
Master the grid, defy death. Enter a grim Spirit Realm in this open-world deck builder. Craft lethal decks from 160+ cards, claim powerful Totems, and defeat foes in tactical grid combat. Fight as the desperate hunter Ro to bring her son back from beyond the veil.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
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.
About

Step into the myth-shrouded lands where the hunter Ro begins her journey to bring her son back from the dead. Immerse yourself in the depths of the Spirit World, fractured into 4 realms and scarred with 13 distinct regions. Confront over 30 enemy types and harness the potential of more than 160 cards, forging unique archetypes and a multitude of powerful combinations. A dark journey awaits you, spanning 25+ hours of gameplay, with numerous enthralling side quests and grim boss battles.

Craft over 160 cards and fashion synergistic decks that focus on poison, strength, sacrifice, retaliation, backstabbing, blocking, movement, and more. Discover shamanic totems with unique effects to enhance your deck. Each new element allows you to tailor your tactical style as you prepare for your next deadly encounter.


Face a host of restless spirits - Skulldogs, Crackle Bursts, Woeful Seashrooms and more - in grid-based battles where each move is crucial. Test your wit by fighting unique enemy types, powerful bosses, and mini-bosses, all while taking into account environmental hazards and boons. Grow stronger, adapt your deck, and choose your battles as you explore a vast world filled with dangerous challenges.

In forgotten lands shrouded by myth, Ro - a hunter from a small tribe - is overcome by grief following the death of her beloved son. Guided by voices from another world, she transcends into the realm of spirits, in hopes of bringing him back. Meet strange spirits and help them with quests and challenges that affect your deck – although not all of them may have your best interests at heart. Discover a mysterious world of forgotten lore, where darkness whispers secrets and invites you to unearth buried memories.

