
Delve into the depths of Deepest Chamber: Resurrection, where card boosting is your key to survival. Employ this unique mechanic to augment your abilities, strategize your next moves and endure a series of increasingly perilous descents in this gripping rogue-lite, card-battling adventure!
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About
A roguelite strategic deck builder, Deepest Chamber: Resurrection challenges players to endure a series of increasingly demanding randomized descents into the murky depths of a dying city. Unlikely allies will fight at your side, from mighty warriors and powerful mages to pious healers and dark, shadowy figures… Play to your strengths, form the perfect party and venture ever-deeper into the dark in search of answers and salvation.
Card Boosting: A one-of-kind mechanic in which a card's power is enhanced when adjacent cards are played. Upgrade your deck to pack a more powerful punch and synergize your cards’ abilities with different items and mechanics to stack the odds in your favour.
It's dangerous to go alone: Choose from a vast amount of cards, items and trinkets to create your favorite builds and combos. With over 200 cards and 100 trinkets at your disposal, the strategies you can employ are virtually endless.
Easy to learn, hard to master: Face an unforgiving roguelite campaign which emphasizes replayability by employing various difficulty modifiers, diverse encounters and biomes teeming with lore-expanding secrets.
Balancing Act: The hero party system allows players to enlist three out of six possible champions at the start of their run. Each hero has cards, abilities and equipment dedicated to their class, adding an extra layer of planning and strategy with each descent.
Run for your lives: Apart from regular runs, in which heroes retain some of the loot won on previous descents, players can employ Death March mode, in which equipment stats are ignored, for an even more ruthless experience.
Ruins explorer: Uncover secrets while exploring the depths and find hidden areas, rare cards, powerful relics and elite monsters.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
Pretty mediocre card battler. I mean, the art is decent and has a nice spooky dungeon atmosphere, but the gameplay is like... whatever. Buy this game on sale only. 06/10
[h1] Love at the first draw [/h1] Maybe this is just my "first love" bias since it's my first real encounter with a roguelike/lite deckbuilder, but holy moly, these developers simply do not miss. I loved [i]Balrum[/i] as an RPG, and they’ve successfully brought that same marriage of different genres/tags to this title as well. [h2] "Brain-frying-dopamine" loop [/h2] The build possibilities are vast. I found myself constantly discovering new combos and strategies to abuse. My favourite builds revolved around card generation mechanic = dopamine generation in the best (and worst) possible way, my brain was frying with full hand constantly. I genuinely didn't want my runs to end because I didn't want to see my carefully crafted, high-synergy loadouts go to waste. Meta-progression here is in an ARPG-style character building. You choose from a roster of [b]6 unique heroes[/b] to form your 3-man party, leveling them up individually between runs and equip with items. Both level and loadout provide permanent passive bonuses and linger across runs. [h2] Atmosphere & visuals [/h2] The game is super immersive, like a retro dark fantasy RPG. Outside of the creative intro, the overall graphic aspect perfectly conveys an oppressive, dark atmosphere. I have a massive soft spot for this art style!! it triggers a certain nostalgia for [i]The Witcher: Monster Slayer[/i] (that games SUCKED but I loved it). The monster designs are top-tier, even if they are just classic (some might call it basic) imagery for fantasy mobs. [h2] Quality of Life [/h2] If I had a gripe or two, it’s that the runs are a bit long and there is no easy to access glossary of key words or mechanics, some you just gotta learn by yourself. However, the game [b]diverges from[/b] the typical roguelike tendency by actually allowing you to [u]save mid-run[/u]! This is a huge win for respect for the player's time. [hr][/hr] Some might call it an imitation of [i]Slay the Spire[/i], but like so what, it's "nice I have two cakes" type of situation. It’s affordable, the developers are fantastic, and the game is a blast. Four hours in and I'm completely hooked.
Has it's charm and something unique going on. You need to get used to how things work, as with any type of game like that, but once you get going - things get pretty fun. There's a lot of standard mechanics going on, but also a lot of interesting unique things - like the boosting mechanic, choosing who gets damaged, and couple of others. The enemies are varied, bosses definitely test your tactics - and once you get a grasp on it, it goes much faster. It sometimes might feel a little archaic - both the UI and the art style - but it's not jarring or anything, and has it's own atmosphere that works. It's good fun, interesting to explore and figure out - even if it might not keep you for that long.
