
Roguelike game where you build up your character to defeat monsters. Use dice as energy to attack and collect items and blessings. Explore worlds and defeat bosses to unlock new progression. Choose your path and playstyle, you never know what's around the corner.
Modeled estimate, not a reported figure. How we estimate →
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 21 reviews with recorded playtime.
Reviews
You do not want this game. It was pretty fun until i reached the last map. Certain Mobs on the last map have a "reduce all damage to 1" blessing. It is so annoying to have your build/ deck reduced to a couple damage a turn. If it were 1 of these enemies i would say "Ok, I hate that enemy but I like most other things" BUT NOOOOO i have to fight 4 of these trash slow boring fights to get to the boss. I stopped mid run, the most anti fun idea in a game ever. Its not that you cant win. Its that it makes you not want to play.
Warning spoilers. I would recommend this game, in about 6 months. It has potential and it's fun, up until the last world. The last world is so horrendously boring and tedious it makes everything good about this game irrelevant. Not to mention the last boss is literally impossible to beat unless you have one specific blessing. I don't plan to play again until the last world is completely redone.
The game has a good core, but the balance is horrendous. World 1 is pretty easily one-shottable after a few matches, the frost world is drastically more difficult than the sand world, and the final world is impossible unless I'm missing something. Mechanics like "You don't get your first turn" and "All damage you deal is reduced to 1, also this monster will retaliate with insane amounts of Poison or Thorns damage" when there are no counter-plays to this is nonsense. Having a game that is heavily RNG reliant require what I suspect are very specific builds/items in order to win is not the way to go. The last world needs to be a test of the entire build, not "did you pick up the 1 item that counters this monster". Even if I did find whatever item helps here, there appear to be at least 3 run ending encounters that all have this similar dynamic, and the odds of you having the answer to all 3 if you get screwed on the encounter selection is pretty much 0. I will happily change this to positive if something is done. I don't want the game to be easier (honestly forest/desert could stand to be harder) but this binary nonsense in world 3 is a huge turn off for me. Edit: Played after a balance patch was done, which also did include nerfs that I thought were in good taste. The bow nerf for example was badly needed. Feels far better thought through. Game is still going to need a lot of balancing for making the difficulty mods worth playing/fun to play.
Interesting. Has a lot of promise. Simple, enjoyable game.
simple and beautiful game
This is a really fun game that adds lots of variation and excitement. The replay-ability is really good and i have some 57 hours played and every round is a new challenge to overcome. I highly recommend this game!.
Super chill and enjoyable on low difficulty, challenging at higher difficulties.
Good stuff! Fun and relaxing yet challenging.
I really enjoyed this game. It is a little lacking in variety of viable builds with how a lot of damage ignores block and some enemies are impossible if you run into them without certain blessings or equipment, so it can be pretty RNG dependent, but its in early access so I feel like it's pretty excusable for an indie game. Really looking forward to updates.
As an early access game, it is quite good. If you can swallow occasional inbalances, there is a nice core gameplay waiting for you. The developer is in contact with his community and game gives you a nice degree of replayability.
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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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