
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.
Modeled estimate, not a reported figure. How we estimate →
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.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 4 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
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
Sums Steam only; GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $11.99 | 221reviews | 81% | — | $58.6K |
| $8.39−30% | 8ratings | 72% | — | not modelled | |
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
If you like Slay the Spire you'll like this. Simply put. Another solid game in the genre.
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.
Not a bad game, achievements were a little bugged first time i played the game and they wont proc now that I've already gotten past that point but I guess I can find a way to manually enable them if it really bothers me...
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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, Spanish - Spain, Simplified Chinese, Traditional Chinese, Japanese, Korean, Spanish - Latin America
| $11.99 |
| — |
| — |
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| 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 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
As much as I want to like it I must admit: I have seen much more polished game with much worse review score. Perhaps it is a psychological need to excuse a game that would otherwise turn out great, if it was properly finished, that is. Game tips and descriptions in-game are basically non-existent. Half of the time I am not sure if a card effect is broken and nothing happens, the card is discarded or burnt. Maybe it works, effects are just so mellow, I don't register properly. Burning overflowing cards in hand is a bad taste in my opinion - you either discard cards over the limit at the end of turn, don't draw at all or burn the freshly drawn card. There is a reason basically all other good card games do one of the three. It's especially grating when I am playing as a lich where cards often times autocast, but the effects are so meh I sometimes can't tell whether I have burnt a card or it was played. This is probably a personal issue, but I am not a fan of the combined art style - it feels like a mesh of assets: pixel sprites, UI elements, portraits, video elements... it feels like belonging to separate games. Animations are probably taking too much time for a looper game. Sprites are lovely though. As someone pointed out - the core original mechanic this game has is also its biggest drawback. You play cards by assigning them to individual mobs meaning if there are three enemies, you can play a three standard cards a turn. If there is but one enemy (which holds true for most boss fights), you can play only one card. This is offset by introduction of the instant keyword which allows to play a card immediately from hand forgoing the limitation. Problem is - you want most of your cards to be instants, because you will not be able to outmatch enemies otherwise, the resource economy would be stacked against you as the enemies will eventually mount more damage than you'd be able to mitigate/heal/block in a given time. This forces you to always pursue certain card choices, which severely limits the deckbuilding options. In the end to core original mechanic is something you try to go around during you gameplay. Is that a good mechanic then? I am not sure, however the execution here seems to be lacking as it seems that placement/order does not really matter as all cards seem to be resolved simultaneously - yours first, then enemies, so it makes no sense to block a particular enemy or use a free window for another enemy to launch an attack. Or perhaps it's just that unfinished. Most cards and mechanics are uninspired tbh. Knight is very straightforward, Ninja is clunky due to stealth bomb cards being so damn expensive (or rather - he is clunky for half of the game and after I get certain cards it becomes trivial), the only saving grace is the lich dude who represent quite an inspired symbiosis of flavor and mechanics with his shtick being time magic even though it still leaves something to be desired. What would turn this game into a recommendation? Get the art/UI sorted out and unified. Create proper in-game tooltips and descriptions. Bug test properly. Tight up the core card mechanic for order/placement to matter. Make the card effects a bit more crispy and nuanced for the sake of distinguishment of what is happening on board. Scrap the card-burn mechanic for a more approachable solution.
Not as good as Slay the Spire, but it's amusing. The dialog is terrible. Not sure if it's bad on purpose or bad translation/grammar. It's worth playing if you get it in a bundle or on sale.
