
Roguelite deck-building meets souls-like. Break out of an infinite loop to close the hell gates, turn enemies into cards, and build your own omnipotent Deck of Souls! Rolls included.
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About
Create your own hero, extract souls of your enemies and make cards out of them, break through tough battles, die, and go all over again...
In Deck of Souls, you will:
Turn your enemies' souls into your cards and mix different classes’ abilities to uncover your true power.
Choose your hero’s capabilities and appearance, pick between several distinct classes, use the RPG elements and inventory system to your advantage, and take the proper outfit.
Make choices and decide the bosses’ fate. Execute them for their sins or spare them, so that they will come to help.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Spanish - Spain, Simplified Chinese, Traditional Chinese, Japanese, Korean, Spanish - Latin America
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
Honestly, I'd really love to recommend this game... but I just can't, and it's really a shame. Fundamentally, this game proposes to offer a lot of fun and interesting mechanics. It's also generally very fun to play. That said, it's also clearly an unfinished work that the developer has grown tired of and abandoned, and that's really a shame because the foundation here is just so promising. Even fundamental card systems associated with the default decks of one of the three characters is just straight up broken and does not work as described (or in any sensible way at all). This bug would be honestly impossible to miss in any testing (it's an issue that occurs in nearly every combat encounter) and has been widely reported for years as far as I can tell. There are other, sometimes more subtle, indications of this being an unfinished project the more time you spend with it. Mechanics aren't explained (and some that are explained don't behave as claimed), choices are confusing, gameplay balance is all over the place, and the objectives and story are oddly unclear (this last part hearkens to the soulslike portions of the game's DNA, perhaps, but the protagonist characters clearly have a ton of history and backstory that is simply unavailable to the player). Alongside these cons is a game that, for bursts of time, is really honestly very fun and compelling to play. This review is not being left by someone who is angry at the game, it's just coming from the perspective of someone who sees how much fun this game could be and is sorely disappointed by how little additional effort it would seem to take to get that game to the level of polish and presentation necessary to call it a finished product.
It's a cool game, similar to Slay the Spire and others roguelike deckbuilders, but it feels incomplete. Since the release in 2024, they didn't update the game. It's a shame it has lots of bugs.
Overall a fun and fairly easy roguelike. You can make fun game breaking builds. But there is way too many bugs. [list] [*][b]Set items[/b]: you can't see what the set bonuses are until you equip multiple pieces of that set and some sets seem to have no bonuses for some reason. (timeless set/champion set) [*][b]Equipment[/b] does not have a symbol to show which slot it goes in, usually pretty self explanatory but then you have a necklace that goes in the weapon slot instead of accessory slot. [*][b]Cards[/b] do not work properly. Example: rush cards that randomly targets enemies will sometimes target a dead enemy and do nothing, same goes for certain damage powers that targets a single enemy at random. Some momentum cards are also bugged. [*]There's [b]class cards[/b] but each class gets offered cards from every class after each combat encounter. [*]A few [b]visual bugs[/b], mostly during cutscenes and tutorial prompts. [*][b]Sound[/b] overlaps and gets super loud. Example: if you trigger two or more of the same rush card at a time. [*][b]Achievements[/b] are bugged. (upgrade any stat to 20 / upgrade a weapon to max lvl / beat satan) [*]Game does not explain the difference between block and armor but it is pretty easy to figure out. [*]Every win counts as a lose even after unlocking the final act and defeating satan. [*]You get passive power ups after beating certain amount of combat encounters, some of these powers are very poorly explained. Example: "when a boss fight starts create and draw this card" but theres no way to see what the card do. [/list] Im out for now. I hope this game improves but i highly doubt it, since it's out of early access now but still feels more early access than most actual early access games. [b]EDIT: No fixes for their broken game for over a year but they come back to beg for a Steam Award nomination. ABSOLUTE CINEMAAAAAA[/b]
Almost all of the achievements are broken. 💩 I should have 13/18 by now instead of 5/18. Edit: They started unlocking randomly for no reason, but i'm still missing 2. At this point, i should have reached 100% at around 15 hours of playtime. I'm now at 37 hours, this is just ridiculous.
Neat ideas. Very poor execution A simple playtest and grammar check could do wonders for this very lazy title. A shame, the art and some mechanics are nice.
