
A roguelike dungeon crawler where every card you play brings power… and punishment. Descend through shifting floors, face brutal bosses, and grow stronger run after run.
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About
Cards and Dungeons is a roguelike dungeon crawler that blends strategic card play with fast-paced action. Choose your hero, equip your deck, and descend through ever-changing dungeons filled with monsters, traps, and brutal bosses. Every run is a test of survival, strategy, and risk management.
Start your adventure with one of several heroes, each armed with a distinctive ability and playstyle. Unlock more characters as you progress, opening new ways to conquer the dungeon.
Each hero has a basic attack, but true power comes from the cards you assign. Equip up to three cards per run—ranging from devastating attacks to tactical abilities—and use mana to unleash them in battle. Beware: every card played pushes a hidden counter forward, and once it triggers, a random punishment will strike. Cards give you immediate strength, but carry long-term risks.
Procedurally generated floors offer fresh challenges every run. Encounter dangerous biomes, shifting layouts, cunning traps, and enemies that become deadlier the deeper you go. Survive long enough, and you’ll face powerful bosses guarding the path forward.
Collect gold to purchase upgrades, mana to power your abilities, and experience gems to level up your heroes. Between runs, expand your arsenal with new cards, improve your characters, and unlock permanent upgrades to push even deeper.
With multiple heroes, hundreds of card combinations, random events, punishing drawbacks, and procedurally generated dungeons, no two runs are ever the same. Test your strategies, refine your builds, and challenge higher difficulties as you master the game.
The dungeon awaits—will you conquer the final floor, or be lost to the depths?
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Spanish - Spain*, Japanese*, Korean*, Simplified Chinese*, Catalan*, Vietnamese**languages with full audio support
Reviews
Some runs you're unstoppable. Some runs the dungeon just has your number. That's the roguelike way, and this one gets it right. The permanent upgrades you unlock between runs mean you're never really starting from zero. Even the failed runs teach you something about a card interaction or enemy pattern you missed before.
UPDATE: Devs are claiming they engage constructively with feedback. [url=https://imgur.com/a/RzShlnJ]Here's the dev response I was referring to in this review.[/url] The review section for this game feels like a fever dream. They're all permutations of one another praising this game's risk, synergies, depth, replayability, and so on. People who sank "whole afternoons" into this game with 1 hour on record. And the one negative review, which gives completely valid and fair feedback, has an utterly deranged reply from the developers. To cut through the white noise; this game is just underwhelming. Levelling is simple health/mana number increases, and combat is just dodges and auto attacks through endlessly repeating halls of the same dungeon layout and spike traps. There's interesting bones behind the idea of ability use causing negative events, but the rest of the game right now is just so oppressively bland that I can't really recommend it to anyone. There is a future for games like this - more polish, more features, more revisions responding to feedback. I'd love to see new dungeon layouts, new enemies, more trap variety, and above all ways to dynamically alter the run. Make cards pickups with charges, or give them affixes with positive/negative effects, there's so many ways you could go. But right now this game isn't even worth its introductory sale price. And the way the developers have responded to their only negative review thus far should tell you all you need to know about the overreaching asking price.
This game is bland and not very engaging plus the dev team behind this game is rude. There are better games out there so save your money and don't buy this one.
Picked this up for quick sessions, ended up sinking whole afternoons into it. The runs have a natural flow to them—you descend, you fight, you adapt, you either die or push deeper. Clean, no filler. The bosses especially are well done. Tough but readable. You die, you learn their patterns, you come back smarter.
Quite fun! Love how many different heroes are there
Nice balance between quick decision-making and actual strategy. You can't just react in the moment, you have to plan ahead a bit. Which cards to hold, when to burn mana, when to just use your basic attack and let things cool down. It's got that "easy to learn, tough to master" thing going on.
It's deeper than I expected it to be.
The dungeon floors actually feel alive. Procedural generation usually means boring hallways, but here the biomes have personality. You learn to recognize the little tells of a trap room before you step in it. The first time I reached a boss, I was not prepared. Barely survived. Made it back to that same boss a few runs later and felt like a completely different player.
cards and dungeons is a fun little adventure game with lots of ways to play it. combos are fun and you can mix and match how you like
Finally grabbed this after seeing it pop up a few times. The three-card limit per run sounded restrictive at first, but honestly it's the best part. You really have to think about what works together, what complements your hero. Found a combo with the mage where two cards just fed off each other perfectly and melted a boss. Felt like I'd discovered something secret.
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