
A sci-fantasy roguelike deckbuilder about building your own starting deck, equipping gadgets, summoning allies, and salvaging cards for different effects. Discover strange events, go fishing and gather Intel to uncover a conspiracy to take over the galaxy!
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About

Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 45 reviews with recorded playtime.
Reviews
Themes across 45 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
I read through the reviews before I got this game and it turns out someone had the same bug as me in which my health goes into the minus rather than killing me. It's such a shame because I was really enjoying the game but a rogue-like deckbuilder where you can't die, it totally defeats the purpose of the game. I'll look into it again if this bug gets fixed but I can't recommend this game because of that bug.
This feels very Early Access - unpolished and with several things missing. There's no variety - every enemy has one (sometimes two) out of only three abilities, events repeat a lot within one run, the 'fishing' node grants the same few consumables, many Shop items do more or less the same thing with different percentages. There's no StS-style map, but if there was one, every second node would be non-combat. I often get the choice between Campfire - Fishing - Shop several times in a row instead of back to back fights. I like the Summons (creatures you use to attack or defend with) - and Gadgets (X times use summons with different abilities like buffs, block, draw). You can have a total of 5 on the field at once, and they can be 'salvaged' (removed) at any time during your turn. There's a (very limited, from what I've seen) skill tree that grants Salvage-related abilities - very underwhelming abilities, that is. There was a good idea here, but it wasn't thought to the end. The balance is another point that needs serious work. One enemy type is a lot stronger than the others and it quickly becomes clear which you should just avoid. That further limits the already low variety of fights, but frankly balancing this enemy type wouldn't do much in the grand scheme of things. There just aren't enough enemy types in general whether you avoid one or not. If you want a card battler on a budget, get Monster Slayers. Same price range, but much better.
I am enjoying this game! And so far, I have NOT experienced bugs or a suboptimal interface. So I hope/guess that was solved with the patch from Oct '22, mucho kudos to the dev. To me that nullifies most of the negative reviews to date, though I do agree with some points made by Dr. Dial-A-Banshee. This is a roguelite deckbuilder and as such it is similar to Slay the Spire, but smaller and cheaper. + many nice cards (also some clear garbage) + 5 slots for summons and gadgets. + the extra weapon cards. + I can skip/remove cards for free (maybe I missed this from the tutorial). - some repetition in enemies/encounters (too few?) Definitely recommended. On sale = nobrainer EDIT: i had lots of fun, but finishing the game left me underwhelmed
My first run trying the game, I was immortal: my hitpoints were negative multiple times and enemies only knocked me down to 1HP when they should have killed me. The UX is pretty, but really clunky to use. Why is the card selection so bad, when it's the one thing you do over and over? You can't touch the top of the card, you have to hover over the bottom 50% until it's selected.
[h1] Reviewing card games is what we do! [/h1] Crash the Core is a rather standard roguelike deckbuilder in a smaller package, but that's not a bad thing! Yes, you fight enemies, get cards, buy items so that you can defeat the final boss, a formula seen many, many times before, but it's still a good and fun formula. However, the game does have a few mechanisms that stand out so I'm going to talk more about those. [b]Summons:[/b] Some cards are summons you can place on the board. They work rather straightforwardly; each summon has an attack and defense value with some possessing an extra special ability (such as healing yourself on attack). Summons can either be used to attack or defend. While defending they are the first ones to get struck so they are likely to die which creates an interesting decision every turn: should I attack with my summon and take a big hit, or sacrifice long-term dps to avoid a lot of damage now. [b]Gadgets: [/b] Similarly to summons, gadgets are placed unto the field (fighting for limited space with the summons). The main difference is that they need to be activated through additional energy (which is used to play cards). They have a wide variety of effects and are generally fun to play, especially because they allow for setting up bigger turns. [b]Weapons:[/b] Weapons are special cards that are always in your hand at the start of your turn. While most are not very exciting to use the idea itself is fantastic. It has the potential to mitigate a lot of luck coming from the draw and makes each deck have a unique feel to it. Unfortunately, the current weapon abilities are too simple to achieve their full potential. Still a plus for the idea. [b]Map:[/b] Like in most roguelikes you are set on path to fight enemies, bosses and defeat the final boss. Unlike most of them though, there is no final map you play on. Instead in order to battle bosses, you need to gather intel from events, shops or defeating enemies. This is rather a unique concept and it has some upsdies as well as downsides. The upside is that you can take your time building up your deck and items unitl you are ready to face the boss as essentially you have more control on when to fight it. The downside is that after each location you visit the strength of enemies goes up, so you are still on a invisible timer. This unfortunately makes getting the pacing right an important skill to learn which is not necessarily a fun skill to learn. Different players may like or dislike this feature more or less. For me personally it does neither add nor subtract from the enjoyment. Generally speaking, I liked the game. It's a smaller scope and there are not THAT many cards in the game, however it is also priced fairly for the amount of content. The only part I disliked is that the discard pile did not exist and some cards were immediately reshuffled into the deck, making some cards never see the light of day during the battle. However, this was tagged as a bug and I'm sure it will be fixed. [h1][b]Conclusion:[/b] [/h1] It's a roguleike deckbuilder in a smaller package with the price justifying the amount of content. It should not be compared to the titans that are StS and Monster train, but it definitely has some interesting and unique mechanics that I wish to see fleshed out in a future bigger release. Recommended. [code] [url=https://store.steampowered.com/curator/36948155-Card-Game-KING/] FOR MORE REVIEWS ABOUT CARD GAMES, CHECK OUT OUR CURATOR PAGE: [b]CARD GAME KING [/b][/url] or [url=https://twitter.com/TheCardGameKing][b]TWITTER[/b][/url][/code]
This game takes alot of everything and while not very consistent in its visuals (some are good, some look more like placeholders), the dev is actively listening to feedback and does changes and bug fixes quickly. As of right now - specialy for the very fair price tag - its not a game you realy need if you got all the big rogue like card games, BUT its still a nice addition or for someone who wants to get into the genre a good starting point! I would like to see this game evolving specialy visuals/progression (map?) because the tiles you can choose are not only lacking in giving actual progression-feedback in the world but also lack alot in visual quality compared to the nice art for cards and bosses. I still thumb it up at this point.
No es ninguna maravilla, pero al precio que tiene tampoco esperaba demasiado. Digamos que entretiene durante un par de horas y poco más, si estás cansado de otros juegos de cartas y buscas algo sencillo para matar el tiempo un rato, te vale.
A buddy and picked this up because it was a roguelite deckbuilder with co-op, which you really don't see every day. To get the negatives out of the way: the UI in co-op is a bit wonky. Things don't always line up 100% the way they should, and especially the gold display for player 2 seems to be off. A little annoying, but not game breaking. Game itself has a surprising amount of depth. You get to make a lot of decisions in later turns. Decisions are impactful, placement of summons matters more than you might think, Synergies are fun and rewarding, and you get a decent amount of choices and archetypes. It's pretty fun! If you are looking for a co-op roguelite deckbuilder, you should give this one a shot. At 4 bucks, this game is very reasonably priced. Best of luck to the dev, and congratulations to a very solid first game!
Nice little game, developed to give that "Slay the Spire feel" with a couple of twists. Recommended to bored deckbuilders looking to waste a few hours.
There's a fun game in here, but it needs a lot of polish. I'd say to wait another four-ish months before buying. More than anything else the card and event text needs to be revised for clarity, by someone who's experienced in making game mechanics fit on a card and still be easy to grasp. It's not easy! To the designer: Welcome to the steep part of the learning curve! You're doing well so far. :)
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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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