I am genuinely confused by this game. Tried 1 run, spent 2 hours and finished it with ease until the very end, that is locked behind further progress. The idea of the game isn't much different from other games in the genre. Yet, the execution is rather poor. Here are some examples: -There are no tooltips for some effects. You don't know in advance what you get, when you pick a card with stealth. -The balancing is so far off, that the game throws cards at you that allow full damage negation while riposting with the same card, not just the typical block/armor stuff -The damage calculation is off as well. Enemy has 20 armor, my card shall deal 30 dmg, no further visible multipliers. Yet, the enemy takes either 0 or 20 sometimes. Either way, there were many situations where the calculation didn't make sense. This game would be really nice if it was well polished. In the current state, I would refund it if I didn't need 2 hours to test whether I can beat it in my first run. Sadge.
+ There is a pool of different starting decks + The gameplay itself is fun + Many interesting cards and effects, items are a nice addition - Set bonuses are not explained - Sometimes cards get lost for no apparent reason - There is way too much text for a rougelike / rougelite. Between rounds you sometimes have to click on a chat for 5+ times - Runs take too long
https://youtu.be/Ur4_D9CEn7g Limiting card count to enemy count prevents playing combo or variety of cards in most fight which instead become slow slug fests.
Deck of Souls, developed by Bigboot Studios and published by HeroCraft PC, is a dark fantasy roguelike deckbuilder that attempts to blend methodical, Souls-inspired design with strategic card-based combat. It places players in a grim, looping world where death is not failure but a necessary step toward growth, and every encounter demands careful planning rather than quick reactions. The game distinguishes itself by translating concepts like stamina management, equipment burden, and deliberate pacing into a turn-based system, creating an experience that feels slower and more calculated than most titles in the genre. Combat is built around a deck of cards representing attacks, defensive maneuvers, and special abilities. Each action consumes a limited resource similar to stamina, which does not fully reset between turns. This creates a constant need to manage resources over multiple rounds, forcing players to think ahead and avoid overcommitting. Unlike more fluid deckbuilders that encourage chaining multiple cards in a single turn, this system rewards restraint and precision. Every decision carries weight, and a poorly timed action can leave the player exposed during critical moments. Progression is closely tied to the game’s roguelike structure, where each run offers a chance to gather new resources, unlock additional cards, and refine strategies. Defeated enemies yield souls that can be converted into new abilities, gradually expanding the player’s options. Over time, this creates a sense of growth that persists across runs, even as individual attempts may end in failure. The system encourages experimentation, as players can try different combinations of cards and abilities to discover effective strategies. Character variety adds depth to the experience, with multiple classes offering distinct approaches to combat. Each class has access to unique cards and mechanics, allowing players to tailor their playstyle. Some builds emphasize direct damage and straightforward tactics, while others rely on status effects or more intricate interactions between cards. This flexibility enhances replayability, as different combinations can lead to significantly different experiences. Despite its strengths, the game’s deliberate pacing can be both a defining feature and a potential drawback. The stamina system, while thematically consistent, can slow combat to a point where encounters feel drawn out. Combined with the randomness inherent in deckbuilding, this can lead to situations where progress feels limited by luck rather than skill. Early runs in particular may feel restrictive, as players have fewer tools available and must rely heavily on basic mechanics. The roguelike structure introduces variety through randomized encounters and rewards, but it also contributes to inconsistency. Some runs may offer strong synergies and clear paths to success, while others can feel significantly more challenging due to less favorable conditions. This unpredictability is part of the genre’s appeal, but it can also create moments of frustration, especially when combined with the game’s slower pace. Visually, Deck of Souls adopts a dark and moody aesthetic that aligns well with its themes. The environments and character designs emphasize a sense of decay and danger, reinforcing the atmosphere of a world trapped in a cycle of death and rebirth. While the graphics are not particularly advanced, they are effective in conveying the tone and maintaining clarity during gameplay. The audio design complements this with subdued music and sound effects that enhance the tension without becoming distracting. The narrative provides a framework for the gameplay, exploring themes of repetition, survival, and power. While it does not take center stage, it adds context to the player’s actions and helps tie the mechanics together. The idea of progressing through repeated cycles of death gives meaning to the roguelike structure, making each attempt feel like part of a larger journey rather than a disconnected experience. There are areas where the game could benefit from further refinement. Balance issues, particularly in the early stages, can make the experience feel uneven, and certain systems may not be as polished as they could be. The interface and overall presentation are functional but lack the level of refinement seen in more established titles. These elements do not detract entirely from the experience, but they highlight the game’s rough edges. Overall, Deck of Souls is a bold and thoughtful take on the deckbuilding genre that introduces a more deliberate and strategic approach to combat. Its combination of Souls-like mechanics and card-based gameplay creates a unique identity, even if the execution is not always consistent. For players who enjoy slower, more methodical experiences and are willing to adapt to its pacing, it offers a rewarding and distinctive challenge. Rating: 8/10
If you like Slay the Spire you'll like this. Simply put. Another solid game in the genre.
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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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