
Deck of Haunts invites you to become a malevolent Haunted House. Lure humans into your cursed halls, manipulate their fears, and drain their essence to grow your power. Use strategy to build your mansion and expand your dark influence, turning your home into a terrifying, inescapable nightmare.
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Step into the role of a sinister Haunted House, where the walls whisper secrets and terror lurks around every corner. As the master of this cursed domain, your goal is to ensnare daring humans, play on their fears, and drain their very essence to expand your dark influence.
By day, meticulously design the labyrinthine layout of your mansion, transforming it into a death trap that no human can escape. As night falls, lure unwitting explorers into your home, where you'll use a deck of terrifying cards to summon spirits, shift hallways, and unleash spine-chilling horrors. Build tension and drive your guests toward madness, all while protecting your Heart room—the core of your malevolent power.
Once their sanity crumbles, harvest their essence to strengthen your mansion, increasing your infamy and attracting even more daring foes, from law enforcement to priests. But beware, the Stone Masons are coming, ready to challenge your reign of terror…


Unlock and collect new cards as you progress. Expand your deck to include tools of terror like bone-chilling screams, phantoms, creaking floors, and shifting walls. Use your cards to scare – or kill – your victims, then extract their essence.

Strategically design your haunted house by placing rooms that serve to protect your Heart room, where your power is concentrated. Construct a maze filled with traps, scares, and unique twists, all tailored to frighten and confuse your visitors. Utilize special rooms with unique powers to aid in your hauntings.

As humans navigate your mansion, increase the tension by playing haunt cards directly on them and within different rooms. Slowly drive them to insanity. Once their fear reaches critical levels, use the right haunts to push them to the brink of madness. Will you let them escape?

Once you've driven the explorers mad with fear, extract their essence to grow your mansion. Use it to unlock new rooms, expand your haunting powers, and attract more dangerous—and rewarding—targets. Grow your haunted domain into a nightmare that consumes all who enter.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, French, German, Simplified Chinese, Dutch, Spanish - Spain, Portuguese - Brazil, Russian, Traditional Chinese, Korean
Engagement
Hours played at review time, across 47 reviews with recorded playtime.
Reviews
Themes across 47 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
There is so much to like about this game. It's basically a gothic mansion version of Boss Monster with some of CoC/Arkham Horror attributes in a roguelike deckbuilder. Sounds ideal right? The music is great. The vibe is on point. There are so many wonderful details. However: Very quickly (I mean under an hour in) it gets EXTREMELY repetitive. There is really only one strategy that you'll clock onto pretty quickly...and then, that's it. I know the devs have added some 'mission' type activities but these do nothing functionally, unless you are the kind of person who enjoys some pats on the back for completing arbitrary objectives. Some sort of coherent story to each run would make a huge difference. I have only played for about two hours and apparently i have already unlocked 100 cards out of 130ish. Feels like I have already rinsed everything this game has to offer. There are some really clunky UI bits and glitches. The graphics are... well, if i saw screenshots and was told they were from some cheap, cobbled together mobile game, I wouldn't be surprised. I think that's the main problem: it feels like a £1 mobile game, both in graphics and gameplay.
So here I am about ~22 hours in and still finding new ways to drive people insane and feed off their lifeforce for some precious essence. Other recent reviews seem to think this game loses novelty after just a few hours, but that hasn't been my experience. I haven't even begun to touch "Nightmare" mode yet, so maybe I'm missing something or maybe those reviewers didn't stay long enough to really dig into this game. Deck of Haunts's progressive unlock system offers more cards, more modes, more totems to collect, all of which let you shape and customize your runs. There are multiple prebuilt decks available, plus the opportunity to build out your own. I like trying out the "Chaos" deck which offers a random assortment of cards that don't always synergize, and seeing if stubborness and optimism can get me thru to complete Night 28 (and getting a pretty deep sense of satisfaction from succeeding). I wouldn't say this is a game that demands you master the meta or min/max your way to a win, so if that's what you're after from a deckbuilder, DOH might not be for you. But if you're like me and enjoy experimenting to find weird viable strategies, testing different combos out, and overall finding joy in haunting different ways, this game has really scratched that itch for me. Also worth noting is that the card art is thematically pretty and visually engaging, I almost want a physical copy of them. I enjoy the eldrich lovecraftian theming and it seems like a lot of love was put into it, I can't wait to see what future designs end up released. And lastly: the small dev team is active in the Discord, seem responsive to feedback, and are pretty transparent when it comes to balancing decisions plus it seems like thus far they've been committed to free updates and quality-of-life improvements. So join the Discord or participate in the Steam Community, offer up some feedback -- they are receptive to it. Happy Haunting :)
Incredible concept, but the game design is fundamentally flawed. The cool looking sprawling houses from the screenshots just don't make sense to build. It's similar to a tower defense, you clearly want to make the longest path possible, so you just make 1x1 tunnels. The UI also does not feel good to interact with, it quickly gets tedious to find specific people (made much worse in 1x1 rooms) and playing targeted cards feels annoying. This all makes gameplay feel very repetitive
I don't usually play card deck games. I play this one. I love the fascinating premise. You know how one dreams of being a bog witch and torture my uninvated guests through a maze I built. Well, it's not a bog, but it's close enough.
Takes a little bit of grinding to go from the basic decks to the more advanced decks, but then it's just loads of fun. Nice QoL coming in being able to disable pathfinders (even tho having a way to deal with them is one of the most challenging things to do). Also sound design and aesthetics are super cool.
Every run goes the same You are at the mercy of the bad rng and if the ai spawn and decide they are gonna go straight to the heart room, or spawn almost right next to it you get hit. No matter how much you level, how well you synergize, or build you will be at the mercy of bs rng.
you can easily loose hours playing this game, and I was never one for deck building games.
Not a perfect game, a little unfinished and in need of a tutorial but that said a ton of fun and really promising and interesting.
very fun, offers multiple decks to use and new rooms and cards as you level up. always random so you can get a different play every time.
This game is absolutely a blast to play. I have 120+ hours. There are just so many fun challenges and unique interactions. The artwork is amazing, as is the audio. Don't miss out on this one, you will get a ton of gameplay. Despite the 120+ hours, I'm back for more. It's just that good.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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