
Descend into the Doomspire, a fast-paced roguelike deckbuilder where every run is different. Build wild synergies, battle unique bosses, and push deeper into the tower. Easy to pick up, endlessly replayable, and built for players who love strategy with chaos.
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About
Doomspire is an epic, roguelike adventure card game set in the Doomspire, an ancient and cursed structure that spirals down into the abyss. Once a towering monument that pierced the heavens, the Doomspire now crumbles inward, its roots descending into darkness, where doom awaits all who descend. You will create your hero and venture deeper into the Doomspire, facing terrifying bosses, uncovering forgotten treasures, and battling for your very survival.
Every journey is unique, as the Doomspire is procedurally generated with new paths, dangers, and mysteries waiting to be discovered. Collect powerful cards and passive powers, build synergies, and adapt your strategies as you progress. But beware—the deeper you go, the darker and more perilous the journey becomes.
Key Features:
Procedurally Generated Depths: Each run offers a new experience, with shifting paths, enemies, and treasures in the Doomspire.
Strategic Deck-Building: Collect and craft a unique deck for your hero. Use synergies, abilities, and powerful cards to create your perfect strategy.
Sacrifice Mechanics: Trade HP, minions, and resources for greater power. Risk and reward play a key role in the Doomspire.
Epic Boss Fights: Confront powerful bosses, each with their own unique abilities and strategies. Overcome them to gain valuable rewards.
Endless Replayability: Every descent into the Doomspire is different. With multiple builds, playstyles, and synergies to explore, no two runs are ever the same.
Doomspire combines strategic deck-building with roguelike elements, where every choice matters. You’ll need to balance your resources, make tough decisions, and adapt to the ever-changing environment of the Doomspire. The core focus is on crafting powerful synergies between cards and managing sacrificial mechanics, allowing for highly dynamic gameplay and endless replayability.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese*, French, German, Spanish - Spain, Russian*languages with full audio support
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
After the new patch it is so much better!
Hearthstonian roguelike. Plays a lot like Hearthstone but has a roguelike progression. I only played one round but I started to see duplicate enemies and the cards I had and enemies had were kind of shallow. I am not entirely sure if there are a lot more cards to obtain but if I am seeing as much duplication as I was with just my first run, that's not a great sign. I think I made it to a boss, I don't really know, but my defeat felt kind of ♥♥♥♥ because I ended up having to top deck while the enemy had everything they needed to take me down. The difficulty shift from the previous enemies to the boss was insane and maybe that was where the roguelike part came into play but I didn't stick around long enough to find out. I wasn't about to sit through 10 turns waiting for the enemy to dwindle my almost full health while I play one card at a time. Another mixed review that I cannot list as mixed because there is only positive and negative. I recommend this if you are a die hard hearthstone player and looking for more games like it.
it's fun to figure out what is op. i like that it's focused more on fun than on balance.
This game deserve more love! It's clearly a PVE hearthstone and even if it's not perfect, it's quite enjoyable for people that seek this kind of gameplay. Also, run well on steam deck, (60 fps cap, preset performance) no fps drop and the fane didn't even activate. For developper, which that we can zoom on card we can select between boss, cause it a bit too small on the steam deck screen, ty.
If you like hearthstone dungeon runs, this game is for you as its pretty much taken that idea and built an entire game around it. I do feel it needs more content in the form of more bosses and new minion types/archtypes but at the current price its worth it.
