
The king has died without an heir. Lords are battling for the throne. Build your own unique deck of cards and units, battle against challenging lords and and be the king!
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About
The King of Garnoc died without an heir. Lords are fighting for the throne. Create your own unique deck of cards and units, battle tough lords and become the king!
The merchant is one of the most reliable stops along your journey. At the merchant, you can buy cards, troops, imperial legacies, potions, and more.
Molgrad... It was once a magnificent empire. However, when and how it fell is not even recorded in history books. Though the Molgrad Empire has vanished from the stage of history, it left behind legendary legacies that still maintain their power.
Cards can be upgraded in two ways at the blacksmith. Card Level increases the damage the card deals, while Position Level allows the card to target multiple enemies simultaneously.
Defeat your enemies and become king in this game using unique cards for each character. You can change the enemy's formation with the Position Change card. The Unit Change card randomly swaps your units.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Portuguese - Brazil, Simplified Chinese, Traditional Chinese, Dutch, French, German, Italian, Spanish - Spain, Japanese, Korean, Polish +2 more
Engagement
Hours played at review time, across 29 reviews with recorded playtime.
Reviews
ユニットとカードを組み合わせるカードローグライトゲーム。ユニットもカードと同じくデッキがある。敵に位置の概念があり、位置を移動させるか、その位置に対応したカードで攻撃する必要がある。 この系統のゲームにある、商人・イベント・使用型アイテム・随時発動するアイテムも既にかなり実装されている。 2026/06/20 追記:v0.7.1で日本語に対応しました。 対応前でもカードのテキストはシンプルなので分かりやすかったですが、より分かりやすくなったと思います。 ユーザーからの要望に関しても素早く返答を頂けており、とても良い開発者と思います。
I love innovation in the genre, but adding a second deck to manage just makes the game feel random. The positional combat is much less intuitive and rewarding than in countless others. In the end, I'd rather play Wildfrost or Cobalt Core for the 500th time than play this a second time. Interesting concept, but it just doesn't stand out in a crowded field of excellent options.
Very promising game. I find it actually a bit on the easy side until I hit the final boss, which is ridiculously overpowered. I suppose that's a fair trade off, but since character unlock depends on beating that boss, to me that's a negative. I have max unlock on the opening character so I'll be expecting that first win soon. Other than that, the gameplay is great, the concept of using your army to move opponents is a very fresh take on this genre, and I expect to be playing this one for awhile.
Medieval Slay the Spire vibes with some unique quirks. Lacks variety & speed, but good enough for casual runs at its price.
First time making a review. This game is strategy more than card game. You should think each turn deeply to make best decisions and I always miss the best play then realize it and it hurts but addictive.
A deck-building roguelite than introduces its own spin on the genre. We are engaging in a war, trying to conquer the map through the usual deck-builder hops through battles, mystery events, camps, merchants, elites and bosses. Where this game changes things up is in the positional strategy. You are able to use your troops to push the enemy into a position in which you can attack them - there's a need to match the troop type and class to your attack and defend cards in order to win a round, so there is quite a lot of strategy to this deckbuilder. It's good to see it's not just a carbon-copy of Sly-the-Spire First play here: https://www.youtube.com/watch?v=o_irXKiMRV0
Game is gas! Once you get it you get it and its good! Unique yet familiar, great sound design, great music, and well done save/quit system, this has instantly gone into my deckbuilding/roguelike rotation
I really enjoy this game! It's simple, and sometimes I don't need a super complex roguelike. I have some problems with the game, but they are mostly balancing issues that I believe that can be worked on, as the dev(s) are very active and communicate often.
One of the most complex roguelike deckbuilders there are, it's still on early access so many things will get better, but it's an amazing great foundation, if you can handle multiple layers of strategy and deckbuilding, i say give it a go.
I'll give this a positive for attempt to innovate, however, the game itself is around "mediocre" tier, depending if you are hardcore deck builder fan or not. ( not leans it bellow due pacing). The mechanic of matching troops to cards is interesting, but it brings out some issues: - On almost all cases, it's a bad idea to get more troops, because this reduces your chances to get right matches and it's fairly difficult to reduce troop count due expensive shop prices and low ish gold gain. - Same is true for cards, I end up skipping 3/4th of card / troop rewards on all my runs because you can't trimp the deck easilly. Some things could remedy this : - Reduce the gold price for removing cards and troops on stores, significantly. When matching Troop to Card is the core mechanic, trimming deck becomes the MOST important part of the game. As it is, you can't do it much. Specially since gold is better used on items that heal or block damage than card trimming. ( Additionally getting cards or troops in shop is not worth the gold). - Or, change the " 3 chances to swap troop card to random troop" to : " 3 chances to swap a troop to a selected troop card" Or at least "troop card type", this would add a lot more consistency to your builds. Another issue is that some bosses and troops have mechanics that punish you from using certain troop types, like : Play Archer boss does X, play Cavalry boss does Y and so on. This means if you somehow manage to min max deck to one or two troop types, then run to one of these guys and you might get really annoying fight. Speaking of annoying fights, randomly getting multiple enemies that add cards to your deck at once is absolute pain in the arse. Perhaps not allowing fight to have 2 of these at same time, specially if enemies are tanky would help . This is specially bad since the match card to card mechanic suffers A LOT about added negative cards. Healing cards are very weak, it's simply better to just mainly focus on defense. In fact, on my winning run, I just pretty much slapped by deck with 2/3 defense cards and just.. waited enemy to wither out. Anything else just gets you killed. One additional problem is the mechanic of moving enemy around, some cards hit only front, middle or back row, so you have to move enemy to those slots to hit them. But, this cost increases every time you use it, and some decks, like the cavalry leader start with cards that hit all three slots, so it would take EXTENSIVE deck thinning to specialize to one or two slots, which forces you to just move enemies about... which after about 5-6 swaps becomes very costly to do, often forcing you to skip turn just to move an enemy. This is bad since some cards also have minimum and maximum power cost to play, so you can't just slap high power cards in your deck ( more power, more move counter stacks removed, which makes it easier to use), forcing you to (again without insanely lucky removal chances), to add low power cards in your deck that.. slow down moving enemies. There are also some .. interesting choices in the basic decks. Such as... cavalry lord starting with cards that need you to have ODD power on card.. but not a single one of the starting cavalry in that deck has Odd number, so you have to use infantry or ranged, which does not benefit that leader at all. (Unless it's random and I have crap luck consistently). All in all, interesting game idea, but it suffers from it's own mechanics limiting deck building freedom, lack of consistent deck trimming, deck bloat and mechanics that hurt specializing randomly and being particularly vulnerable to cards being added to deck by enemies.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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