
Deck-building meets monster catching in this turn-based roguelike. Recruit enemy cards to your party as you dive into the depths of the abyss. Will you kill them or will you tame them?
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 3.14/day in the week to Aug 23 → 10/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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
Deck-building meets monster catching in this turn-based roguelike. Recruit enemy cards to your party as you dive into the depths of the abyss. Will you kill them or will you tame them?
In Decktamer, you'll encounter creatures that have adapted to their strange environment: the abyss. Rumor has it that anyone brave enough to reach the bottom of the giant crater will find great fortune. But watch out, as you dive deeper, the creatures only get more and more bizarre and dangerous...

In this game, cards are not simply handed out to you, you have to tame your enemies to add them to your deck!
But be careful, when one of your creature dies, the card is gone forever!

Every turn, each one of your cards can use a move. Try to think about the optimal play to win your battle in this turn-based combat system! Will the turn plan out as you expected?

The Abyss is filled with mutant creatures that possess abilities they shouldn't normally have. Use that to your advantage and transfer abilities from one creature to another to create unique and devastating combos!
Only one question remains...
Do you have what it takes to reach the heart of the abyss?

Genres
Engagement
Reviews
Themes across 373 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Muito bom
This is a really board game-ish game - I know sounds kinda obvious when talking about card games but most digital card games still feel like video games. This game however doesn't. It gives you a lot of control, has some decent and diverse artworks, has very few mechanics but still manages to offer you a ton of depth. The kinda neutral stuff: It has a very small amount of creatures, even after you unlocked everything, you have seen every creature after a couple runs. This is good and bad because too many creatures could make runs too rng-dependend. What I disliked is how short an actual run is. Personally I would really appreaciate a 3 act structure and enough creatures and abilities to support such structure. I really wish the devs will release a DLC some day adding more content - it doesn't need it but I really crave it.
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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, French, Japanese, Simplified Chinese, German, Spanish - Spain, Portuguese - Brazil
Hours played at review time, across 376 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Uno de los mejores juegos roguelike que probe y de los mas adictivos, se siente fresco, inovador, creativo, rapido y con una direccion de arte muy detallada y echa con cariño, recomiendo totalmente darle una oportunidad, 10/10
Amazing game
If your like me, you enjoy highly tactical games where you die for being stupid, rather then dieing for bad execution. This game is really good at that, you can take alllll the time you want looking through the cards in your hand, looking at what your opponents have, working out order of operations, considering the items in your pack. Then if your caught off guard by a variable you failed to account for, theres a very generous undo button! (though less applicable on higher difficulty's, difficulty's are very customizeable, and you do still get plenty of undos!) There is a massive degree of unique builds I can go with, while the game forces you to continuously change or adapt your strategy every battle. every battle you'll be asking yourself, which of the enemy's do i want to catch? what creatures am I willing to sacrifice either to thin my deck or to buy myself another turn? then to further your build customization, the syringe mechanics is very fun, grabbing one perk from one creature and comboing it onto another allied monster who can better utilize it! (or using it to save a potent power on a sacrificial monster makes the games intended play style of sacrificing monsters more forgiving) I'm personally not much of a lore person either, but this game in particular got me interested in reading through the lore descriptions of my little critters at the end of a run. If your uncertain on if the game is for you, check out the demo, its a really solid experience over there! i personally got 4.2 hours off of the demo while I was waiting for the base game to go on sale. Overall, really fun game.
Excellent jeu, mais il faudra se creuser la tête pour progresser
Solitamente scrivo le recensioni quando ho già terminato il gioco per intero (e quindi ho un’idea complessiva ben fondata) o ne ho comunque completato la maggior parte, ma questa volta mi è bastata un’oretta per capire che Decktamer non faccia assolutamente per me. Ammetto che la cosa mi crei un dispiacere immenso. Ho infatti trovato l’idea estremamente accattivante: ho adorato il fatto che il protagonista scriva un diario in cui narra le sue avventure, azioni ed esplorazioni in terre sconosciute, mi piacciono da morire i colori e lo stile dei disegni, mi hanno fatto impazzire i mostri (che mi hanno ricordato immediatamente quelli del manga “Made in Abyss” di Akihito Tsukushi) e il modo di acchiapparli… che, per fortuna, non è quello dei Pokemon. Cosa è dunque andato storto? Il modo di combattere, ovvero la parte davvero fondante del gioco. La prima cosa che ho subito pensato è il tutto che fosse eccessivamente difficile… e dire che, di giochi con le carte, ne ho fatti abbastanza. I mostri sconfitti vengono eliminati definitivamente dal mazzo, si perdono troppe risorse nel cercare di tenere vive le creature alleate e le ricompense ai duelli, in relazione a quanto è andato perduto o utilizzato, non sono adeguate. Non mi ci è voluto poi così tanto per capire che una fetta troppo consistente delle battaglie (colpi critici, bottini o ricompense) sia basata su calcoli matematici che generano numeri a caso; in altre parole, più che effettiva strategia, qui ci vuole solo una fortuna sfacciata. Io non sono contrario al fatto che una certa percentuale di sorte sia necessaria, in particolare quando occorre acchiappare nuove creature (sono esseri viventi, quindi è naturale che vi sia una certa variabilità statistica legata alla singolarità di ogni esemplare), ma qui è tutto fin troppo casuale. Mi frustra enormemente l’idea di gettare la spugna così presto e di chiedere un rimborso; temo però che lasciarlo per sempre in libreria senza mai finirlo sia anche peggio. Per come è calibrato ora, ho perso ogni interesse a continuare. Spero solo che, in futuro, certe dinamiche possano essere riviste e bilanciate.
《训牌师》是一款思路清奇的怪物养成+牌组构筑游戏。它的核心创意——“通过迭代怪物来传递技能”——在同类作品中颇具辨识度,初次游玩能带来不少新鲜感。然而,在数值曲线、策略纵深和终局体验上,它暴露出了较为明显的设计稚嫩。 游戏的主要循环是:每轮战斗后随机生成可捕捉的怪物,玩家通过组合其技能来构筑阵容,部分怪物还拥有专属进化路线。 这种设计导致了两个问题。一是操作疲惫——每场战斗后几乎都要重新搭建阵容,搭配技能,过程重复且耗时,玩起来相当累人。二是决策空间狭窄——由于成长次数极少且怪物数值断崖式跳跃,玩家缺乏“养一只核心怪”的长线规划,更多是被迫成为“数值的填鸭者”,而非策略的布局者。进阶难度下,游戏非但没拓宽思路,反而进一步削减本就有限的决策资源,略显刻意。 通关全部Boss后,除“外科医生”(因数值检测线过高,我走磨血苟命流成长跟不上,死过一次才记住)和某位高免伤Boss外,其余Boss几乎毫无记忆点。Boss设计明显重数值轻机制——大多数Boss缺乏独特的机制博弈,没有逼迫玩家变换流派或动脑破解,导致通关的成就感大打折扣,战斗体验同质化严重。 客观而言,《训牌师》是一款“初见新鲜,重玩空洞”的小品级游戏。它有一些“小巧思”,比如怪物融合和技能传递的确能带来短暂的探索乐趣。但由于数值压迫过强、策略选项有限、Boss辨识度不足,游戏缺乏支撑多周目游玩的深度。通关全部Boss时,我只完成过一次进化。 建议:如果你对怪物融合题材感兴趣,可以花2-3小时浅尝体验,但不建议对构筑深度和长期重复游玩抱太高期待。
Ouf
还可以吧,支持一下
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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