
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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About

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.
Genres
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
great game, one of my first card games i've ever played, im a super casual player and i feel like i would be able to enjoy this game alot more if there was like a save option? like how zombies is on cod, with damage scaling, health and bosses, and instead of being reset to square one, i could just reload my save, ( it very much is a skill issue, i also play on easy LOL) but other than that i absolutely love this game. 10/10!
Desafiante y muy divertido. Me encanta su profundidad.
需要做任务解锁卡牌和房间,这绝对不是一个好主意,本质是刻意拖延玩家取得新内容的进度,掩盖内容单薄的现实。没玩之前在主页面一眼看到有130多张卡牌,30多房间,觉得内容很丰富了,实际玩法太公式化导致大部分卡牌和房间用不到。如果一开始就打算靠伤害解决人类,就不会去拿汲取理智的牌,如果一开始就打算让人类发疯,就不会去拿伤害牌。这是因为每回合抽牌数量是非常有限的,拿了不相关的牌就会卡手。虽然有两张牌,分别让本回合的伤害变汲取理智,让汲取理智变伤害,但因为抽牌数量紧张,它们自己还要1费打出,基本不会被使用。也就是说,两个主要流派互通困难,通关方式一开始就想好了,中间没什么变化。 另外,游戏存在设计上自相矛盾的内容。举例,杀害人类给的精魄比让人发疯要多,但是使全部人发疯后自动结束夜晚,没有机会补刀。奖励的不相等似乎是为了强行让走汲取理智流派的玩家,拿几张伤害牌。又比如有些卡牌只能对独处的人类使用,房间里有其他已经发疯的人类,这就不算独处,导致相关牌不能对他使用。游戏机制是心脏保卫战,发疯者原地不动,就不会再靠近心脏,玩家发现自己终于靠汲取理智让他发疯按住了一个人,但是这反而给未来回合中的用牌留下了限制,不像是获得了奖励,反而辛辛苦苦一顿算计获得了惩罚。又比如,陷阱卡只能对空房间使用,同样地,房间里有发疯的人就不算空房间。又比如,人类看到尸体会往回跑,那么清除尸体的房间和卡牌就意义不明,因为玩家可以将一人杀害在最靠近心脏的必经之路上,其他人看到尸体往回跑,就不会伤害心脏了,而且往往要走更远的路,从而给玩家更多回合。以上都是看起来这么设计符合现实逻辑,但玩起来就不是那么回事,处处受限。 房间不仅是和卡牌缺少联动,而且只是拆分了卡牌游戏的原本功能。比如献祭室相当于游戏战斗内每3回合获得一次烧牌机会,储藏室相当于选择一张手牌保留在手中,回合结束不丢弃。比一般卡牌战斗游戏来说,操作更繁琐了,比如储藏室要点进房间里,选择存入一张牌,还得记住存的是什么牌,等需要的时候再取出,没有直接将牌保留在手中那么直观。更别说要上下左右平移和放大缩小视野,看看可恶的人类在哪个房间,用牌时要拖动到或者点击选中相关对象。 游戏题材很好,这种解压游戏应该大有可为。
Jogo muito divertido e diferente do comum
Скучная.
たのしくない 部屋を構築する自由度は低いし、部屋の意味付けも分からん。 自由に作れるのは基本部屋だけ、特殊な部屋はランダムドローなので意図も糞もない 何より嫌なのが好き勝手に変なところから侵入してくる侵入者。心臓直ぐ近くの部屋にいきなり入られるのは面白くもなんともないんよ デッキ?ターンに3手しか使えないし毎ターン手札入れ替わるし、その場で良さげなのを選ぶだけ、って、それおもろいのか?正直無理
热情好客的房主让客人流连忘返的欢乐游戏
Great game
好玩上头 得琢磨怎么让人多走屋子 还得把门守住又得不让人跑了 还得不能让他们进核心
A few rough edges but a very enjoyable game. Can recommend if you enjoy turnbased deck-based rogue-lites, and have good memories of the theme of Dungeon Keeper
Related
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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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