보스와 2번씩 싸우는 모험 (매일 업데이트되지는 않으며, 작성자가 원할 때마다 업데이트됩니다.) [1일차] 캐릭터를 골라서 모험을 시작합니다. 총 3종의 캐릭터가 지원되며, 초기에는 1종만 지원이 되고 이후 게임을 플레이하면서 다른 클래스들을 언락할 수 있죠. 캐릭터마다 기본적으로 주어지는 장비와 스탯, 카드 뭉치가 다르게 설정되어 있습니다. 카드는 뭐.. 다른 게임들처럼 공격도 있고 방어도 있고 회복이나 버프, 디버프, 상태이상 등 다양하게 존재합니다. 카드의 발동에는 에너지를 소모하며 태그에 따라서 특수한 옵션값을 가지는 경우도 있죠. 모험은 비슷한 장르들과 동일하게 지도에서 원하는 루트를 선택하면서 나아가는 구조입니다. 전투도 있고 모닥불도 있고 주사위 이벤트도 있으며, 대장장이 등을 만날 수도 있죠. 모닥불은 기본적으로 체력을 회복시켜주며 스탯 업그레이드를 진행할 수 있습니다. 스탯업에는 소울을 소모하며 누적에 따라서 공격력이나 체력 등이 증가하고 최대 스테미나와 무게, 핸드 카드와 드로우 카드등이 증가하게 되죠. 주사위 이벤트는 선택지를 고르는 경우도 있고 성공/실패 카드를 고르는 경우도 있습니다. 어떤 선택을 하느냐에 따라서 긍정적/부정적 결과가 발생하며 전투도 이어지는 경우도 존재하죠. 대장장이는 장비를 거래할 수 있으며 업그레이드를 할 수도 있습니다. 소울을 소모하여 사용하지 않는 장비를 판매할 수도 있으며, 장비의 능력을 상승시키거나 마법 효과가 없는 장비에 마법을 부여할 수 있죠. 참고로, 마법 부여에는 특수한 소울이 필요하며 이는 중간 보스 등을 처치하여 획득할 수 있습니다. 장비는 부위별로 장착이 가능하며 스탯과 무게가 존재하고 일부는 추가적인 스킬이 부여되어 있습니다. 캐릭터에게 허용되는 무게를 초과하여 장착할 수 있지만, 그 정도에 따라서 턴마다 뽑는 카드 수와 최대 핸드 크기가 줄어들게 되죠. 일부 장비는 세트 효과가 존재하며 2개 이상의 동일한 장비를 장착하면 효과가 활성화됩니다. 이런 이벤트들 외에는 모두 전투를 진행하게 됩니다. 전투는 턴 방식으로 진행되며, 카드를 드로우하고 이 중에서 하나를 골라서 배치하는 형태이죠. 비슷한 장르들에서는 에너지가 허용하는 내에서 카드들을 자유롭게 사용할 수 있지만 이 게임은 독특하게 일부 인스턴트라는 태그가 달린 카드만 즉시 발동할 수 있고, 나머짖 카드는 적 1명당 1장의 카드를 배치하여 진행하는 구조입니다. 그에 따라 에너지가 넘쳐나도 마음대로 카드를 사용할 수 없는 경우도 은근 자주 발생하죠. 카드 배치를 마치면 턴을 종료하며 자신의 카드와 적의 행동이 순차적으로 진행됩니다. 체력이 0이 되면 으악해버리고 모든 적을 처치하면 소울과 카드 보상을 획득하고 다음으로 넘어가게 되죠. 참고로, 일정 전투를 완료하면 추가로 파워를 획득하여 항시 효과를 적용받을 수도 있습니다. 지역의 끝에는 보스가 존재하며 그에게 승리하면 다음 지역으로 넘어갈 수 있습니다. 참고로, 보스는 한 번 쓰러뜨리면 부활 비스므리한 것을 하게 되고 페이즈2로 넘어가 전투를 진행합니다. 2번째 전투까지 승리하면 2가지 선택지 중 하나를 고르게 되며 이 선택에 따라 긍정적/부정적 효과를 부여받을 수 있죠. 플레이어 캐릭터의 체력이 0이 되면 게임 오버가 됩니다. 플레이에 따라서 포인트를 얻게 되고 이에 따라 새로운 카드나 클래스 등이 언락되어 플레이할 수 있게 되죠. 또한, 시작 전의 특정 옵션들을 강화하는 것도 가능합니다. [아쉬운 점] -배치한 카드 되돌리기에 제한이 있음 (배치된 것끼리 교환을 할 수도 없음) -카드 보상을 받지 않으려면 소울을 지불해야함 (포기할 수도 없음 | 보통은 보상을 안 고르는 대신 그만큼의 보상을 지급해주는대, 버튼에 마이너스라도 표시해서 좀 인지하게 편하게좀 해주면 좋을듯) -모든 과정에서 스킵이 없음 (이미 본 것, 이전에 했던 것, 애니메이션 등 모두 시청을 하여야 함)
The first time I wrote this review I was polite and decided to give the game a chance and play further through it to see if it had merit or possibility to improve. I had some interest in seeing the plot develop and essentially if the game got any better. It does not. I played this for several hours to give it and honest go and the more I played it the more I was disappointed. Under the Hood: Kinda Broken The mechanics and order of operations in combat are well off and several features are outright broken. Auto-playing cards? Don't use them more than half the time they target nothing and leap into the discard pile despite there being a plethora of targets available to them. Certain builds cannot be used. A build focused around 'zap' which is a resource that causes cards to be generated and then auto-played to inflict damage at random will trigger parry. All the player can do is watch while the passive effect triggers again and again and again and kills the player character in the span of a few rounds all before the boss even increases their parry damage... Ease of Use: Vague and even misleading The interface explains little to nothing it can even be downright misleading. An ability used by an enemy increase their power by 5. That means they do 5 extra damage when using cards. It fails to mention that it increases their power by 5 for 4 rounds. In addition the power increase lasts the entire battle. That is