Incredibly fun game even if it doesn't seem like that at first glance. The boost mechanic it's simple but at the same time adds a layer of complexity that makes every decision matter. There are some insane combos that completely break the game and you can find them regularly. The trick is to get as many trinkets as possible. Overall very fun game, probably underrated.
Окей, я як вільна людина переписую свій відгук на цю гру. В першому відгуку я писав про душний геймплей та біди з наповненням в грі, а саме предметів, багатий хп-бар у ворогів та малий дамаг у героїв. І ось після близько 40 годин геймплею я зрозумів, що був не правий. Ця гра мені нагадала про Outward Definitive Edition, де теж нічого не розумієш одразу та грати дуже душно, але з кожною годиною, яку ти витрачаєш, гра навпаки винагороджує за твій досвід. Я за перші 12 годин не міг пройти 2 рівень складності з 10)) А тепер я ледь не закриваю гру на 100%, і найголовніше - мені взагалі не набридає. Дуже радію, коли гра може кинути тобі челендж, який реально пройти, якщо тільки розберешся в самій грі, а не збери 100 колекціонок або ще якусь хрінь. В цій грі будувати білди зі зв’язок карток 6 героїв та талісманів дуже цікаво. Іноді можна зібрати щось нове та більш імбове, і це навіть буде випадковість, але які ж емоції від такого)) Як для людей, які не хочуть витрачати час на з'ясовування типів механік в грі, все ж не рекомендую, хоча пройти 1 лвл можно, а так фанатам карткових ігор рекомендую та й просто, для ознайомлення. P.S. Сили на гру я увібрав з китайця, який гру закрив на 100% за 40 годин, я просто подумав: а чим я можу бути гірше за якогось китайця))
Score: 3/5 Although the developer(s) has created a better product than their previous title, Balrum, it’s still not quite good enough to recommend. I hope they keep improving and make a hit on their next title. As far as this game goes, I’d much rather just play Slay the Spire or Monster Train instead. [b]The Good[/b] 1. Audio/Music/SFX are almost all between fine and strong, with the exceptions of the Jester’s “voice acting” needing another take and a sharp string instrument effect in the soundtrack that is a bit too loud. 2. Visual style on 2d portraits and cards are very good. 3d animations are good, and there is a satisfying amount of reactivity to damage effects on the enemies. 3. Replayability is decent, with each of the characters having a different enough feel/theme and play style to warrant experimentation. 4. Some very interesting mechanics, like some upgrades having downsides related to other mechanics, and a lot of card modification events/mechanics. 5. Writing/Lore is between passable and good. 6. Technically solid. No bugs/glitches/CTDs. Cards could be played at high RPM without issue. Text/tags/visuals were consistent with the resulting effects/damage/etc. [b]The Bad[/b] 1. Not enough tutorialization/in-game guidance on many mechanics, especially for the unlocked characters introducing new ones. 2. I am not a fan of the 3d art style/direction. Although it is consistent, and fits the environments with depth and some 3d movement, the 3d models for enemies are mostly unpleasant to look at, especially back-to-back for 1+ hour-long runs. 3. Upgrading cards before combat, rather than after. 4. Many of the items/trinkets/gear are not strong enough, or have restrictions that feel too severe. Some of the resources limits are unreasonably low. The limitations fit the themes/atmosphere of the setting/game, but came at the cost of the player’s experience/enjoyment.
Not for me. Take character, progress until you die. Healing is very limited and monsters get tougher as you progress. So you take on tougher enemies while continually being drained, until...... you die. Then you get to start all over with some perks. I HATE games like this. Just my preference but I play all games where death is permanent. So obviously I do not enjoy endless death cycles.
Games fun, got a bit more depth than your other roguelike card battlers which makes the game slightly tricky and tough especially at the later difficulties. Like most deckbuilders, there are some really OP combos and insanely fun decks to build which is totally part of the fun since you can do it with many different classes. This game introduced some new card battler mechanics that I've never seen in others.
3.7 hours to clear the game once 5/5*'s Could we get a multiplayer? elo? may be rankings to benefit doing whats proper? Got the Iron Will achievement, worth placing on the games to play shelf for sure.
This game is just fine not a bad game but its not a great game either.
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Audience
Languages: English, Simplified Chinese, Traditional Chinese
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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