Sums Steam only; Xbox, PlayStation, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $13.99−30% | 1.5Kreviews | 93% | — | $826.1K |
| $19.99 | 376ratings | 78% | — | not modelled | |
Engagement
Reviews
Themes across 133 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
6/10. The game has a few issues. The main things I really enjoyed about the game was the setting, artstyle, and gameplay are all in my opinion really good. But what really kills any enjoyment I have for this game is its grind. When you reach a new area all your cards outside of the static set become more expensive. I understand this is to encourage you to use new cards unlocked in that area but they do not give you enough cards to start that deck. The new areas are not really balanced around the static set of cards either. So the early game of a new area just boils down to finding a save area, then farming the same 2 or 3 fights till you have enough materials to build a proper deck. This grind just kills any and all good pacing the game has. I wanna suggest it as it has so many other things that make it great. But this game would do well with a directors cut or some form of 2.0 release. The grind just is not fun sadly.
Incredible deck builder. A difficult Star Vaders without the roguelike aspect. Four regions surround a mountain. Each region has its own set of cards with certain flavours of gameplay style. By the time you finish a region you get to explore that flavour enough before it becomes stale and move onto the next. The fights, particularly the bosses are well crafted. The amount of reliance on RNG is so low and I love that. The RNG is purely relegated to what order you draw your cards. But as the min card limit is 15 and max 20. The draw order doesn't feel restrictive. You feel like each decision you make has impact and meant something. Once you beat each region you climb the mountain with all your cards and powers to beat the final boss. The comparison made to Star Vaders is not just the high deck variety, but the isometric grid battlefield that the combat takes place on. Movement, mana management and passives from your totems adds a lot of layers to the game. At first glance it is quite simple and basic, and that's because it is rather easy to intuit and play. But to thrive requires quite a lot of depth and consideration. This is also one of those games that you get more back for how much you invest into it. If you want to just gun it. Beat fights and bosses and move to the credits as fast as possible. You'll still have a good time, maybe a little bit harder. But if you take your time. Explore and engage with the environment around you. The game gives you some of the best content it has to offer. The overworld isn't just art to walk between fights and pad out the time. It's there to engage with, and even tell its own story. Talking about the art and story. This is the most striking part of it. To be honest, decent deck builders that are fun to play are starting to become a dime a dozen. (I know, what a problem to have). It's getting to the point where the devs needs something to make the game stand out. And for me, that was the art and the story. The incredible pixel art is MS paint on crack. Like those kids that grew up with computers with not many apps started to play around with MS paint and then never stopped. And now can achieve exhibit submission quality. The story is hard to talk about. The broad strokes of the story are two short dot points. I don't want to give it away, not because of some incredible twist. Purely because there isn't a lot to give away, and I rather you play and experience it for yourself. Although there isn't a lot of quantity of story, does not mean the quality is lacking. Quite the opposite. It was short but very beautiful. A lot more moving than I was expecting out of a short deck builder. A big part of what made it stand out was how they used the medium to tell the story. Some things that could be better (not bad, just better), is enemy readability and music. For a game where RNG has so little impact and you are driving a lot of how the fight is going. It could do better with enemy details. Clicking on an enemy does tell you what movement they have and some status effects. When you stand in certain places it tells you if you are standing in a spot that is ideal for it to bust out a stronger move. But what attacks, status effects and the overall numbers each enemy has. Should be easy to display and could have made the learning stages of the game easier. The music and overall sound design was not bad at all. Mostly just middle of the road. When so much creative expression and effort went into the art. It's more noticeable when that same level of care wasn't placed in the music and sound design. Which is fine and the game didn't need it, nor did it feel lacking for not having "knock your socks off" audio. It's just something the devs can look at for improvement on their next game. Which I hope there is, cause this game has me very interested in whatever these guys put out next.
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Every market we collect.
Reviews, worldwide (the counter carries no country): 1.57/day in the week to Jul 30 → 1.43/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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Japanese, Portuguese - Brazil, Russian, Simplified Chinese, Danish, Polish
| $19.99 |
| 360ratings |
| 92% |
| — |
| not modelled |
| $13.99−30% | 24ratings | 94% | — | not modelled |
| $19.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 133 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This is such a fantastic deckbuilder. It takes the tactics of Into the Breach, where every battle is on a variant of an 8x8 grid (or smaller), and the feeling of a Souls-like. The progression systems the game uses really give a sense of earned progression and feed in on themselves, as killing spirits, rewards you with Howls you use to craft cards and generate tear drops and more crafting materials which unlock more cards. There are some very nice little puzzles that never get out of hand. The most intriguing part of the game is perhaps the Area system, where there are 4 zones, each with their own upgrade tree, special ability, and unique cards and totems, and enemies. While you can use cards crafted in one zone, in another, they will take up an additional energy if it isn't native to the zone. While this feels limiting on the surface, it isn't the worst thing, and there's room for mixing and matching to make interesting decks work. But each zone has its own unique card mechanics, and you can make a very excellent deck just from the cards of each zone. The bosses and battles also integrate into this, challenging those specific abilities. One example is that one area has cards that benefit from Backstabbing, hitting the enemy from behind where it is facing. But that area also includes a few enemies, that take double damage when attacked from behind. The final zone removes the area restrictions allowing you to mix and match to your heart's content. Its a fantastic system, that never overstays its welcome. Every fight is relatively unique, and the mini bosses and bosses are a true highlight. The souls-like elements of grinding to get stronger, and losing your "souls" upon death, exist here. But it isn't as punishing as it sounds, and even if you die in a fight, it is quick to reset, and you can always go to a different fight until you get stronger. The story is one about loss and grief and rage. It can hit you in the feels. The bit-like artstyle really serves the grim setting. I 100%-ed this after about 30 hours, but it can definitely be done faster. If you like deckbuilders and tactics games, this is a no brainer.