one instance in a laundry list of issues such as weapon scaling, hidden modifiers, and completely incorrectly listed damage values and certain beneficial effects persisting beyond their normal duration. It becomes a guessing game with trial and death error which simply is not fun. Theme: Starts of alright and then quickly becomes childish. The overall mission of the main character is somewhat interesting, but it loses focus really quickly and takes a swift turn from serious or strange to something resembling meme trash. Grave robbing and questionable ethics devolve into love sick bandits wanting to tell you their woes and also plunder your currency. Then it goes further into food delivery jokes, and then further into promo code cultists. It just isn't funny. Are we going to have a demon riding a segway next? Verdict: Not Good, big frown. This game is not complete. It feels like a polished set of ideas and potentially even placeholders for something more significant or at least passable. At current it's a bit of a mess that's lacking quality of life and some real bug fixes to allow some diversity in play. As it stands I probably would have been upset even if I had gotten this for free, and it is rare that I feel that way about a video game. Unless significant changes are made, I would suggest steering clear of this one. I'll be glad to see it uninstalled. Date of Review: 3/25/25 USA Date Format. You can use this as a scale to see if there were significant changes. I doubt I'll be updating this review any further.
It's ok. You can read the negative reviews to understand things like balance issues, bugs, translation/writing issues, etc. Replayability after beating the game is sort of there with meta progression and trying out builds. The overall loop doesn't really have much variety, so I was basically feeling done after I beat the true ending. I just hate achievements like the Conqueror achievement, which basically make you replay the game way more than you want to. Still, I'm glad I played it. So, I'm giving thumbs up.
Fun little card game.
## おすすめ度:★★★★☆(4 / 5) ───────────────────────── ■ ゲームの概要 重たい一撃を感じさせる演出、カードと装備の関係性が肌で伝わるゲーム。 ───────────────────────── ■ 実際に遊んで感じた魅力 ・最初は Divine Knight でプレイしていたけど、Holy Lich や Saint Talon をアンロックすると戦術幅がガラッと変わる。特に Saint Talon の“毒+ステルス”を軸にした動きで、敵をじわじわ追い詰めるビルドがかなり気持ちいい。 ・敵の魂をカード化するシステムが秀逸で、倒した相手の能力や特性をそのままデッキに取り込む感覚がクセになる。装備には“重さ”が設定されていて、重すぎると手札枚数に制限がかかるのも面白いギミック。 ・戦闘では各カードにスタミナ(AP)コストがあり、このスタミナが完全回復しないため、後半になるほどリソース管理がシビアになる。カードを温存するか使い切るかの判断が常に試される。 ・「ロール(回避)カード」の存在が戦闘を一段階緊張感あるものにしている。敵の大技を避けるために残すか、攻めに転じるかを考える瞬間が楽しい。 ・章の最後に登場するボス戦は難度が高めで、デッキ構築・装備の重さ・回避の使いどころが噛み合わないと一瞬で壊滅する。その分、勝てたときの達成感は大きい。 ───────────────────────── ■ 気になった点・改善希望 ・デッキの初期構成が運に左右されやすく、カードが極端に偏ると序盤で身動きが取れなくなることがある。 ・スタミナ制や装備の重さが縛りになりすぎて、後半戦でテンポが落ちることがある。長期戦になると「手札が回らない」場面が多い印象。 ・一部カード効果が正しく動作しないケースがあり、コンボが成立しないときにストレスを感じる。 ・アンロックや新要素の開放ペースが少し遅めで、序盤は選択肢の幅が狭く単調に感じやすい。 ───────────────────────── ■ 総評 「デッキ構築」と「ソウルライク」を組み合わせた独自の挑戦作。最初は運に振り回されるが、ビルドが噛み合った瞬間に一気に面白さが跳ね上がる。 特に Saint Talon で毒を撒きつつステルスで翻弄するプレイはクセになるし、重量制限とカード選択の兼ね合いで常に緊張感を持って遊べる。 粗削りな部分や不具合はあるものの、それを補って余りあるリプレイ性と達成感がある。評価は★4、戦略性を求めるカードゲーマーなら十分楽しめる一本だと思う。
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Where this game's players are, estimated from review languages.
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