasy world as a rogue wizard who has unleashed forces far beyond his control, summoning the mythical Four Horsemen of the Apocalypse. The premise sets the tone immediately—mystical, ambitious, and slightly self-aware. From the opening moments, the game establishes that it’s not just about summoning cards; it’s about surviving in a world torn apart by your own hubris. What follows is an adventure that mixes exploration, tactical card battles, and light RPG progression into a cohesive experience that’s as creative as it is occasionally uneven. At its core, Cardaclysm revolves around the idea of collecting and battling through decks of spells and creatures. Each encounter unfolds through turn-based combat where you play cards using two key resources—gold and soul energy. These resources dictate how many cards you can summon, so managing them efficiently becomes essential. The deck limit of fourteen cards forces players to focus on synergy rather than quantity, and this restriction makes every draw feel important. Battles are brief but thoughtful, with clear feedback and a surprisingly tactical rhythm. Each creature card has distinct traits—ranging from retaliatory counterattacks to ambush bonuses or damage reflection—which adds layers of strategy to how you sequence your plays. When everything clicks, the combat feels satisfyingly cerebral, a balancing act between aggression, defense, and resource conservation that rewards foresight rather than luck. Progression is structured around a series of procedurally generated biomes, each with its own hazards, enemies, and visual flavor. These regions, from icy wastelands to corrupted forests, are traversed from an isometric perspective, and while movement is simple, it adds a sense of immersion uncommon in deckbuilders. Within these areas, you collect new cards, artifacts, and resources while battling enemies that guard your path. Once a level is cleared, a portal opens to the next, and you can return to the Interdimensional Pub—a strange and amusing hub where you can trade cards, upgrade decks, or simply interact with the eccentric patrons who inhabit the space. This setting, part of the game’s wry humor, serves as a sanctuary between the chaos of the outside world. The pub also plays a key role in progression, giving you opportunities to tweak your deck, purchase artifacts, and gradually refine your strategy before stepping back into danger. One of Cardaclysm’s defining traits is its fusion of structure and randomness. The procedural generation ensures that no two runs are exactly alike, but it also introduces unpredictability in pacing and reward distribution. Some runs yield powerful new cards or rare artifacts early on, creating a satisfying sense of momentum. Others, however, can feel sparse and repetitive, forcing you to replay earlier levels in search of upgrades or key cards. This unevenness becomes more pronounced as the game progresses, particularly in the mid-game, when new card acquisition slows and the grind sets in. While the mechanics remain engaging, the repetition of similar encounters and layouts can dull the sense of discovery that drives the first few hours. Boss encounters serve as the main tests of skill and deck synergy. After clearing the normal enemies in a region, a powerful guardian appears—often linked to one of the Four Horsemen’s domains—and chases you toward the exit. This mechanic creates tension, as you must decide whether to flee or stand your ground. These fights are where Cardaclysm’s systems shine brightest, demanding careful resource management and precise timing. However, they can also expose the game’s balancing issues. If your deck isn’t tuned for the boss’s particular strengths and weaknesses, the fight can feel punishing rather than fair. The game sometimes forces you into these encounters before you’re ready, making it difficult to recover without grinding for more cards or artifacts. For players who enjoy a challenge, this unforgiving edge can be thrilling, but for others, it may feel like an abrupt difficulty spike that disrupts the pacing. Visually, Cardaclysm strikes a pleasant balance between clean design and atmospheric flair. The card art is detailed and thematically cohesive, evoking a world that feels both arcane and sinister. Each faction—Nature, Death, Light, Chaos, and Artifact—has a distinct aesthetic identity that complements its mechanics. The overworld environments are rendered with clarity and a touch of gothic beauty, though their procedural layouts can sometimes appear repetitive. The soundtrack underscores the mood with haunting orchestral tones and rhythmic percussion, keeping the atmosphere tense without being overbearing. Small touches, like the flicker of arcane energy around portals or the shimmer of summoned creatures, contribute to a sense of immersion that strengthens the game’s identity as more than just a card battler. The biggest challenge Cardaclysm faces is sustaining its momentum. Its concept is ambitious, but the systems sometimes feel like they’re working against one another. The card-based combat is deliberate and strategic, while the exploration and grinding loops rely heavily on repetition. The game tries to balance accessibility with depth, but the result is uneven. Deckbuilding purists may find the limited card pool and resource grind restrictive, while players drawn in by the RPG elements may wish for more freedom of exploration or narrative depth. There’s a sense that Elder Games built a strong foundation but never fully expanded upon its potential. The story itself, though serviceable, largely fades into the background after the initial setup, leaving the gameplay to carry the experience on its own. Despite its flaws, Cardaclysm remains a distinctive and enjoyable entry in the growing hybrid genre of card-based RPGs. Its mixture of procedural adventure, tactical deckbuilding, and atmospheric world design makes it stand out from more formulaic deckbuilders. The satisfaction of constructing a perfect hand, outmaneuvering an opponent, or finally toppling a boss after multiple failed runs is undeniable. For players who enjoy methodical strategy and don’t mind a bit of repetition, the game offers many hours of thoughtful play. However, it’s also a title that demands patience; the deeper you go, the more it asks you to accept its quirks and occasional rough edges. In the end, Cardaclysm is a game of intriguing contradictions. It’s both punishing and rewarding, elegant yet uneven, restrained in scope but bursting with creative ideas. It might not reach the level of refinement found in genre leaders, but it succeeds in carving out its own space—a world where every fight feels personal and every card drawn could change your fate. It’s a game for players who like to think carefully, plan ahead, and savor the process of slow, deliberate mastery. Cardaclysm doesn’t just challenge you to build a strong deck—it challenges you to endure, adapt, and ultimately tame the chaos you unleashed. Rating: 6/10
Не выдающийся, но не плохой карточный рогалик.
за 55 рублей вообще тема !
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