
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 →
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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
too hard 看更新日志说打到多少以后可以选择难度 智障么这不是 难度这玩意一开始就应该给人自选啊浑蛋 还有你这破游戏卡成就 有些已经达成却不弹成就 好好优化吧魂淡
Preface this by saying that I do like this game and enjoy it but I do have low standards. Poor programming of the card game itself, there are steps that are out of order and cards execute themselves in ways that make no sense for their stated wording or most CCG style games. Story is ok, if nothing new but the actual writing itself feels machine translated. There are archaic uses of words and other strange phrases used throughout the game. Menu design is bland with generic tinted boxes and plain white text that gives it an unpolished feel. Pick it up on sale, its fun.
Um bom RPG de carta, so faltou tradução e aprimoramento de carta
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.
Super basic mechanics, simplified deck management. On top of that it's full of UI issues/bugs: for example of you play on Steam Deck, opening the inventory will soft lock you since you can't close it in any way. Not recommended.
没点局外养成根本打不了,过了第一章对面强度就是你的N倍,作者太会填数值了。还有BOSS能永久删卡打完这个BOSS下一波发现几个中立卡永久删除了的这到底是什么游戏?
来自中文社区玩家想给游戏设计者的反馈,希望你们能看到(后面会有机器翻译):首先游戏本身的机制设计很巧妙,虽然有些玩家说卡手(即出牌感觉并不流畅),不过那应该是没有理解卡牌的设计机制,以巫妖来举例,即时(instant)、冲刺(rush)、必出(redeem)、电链(zap)、智慧(wise)的牌组之间互相可以构成不同的连击卡组构筑,这是非常值得称赞的,显著区别于rougelike类牌组构筑游戏。但问题也随之而来,本人玩了十几局巫妖的游戏,可以说体验非常糟糕,普通难度通关问题不大,因为无论用什么套路似乎都可以碾压过去,但通关之后解锁更多牌组后反而出现了问题,巫妖的牌组核心应该是即时的卡牌基础配合zap流派的“自动出牌(autoplay)”或redeem流派的弃牌触发卡牌效果,但由此而来的问题是这一系列套路在面对有自动反击的怪物时,往往因为反击的伤害把自己杀死,甚至是无法避免的问题,而刻意规避autoplay或弃牌产生的自动伤害则会发生根本打不过去从而因为时间流逝慢性自杀的死循环。而自动反击的怪物,除了第二关的关底BOSS以外,第四关的常规战斗可以说遍地都是,根本无法回避这个问题,导致巫妖这一职业的游戏体验非常糟糕,而解决的办法似乎只有祈祷能够出现攻击回血的被动或叠加护甲的装备,这一设计理念绝对是会给玩家造成极大挫败的失败设计,因为你不能指望一个游戏的通关与否,需要建立在“必须具备的唯一运气”,这会使这个游戏让玩家认为“存在重大设计缺陷”。另外智慧(wise)的设计也有问题,当前的设计是只有当wise类的牌出现在手牌时,有zap类的牌添加新的牌才能减少wise的需求,这会导致wise类的牌在实际操作中根本没有操作空间,你只能祈祷这些牌恰好可以同时出现在自己的手牌,否则wise的牌就是废物。如果改为“在卡牌池中添加新牌即可生效”,那么可以极大提升这一流派的自由度。还有一张传奇级别的卡牌dragon breath,本身需要10次rush才能免费打出,而这张卡牌是会出现在开局设置的自动获得传奇卡牌中,这会导致巫妖在前期根本没有办法打出这张牌,无论是满足10层rush还是直接打出的12点能量,从而让这张牌成为废牌,只能在中立传奇卡牌wish产生的免费选择中才有用武之地,那么这张卡牌的设计就是不成功的;我认为可以添加必出“redeem”,让这张卡拍可以和redeem流派产生配合,这样才能体现出“传奇”的设计效果。另外还有一些中文评论中提到的“中毒poison”层数问题,这其实是翻译问题,中文的翻译把原来的意思完全弄反了,这原本是游戏设计非常独到的地方,因为中毒本来就应该是随着时间的流逝越来越严重(get worse),但中文翻译却变成了会每回合减少中毒的程度,导致游戏评价在中文社区很不理想,希望可以更改文本说明 Subject: Feedback from a Chinese Community Player for the Game Designers (Machine Translation Follows): First, the core mechanics of the game itself are very clever. Although some players complain about feeling "stuck" (meaning card play doesn't feel smooth), that's likely due to not fully understanding the card design mechanics. Taking the Lich as an example, the interactions between decks built around instant, rush, redeem, zap, and wise cards allow for various combo-focused deck constructions. This is highly commendable and significantly different from other roguelike deck-building games. However, problems arise from this. I've played over ten games with the Lich, and I must say the experience was very poor. Clearing the normal difficulty isn't a big issue, as almost any strategy seems to steamroll through it. But the problems start after unlocking more decks upon clearing the game. The Lich's deck core should be based on instant cards combined with either the zap archetype's "autoplay" or the redeem archetype's discard-trigger effects. The resulting problem is that these strategies often lead to the player killing themselves against monsters with automatic counterattacks. This seems unavoidable. Conversely, deliberately avoiding autoplay or the self-damage from discarding creates a different death loop: you simply can't deal enough damage fast enough, leading to a slow death from the turn