023
[h2] The foundation is really good [/h2] Good looks, good animations, good sounds, some unique and interesting ideas, not just copy paste of hearstone though very similar. This game has some potential. I hope devs will continue to work on it and add a lot more depth to it. More cards, more synergies, more unlocks, make runs more diverse. Currently I do not feel like there is much replayability. For example I played with dragons allegiance, I just pick every card that buffs my dragon, ignore anything else and win. I feel like there are no other interesting ways to build this deck. Or with thorns deck I just pick every thorn minion. May be in hearstone every run felt somewhat different beacuse there are a lot more cards and modifiers and unique impactful tresures that you could build your deck around and what not. So I hope this game will have that also in the future. Also in hearthstone you could really mix and match synergies. I do not feel like this game has this YET. For exmaple in my dragon run any other synergy would just make my deck weaker, there was no point for me taking any totem/spell buffs or whatever, so I just skipped them. In hearstone you always had to pick something, sometimes that something was bad so sometimes you were forced to take some other synergies. May be devs should play around this idea of forcing some uncomfortable choices to make runs more diverse. But not too much obviously. Otherwise it is going to be bad player experience if his deck is bloated with some anti-synergy trash. I feel like in hearstone there was a choice if I want to pick this generally good cards or pick some synergy and hope to get more of it in the future to make like a really insane synergy deck. And here you just always pick synergy and skip anything else. Things that I personally did not like: - power cards aren't interesting, they are single use so you wouldn't build your deck around them and most of the time they are just a free copy of a card that is already in your deck. - there is no strict queue of actions unlike hearthstone. For example my enemy has a minion that is going to deal damage to all my minions on death. And I have two one health minions. I could trade one of minions and then if I am fast enough and won't wait for all the animations I could still attack with my second minion before it takes damage. Or if I play my minion from hand to fast it will take damage from enemy's minion effect even though I played my minion after trading. Or when I was playing on depth 100 my enemy had like 13x buff affects for his minion. I could just attack it mid buff animation and it would have damage and health at that exact moment, even though it is supposed to get much much bigger just because I did not wait for animation. You can even attack after you ended your turn. Basically you can do whatever mid-animation. [hr][/hr] [h3]All in all pretty good with great potential. Clearly a lot of work was put into this. Wish nothing but the best to the devs. [/h3]
Is a great and fun game, really good to kill time
I've enjoyed the time I've put into this, although I do think it could use some tweaks. I think the moral of my story is that being strong in this game is really fun, so tailoring the gameplay so that we feel strong or have options relevant to the build we want to go will make the gameplay loop more fun in my eyes. I'm not a Roguelike person, so take this with sufficient grains of salt: 1) I like that there is a progression system, but that system has too much added onto it. There's passives, cards, Power cards, and factions locked behind the system. I personally would find it more enjoyable if they removed the factions out of the progression. That way, I can have a bunch of options at the start and narrow down to what I want as the game goes on. 2) I've found it difficult to progress to higher floors because there are certain passives that are very oppressive to play against. The one where ally units get +1/+1 after an enemy dies is extremely difficult to overcome, and getting that passive myself took a decent amount of runs to get the required experience. The passive where if an allied unit dies, deal 1 damage to all enemies can be really rough as well. Once both of these passives are unlocked, I found it easier to climb the floors, but mileage varies. Enemies also get powered up units after floor 15 and for me, it's been very difficult to deal with. Bosses starting out with a 4/5 Elven Archer on turn 1 where if I don't kill it, it becomes an 8/10 at the start of its next turn is tough to deal with. In general, dealing with anything that's not a 3/3 or lower on turn 1 is challenging, so these higher floors become overwhelming fast. 3) Individual bosses provide a lot of strain on the run. The Scorpion boss feels like a hard counter to any unit based build and once it's ahead by even a singular unit, it's tough to come back and I'm forced to skip it almost always. The Dragon and Mage do so much face damage that I'm forced to skip them when they have several passives. The Skeleton, Troll, Scarab, and Treant are the easier ones to come across; however, the Skeleton, Treant, and Elf all become too much once floor 15 happens. This leaves 2 bosses that are pretty reasonable to fight against until your build crumbles. 4) Rewards are varied, meaning that the build you want is as successful as the amount of rerolls you have and how quickly you can get it online. I wish there was a way to influence or assign preference on what you would like to see on the next floor. Health feels tough to come by, duplicate passives are super fun but also pretty rare in my experience, and passives are a lot of fun, but only if they are relevant. There's not much point or viability in going hybrid builds, so stacking everything that is relevant or helpful seems like the best approach I've come across. I'd personally like to see a Tier approach when it comes to passives, and maybe a currency that can be spent on acquiring better passives. As it is now, rerolls aren't frequent enough, so it would also be nice to see rerolls as a viable boss reward just like health, passives, and such. I'd also like power cards to not be a boss reward, but instead be a milestone reward. Alternatively, change the system so that instead of drawing power cards from the deck, they are cards in a separate deck that you can draw from any time its your turn.
I'd have given a neutral or positive review for this in the demo phase of the game. It seemed really promising. It still does, but the game was launched almost two months ago with no updates, and a very basic, repetitive game mode. If the developer(s) need some vacation time after getting this out the door, I understand, but I think at the very least there should be some communication and plans for the game communicated. I would not purchase this game until it's been updated and balanced more. In it's current state you may get a few hours of entertainment, but that will quickly fade.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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