
Death or Glory: the ultimate duelling card game! Explore exciting realms that are the proving grounds for heavenly warriors, mighty beasts, powerful mechs, and more. Build your champion deck in a roguelike adventure mode and score ranks in intense battles against fellow champions!
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
About
Genres
Stats
Languages: English**languages with full audio support
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Not fun, and the cards are all class based. Meaning there are 11 characters, and each character has their own cards. The worst kind of card game. Gameplay itself is slow, the cards are not appealing, and i don't even want to play after tutorial.
Game has allot of heart in it, and has an air of old new grounds era flash games that i adore. combat is fast and niche, and i love the character expression.
Interesting card game that has a variety of play styles for players to enjoy. The character progression is a bit subpar but you will basically get to unlock everything that is useful. Only potential concern is that due to the lack of the ability to use the standard booster system, power creep may be a concern in the future as older champions become irrelevant
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
▼・ᴥ・▼
Feels like a cash grab as is tbh with the flow of the game the lag the janky tutorial that only has a class version and no character version even tho that is an option the discard mechanic feels out of place here i terms of play for me as it makes certain characters feel better then others interns of deck identity the evangelist for example has no choice but to spend a lot of his time passing turn to build of faith by spamming boons which are the only cards they can play to get around their 2 card a turn limit so it's a lot of one attack one defend then you just can't do anything or be punished while techies can just brick endlessly through lack of heat or ammo but monsters just need to play one card to get around their one attack per turn limit and they pop off from their cause most of those same cards also say attack and speed plus one because you discard to start turn then have to discard for being slow and lots of the cards you start with are very slow starting at 2 or 3 while you're getting spammed by 4 speed cards you end up in a lot of i take damage or i discard more and as far as i have seen there are no discard synergies besides maybe healing a bit it then further doesn't help you can only see one version of each characters deck in the tutorial and afterwards characters can only be bought with real money/diamonds which you get all 1 per mission/achievement i can't see this game going anywhere as it is with 70$ purchases and an impossible f2p grind in an obviously unfinished optimized untested game i haven't tried pvp but as comments have stated no one plays pvp as not alot of people play this game and i wasn't having enough fun to wanna try pvp try the game and see if you feel the same i guess cause it's free but i would def wait to put money into the game
Death or Glory is a strategy-focused card battler developed and published by Distilled Gaming Company that blends competitive deckbuilding systems with roguelike progression and tactical combat. Rather than following the standard formula established by many digital card games, it introduces mechanics built around reactions, timing, and momentum shifts that create a more active style of decision-making. The result is a game that rewards careful planning while also demanding adaptability, turning each encounter into a contest of strategy rather than simple card advantage. The setting embraces fantasy conflict on a large scale, bringing together warriors, monsters, divine entities, and powerful fighters inside an arena where victory belongs to players capable of mastering both their decks and the systems surrounding them. Instead of treating combat purely as a sequence of turns where players wait for opportunities to act, Death or Glory builds encounters around interaction and counterplay. Every move creates potential responses, making battles feel dynamic and unpredictable. One of the strongest aspects of the experience comes from its champion design. Players select heroes with different mechanics, abilities, and playstyles that dramatically influence how matches unfold. Some champions excel through direct aggression while others emphasize resource control, tactical patience, or careful timing. These distinctions create meaningful variety that encourages experimentation rather than locking players into repetitive patterns. Deckbuilding serves as a major pillar of long-term progression. Constructing effective combinations requires more than simply selecting individually powerful cards. Strong decks emerge through understanding interactions, developing synergy, and refining strategies that support a chosen champion's strengths. The game consistently rewards players willing to experiment and learn deeper systems instead of relying entirely on obvious solutions. The combat structure separates Death or Glory from many similar strategy titles. Timing matters heavily during matches because opponents are not passive participants waiting quietly for their turn. Players gain opportunities to react, disrupt plans, and counter strategies as battles unfold. Resource management becomes equally important because wasting opportunities or committing resources carelessly can quickly shift momentum toward the opposing side. This creates battles that remain engaging from beginning to end rather than alternating between long periods of waiting. The competitive side benefits greatly from this approach. Multiplayer encounters reward preparation while still allowing room for improvisation. Understanding matchups becomes just as valuable as understanding personal strategies. Strong players succeed through adaptation rather than memorization, which gives victories a satisfying feeling of earned progression. Single-player content expands the experience further through roguelike-inspired systems built around exploration and progression. Players can strengthen builds, discover rewards, and approach encounters differently across multiple attempts. Randomized elements keep progression fresh while encouraging experimentation with champions and deck configurations that might otherwise remain unexplored. The roguelike structure creates additional longevity for players who enjoy strategy