timer. Monsters with automatic counterattacks are practically everywhere in the regular battles of Act 4, not just the Act 2 final boss. This makes the problem completely unavoidable, resulting in a very poor gameplay experience for the Lich class. The only apparent solutions seem to be praying to find passives that heal on attack or equipment that stacks armor. This design philosophy is absolutely a failure that creates immense player frustration. You cannot expect the success or failure of clearing the game to depend solely on "obtaining the one necessary piece of luck." This will make players perceive the game as having "major design flaws." Additionally, the wise design has issues. The current mechanic is that the requirement for a wise card is only reduced when a zap card adds a new card while that wise card is already in your hand. This makes wise cards practically unusable in actual gameplay. You can only hope these specific cards coincidentally appear in your hand together; otherwise, wise cards are useless. Changing it to "take effect when new cards are added to the draw pile" would significantly increase the freedom and viability of this archetype. There's also a Legendary card, dragon breath, which requires 10 stacks of rush to play for free. This card can appear in the automatically granted Legendary cards at the start of a run. This makes it impossible for the Lich to play this card in the early game, whether by meeting the 10 rush requirement or paying its 12 Energy cost. Consequently, the card becomes dead weight, only useful if obtained for free via the neutral Legendary card wish. Therefore, the design of this card is unsuccessful. I suggest adding the redeem keyword to it, allowing it to synergize with redeem strategies. Only then would it truly feel "Legendary." Finally, regarding the "poison" stack issue mentioned in some Chinese reviews: this is actually a translation problem. The Chinese translation completely reversed the original meaning. This was originally a very unique design point in the game, as poison should logically get worse over time. However, the Chinese translation stated that the poison effect decreases each turn, leading to poor reviews in the Chinese community. Please correct the text description.
Not a good game, by any stretches of the imagination. I am doubting my sanity for paying for this.
24年得有戏啊,还有BUG?战斗结束就有机会卡住不动 ....尤其BOSS战50%机率卡住,实在搞笑嘛
[h2]---{ Graphics }---[/h2] ☐[b] Beautiful[/b] 🗹[b] Good[/b] ☐[b] Decent[/b] ☐[b] Bad[/b] ☐[b] Don't look too long at it[/b] [h2]---{ Gameplay }---[/h2] ☐[b] Very good[/b] 🗹[b] Good[/b] ☐[b] It's just gameplay[/b] ☐[b] Mehh[/b] ☐[b] Watch paint dry instead[/b] [h2]---{ Audio }---[/h2] ☐[b] Very good[/b] ☐[b] Good[/b] 🗹[b] Not too bad[/b] ☐[b] Bad[/b] ☐[b] I'm now deaf[/b] [h2]---{ PC Requirements }---[/h2] ☐[b] Check if you can run paint[/b] 🗹[b] Potato[/b] ☐[b] Decent[/b] ☐[b] Fast[/b] ☐[b] Rich boi[/b] [h2]---{ Difficulty }---[/h2] ☐[b] Just press 'W'[/b] ☐[b] Easy[/b] ☐[b] Normal[/b] 🗹[b] Difficult[/b] ☐[b] Dark Souls[/b] [h2]---{ Story }---[/h2] ☐[b] No Story[/b] ☐[b] Some lore[/b] ☐[b] Average[/b] 🗹[b] Good[/b] ☐[b] Lovely[/b] [h2]---{ Price }---[/h2] ☐[b] It's free![/b] 🗹[b] Worth the price[/b] ☐[b] If it's on sale[/b] ☐[b] If u have some spare money left[/b] ☐[b] Not recommended[/b] [h2]---{ Bugs }---[/h2] 🗹[b] Never heard of[/b] ☐[b] Minor bugs[/b] ☐[b] Can get annoying[/b] ☐[b] ARK: Survival Evolved[/b] ☐[b] terrarium for bugs[/b] [h2]---{ Microtransactions }---[/h2] 🗹[b] none[/b] ☐[b] optional (grinding = battlepass)[/b] ☐[b] buy currency for battlepass[/b] ☐[b] expensive microtransactions[/b] ☐[b] p2w[/b] [h2]---{ Rating }---[/h2] 5 / 10
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
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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