After reading several reviews about excessive grinding in this game, I was a bit hesitant to buy it. After beating the game on normal difficulty, I can confidently say that no grinding is required. Some of the battles I had to repeat several times (mostly boss or elite battles, as expected), but I've never entered a battle just to get materials or howls. Just explore everything each map has to offer and change your deck gradually after entering a new realm rather than try to set up a new deck right away, and you will be fine. I did not mind the souls mechanic that much. Most of the "bonfires" are well placed, so you don't really need to do long runs between healing. The core gameplay is also fun. Each enemy has a different challenge to offer; none are explained, so you learn them as you go. The cards are easy to understand, and each realm offers a couple of mechanics you are expected to build your deck around. The positioning aspect of the combat is also well done and plays a major role in the strategic decision-making. The art style is well executed. What you see in the trailers and on the screenshots is what you get; therefore, you can decide ahead of time if you like it or not. The weakest part of the game for me is the story. I don't want to spoil anything; just keep in mind that the story is pretty flat and predictable, so don't expect any dramatic twists and you won't get disappointed. If compared to something like Slay the Spire, this story is miles ahead. To conclude, I think this is a nice little game. For its price, more players should've played it.
I spent 6 hours in the demo and after the first 30 minutes I honestly didn't care much and was ready to uninstall but I kept going and boy was it worth it. Thronebreaker, slay the spire, souls, I can see a bit of each of these games in here and I love it. I'm usually all for menus instead of walking around in between fights but it's so well done and having to replay fights after healing is so nice. So much depth to this. I don't care much about the story tbf so I appreciate that (at least so far) it doesn't stop me from enjoying the gameplay. The story is there with bits and pieces all over the place but I can ignore them if I wish to just play the fights and that's cool. Yall deserve so much for making this masterpiece. Edit: The fact that we can approach fights from different angles based on where we come from on the map, blody geniussss. So simple, so easy, yet it gives (almost) every fight an extra layer or two.
10/10 Game, the entire experience is phenomenal. Highly recommend if you enjoy digital card games. The story is a sad but beautiful tale of loss, grief, overcoming, and acceptance. Every part of it feels natural and connected and the story follows through in a lovely linear way. Gameplay is equally stunning. After finishing the "tutorial" there are many different ways to build out decks based on your surroundings and adapt to your environment as well as different ways to utilize the quests that you are taken on. The game highly rewards you for looking around and exploring while never quite punishing you for just following the story.
So this game most resembles the Magic the Gathering game Shandalar. The deck building is very good, and the gameplay itself is decent. The problem is the "soulslike" thing. Having enemies respawn every time you need to heal makes traversal a grind. Maybe it's not enough enemy variety, maybe it's the fact that each encounter takes 10+ minutes, maybe it's just the lack of a really banger soundtrack, but I felt my attention slip away from this game pretty fast. That's despite loving the art and gameplay and liking the story enough to want to see where it went but, ultimately idk if/when I'll come back to this one. I give it a tentative recommendation. It's well done and if you tend to play games in a bunch of shorter sessions (I prefer to do a few longer ones) I think the grind of it might not chafe as much.
I've never seen a game quite like Death Howl. Open-world Souls-like story-driven deck builder strategy tactic turn base game. This game intrigues me from the visual alone when I first saw the trailer, but the amount of contents , world-building, size, complexity , and story of the game is what truly blows my mind later on. It is a very challenging/ difficult game with some extremely difficult/ near unfair fight until you unlock more tools, but this game is not punishing at all since you spawn right outside of your last battle after death with the exact same hp status, which means you can retry as many times as you like until you find out the best strategy to tackle the encounter. A lot of people dislike the realm aspect that force you to try out different cards in different region, but I think this is literally the best part of the game. Each realm features different aspects (forest= bonus damage/ discard/multi-hit, snow = block, swamp = poison/ hp drain and regen, and dessert = backstab/movement), and enemies reflect to these aspects/ encourage you to use these aspects against them. Plus it's not like +1 mana cost make all those cards unusable, some cards has such high value even with the +1 cost it's worth using it. These mix and match of different realms card is what makes building the deck so much fun. The last realm is extremely challenging but allows you to mix the best cards in the game together for the ultimate deck which is very rewarding. Not to mention the totem synergy too that can address a lot of tough encounters if built properly too. Overall one of the best and almost one of a kind game I played in the deck builder genre. Most deck-builder games don't feature this many elements at once, let a lone having an amazing / intriguing story/ world.
One of the best games ever made
I'm nowhere near the end of this yet but the story, atmosphere, and game play loop are off the charts. Without spoiling anything, each region has a couple different intended deck styles that are all unique while building off each other. I think the way they laid this out is super clever and fun, and I'm incredibly invested in the story.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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