but prefer solo progression over direct competition. Replay value stands out as another major strength. Multiple champions, varying strategies, evolving deck combinations, and different progression paths provide strong incentives to continue experimenting long after initial sessions. Different playstyles remain viable enough to support creative approaches, helping prevent the experience from becoming overly repetitive. Visually, Death or Glory presents its fantasy world through distinctive artwork and character designs that communicate personality effectively. Individual champions feel visually unique while maintaining a cohesive artistic direction across the larger world. The presentation supports gameplay clarity while still delivering enough style to strengthen atmosphere during longer sessions. Learning the game requires patience, particularly for players unfamiliar with deeper strategy systems. Champion mechanics, resource management, and timing-based interactions create complexity that may initially feel intimidating. Early mistakes become valuable learning experiences, and mastery develops gradually through repeated play rather than immediate understanding. That learning curve ultimately becomes part of the game's appeal. Success rarely feels accidental because victories emerge through preparation, adaptation, and stronger decision-making over time. The game consistently rewards players willing to invest effort into understanding its systems fully. What makes Death or Glory memorable is how effectively it combines multiple influences into something that feels distinct. Elements of deckbuilding strategy, reactive combat design, roguelike progression, and competitive structure come together naturally rather than competing against one another. The result creates a card game focused on both tactical thinking and long-term mastery. Death or Glory succeeds because it builds tension into every encounter. Decisions matter. Timing matters. Preparation matters. Combined together, those elements create a rewarding strategy experience that remains engaging well beyond initial matches. Death or Glory delivers a strong combination of strategic deckbuilding, reactive combat mechanics, and replay-focused progression systems that create a satisfying experience for players looking for depth and competitive challenge. Rating: 6/10
I am blown away with this game! Many card games try to capture the essence of fighting games but Death or Glory really captures individual player expression and skill with its deck system. Currently you pick from 11 different fighters, divided into 5 different classes which have unique mechanics for how they play their cards. Instead of having a bulky deck with resources and duplicates, this game consolidates to a lean 15 character specific cards from a larger pool per fighter. On top of that you unlock X versions of cards which you can choose to upgrade 2 of your favorites for even more powerful effects. The game has a speed system on attacks and blocks. Faster attacks tend to deal less damage, while slower hit harder. When choosing to block, if your block is faster you draw, but if you desperately need to defend yourself with a slower defense card you will have to discard, and every card counts. Also any card you successfully play/hit/defend with can be picked up at end of turn and brought back to your hand, opening up a great deal of strategies, especially based on your opponents choices that give this game a great deal of depth and mastery. Do you play tech cards in case you run into a specific tricky class, or do you forsake defense for aggressive OTK all in strategies? Death or Glory has both PVP and PVE game modes. With PVP test your mettle against real players (and some bots) to see if your deck can handle the opposition. In PVE you can take on multiple missions against a decent roster of unique enemies in a roguelike system acquiring cards/allies/items and try and take on powerful bosses. It's a great way to learn, level up, and experiment with your favorite fighters. It's a free to play game that lets you try out and pick any character to keep. During the launch event you also get a second character unlocked free. (If you jump on the Discord you can get another free character code while supplies last) Inside the game you earn gems to unlock characters or acquire medals to unlock cosmetics. You can get all the characters just by playing which is a huge plus.
Death or Glory — это карточная игра с элементами файтинга, где игроки сражаются с использованием уникальных аниме-способностей. Плюсы: Уникальная механика — сочетание карточных игр и боевых искусств создаёт необычный геймплей. Разнообразие персонажей — пять классов чемпионов с уникальными способностями и стилями боя. Тактическая глубина — возможность блокировать и уклоняться от атак, создавая стратегические комбинации. Минусы: Сложность управления — новичкам может потребоваться время, чтобы освоить все механики. Однотипные карты — некоторые карты могут повторяться, снижая разнообразие. Отсутствие мультиплеера — игра доступна только в одиночном режиме. Итог: Death or Glory предлагает свежий взгляд на жанр карточных игр благодаря инновационным механикам и аниме-стилистике, несмотря на некоторые сложности в управлении и однообразие карт.
I like this game. The combat is interesting and different enough not to be the same old same old. There really do seem to be some different styles of characters and potential directions in which one could take a given character. The cards are good. Some reasonable synergies, so that's good. I will say that for a game that came out in 2024 the depth of the card pool etc. seems a bit light... I'd hope for them to improve that a bit. As for the single player experience... it's good... but a bit of repetition. I would, again, hope for some improvement. Unfortunately, I see no evidence of improvements... not seeing any patches or anything... so maybe what we have now is what we get? If so, I'd still give it a thumbs up, but it needs some work and improvement to have enough variety to be worth playing over the long haul. Last point.... it's free... so I say ride it for what it's worth. It's fun... not sure for how long, but it's free and it's fun.
cool game try it out
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $0 | 30 | 87% | Free | |
| $0 | 3.5K | 77% | Free | |
| $19.8K | 22 | 86% | $29.99 | |
| $0 | 0 | — | Free | |
| $0 | 12 | 58% | Free | |
| $0 | 9 | 78% | Free |