
Battle your way through a seedy tavern filled with gambling addicted townspeople in this Blackjack Roguelike Adventure. From aces and face cards to tarot cards, business cards and more, create your unique deck to beat the house.
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): 0.86/day in the week to Sep 12 → 2/day in the week after.
About
Dungeons & Degenerate Gamblers - A Blackjack Roguelike Adventure
Begin your adventure in a tavern that is home to a unique, corrupted version of blackjack you have never played before. You will need to pick up the rules and adapt to them as you progress through the tavern, challenging a colourful cast of blackjack-addicted townspeople. Discover the mystery of who runs this twisted casino as you progress through the tavern to take them down!
Pick a suit: hearts for healing, spades to offer you some protection, diamonds for more currency for shop purchases, or clubs for extra damage. Remove cards from your deck as you progress. Pick up more aces and face cards, or fill your deck with tarot cards, business cards, birthday cards, hall passes and more!
Make your way through the tavern challenging patrons, purchasing additional cards for your deck, resting up when your health gets low, opening boosters packs, participating in minigames and much more! Take on the run-based deckbuilding roguelike challenge, with endless possibilities for unique and interesting decks!
Features
Unique play styles based around card suits
Ascend or descend through the tavern over and over by unlocking new starter decks when you complete runs for entirely new ways to play
Discover incredible rule-breaking synergies in order to defeat the house edge.
Over 300 unique cards!
60 characters to defeat
Use unique chips to gain advantage and activate special cards
Minigames and events to gain more chips or enhance your deck
Unique grimy pixel art aesthetic
All the degeneracy from a seedy casino but with no risk to your finances, mental health, or your loved ones
Genres
Engagement
Reviews
Themes across 183 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
THIS IS NOT A BALATRO CLONE. It's entirely its own thing. I love the enemies you get to face off against. There's nothing as satisfying as having a smug enemy standing on a 21, you pull some shenanigans, make them go bust, and then YOU win with a flawless blackjack. I love it!
Here’s my experience with some of the bosses in this game: I fought the vampire boss Alucard who had a card that gave him infinite healing. The match lasted 30 minutes until I realized I was stuck in a stalemate and just conceded the run. Another boss, Greed, has a card that gives him infinite shield generation and unavoidable burst damage. He had more shield each round than I had damage so there was nothing I could do before he bursted me down. “Just deal with their cards then?” If only removal wasn't extremely rare. This game boasts “over 300 unique cards!” yet only a handful of them act as answers to problem cards so good luck drafting them. If you want a quality blackjack roguelite then get Black Jacket instead.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 2.29/day in the week to Jul 31 → 4.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Traditional Chinese, French, German, Spanish - Spain, Japanese, Portuguese - Brazil, Russian
Hours played at review time, across 183 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
the game looks nice, and there are a good chunk of fun moments that you experience in your first few runs until you find yourself playing 500 games of rock paper scissors with a brick wall. then the illusion starts to break down. very early on you may notice the number on your opponent's board that tells you when the opponent will stay and no longer hit, (often 17,) and i remember distinctly feeling offput by how simple this was, but unfortunately it is that simple. - there is a golden number for your deck where it is statistically correct to hold, and it's just a matter of doing this 500 times until the game eventually ends with you or one of your opponents as the victor, HP loss is too punishing from a bust, it almost always outweighs trying to play a little greedy for a blackjack by orders of magnitude, (6 busts without healing flat out kills you, and the out-of-combat healing is often trickle-fed) you do get some reward for hitting blackjack, but due to cards like (rules card) that change the blackjack number of the opponent to 20, or 22, trying to reliably go for 21 and will just flat out get you killed in the long term. other roguelike deckbuilders have enemies which present problems you're asked to find the answers to (like building to hit 20 against rules card), "that will become a problem later- i will fix it by doing this"... however some enemy decks pose problems that are generally not cleanly solvable with the amount of control you have, (enemies that play exact copies of your deck, enemies that give or take cards away, enemies that heal for far too long just to make it more tedious, enemies that consistently hit ~ 18 - 20) when making your deck, the cards you find are like (rules card) and are just simply too free and consistent not to take, or are just too far fetched to matter without more work than they're worth or more work than is even possible, you end up with a pile of "goodstuffs" every run, you aren't rewarded for taking weird cards or trying new strategies/synergies, the only incentive is completionism, and i usually love that stuff but here its too punishing to take cards that will be inconsistent at best (unless you're playing with a deck that has so many cards it doesnt matter anyways) the saving grace with this game is also a huge thorn in it's side - being able to activate card abilities or play cards from your hand is one of the few things that makes it fun and dynamic, finally ! some agency ! - unfortunately if these cards don't quickly win you the fight, you will find yourself back in war of attrition mode with no more game to play until the next fight. you aren't guaranteed any good ones so you better get lucky and get that free goodstuffs! (oh and the "advantage" you need to spend to play cards and activate abilities isn't always guaranteed either, that can be rng too!) the gimmick of the cards doing random stuff is really fun, and i do like it. but after you identify what cards are always free and which ones are more gimmicky, you just snap take any of the goodies, which takes away from the pile of random stuff to scrape by feel that i was hoping i would get when playing (it also causes a lot of clarity issues, a lot of the face cards look so similar you might forget that they are doing something different, and it can cause you to randomly lose, or not use somthing that could have saved you... which is not so fun) TLDR: it feels like the game needed more work, the game feels "solved" very quickly, the game is very low agency in and out of combat, and the game is just tedious to learn and play. the game is casually fun and interesting for a while, but for me that replayability and interest died out pretty quick.
Finally got to this in my backlog and I gotta say, I really don't understand these negative reviews. Despite its looks, this is just as strategic as Balatro and honestly a bit more my speed. The crux of the game is leveraging your odds and knowing when to throw in the towel. Your goal is not to play as many cards as you can to get some crazy number, it's about making smart choices and ideally getting a really nasty deck. I went back-and-forth against the President with a few duplicated Hierophant cards and a couple business cards for a good 10 minutes before losing to a dragon, and I think that's the beauty of a game that really leans into what it wants to be like this does. The sound design and music is fantastic, the gameplay loop eases you in while still refraining from becoming mindless, and is absolutely rife with references (don't think I didn't see what you did with the Bard's chip count). There's about every "King" or "Queen' pun you could think of (shoutout [i]Queen of the Stone Age[/i]) and such a variety of cards that you're encouraged to keep playing whether you're winning or losing — which I think is the most important part. There's also a surprising amount of customization through your "tavern ID," which only further invests me in both the gameplay and tavern-crawling environment. I'm glad to see the Balatro developer himself endorsed this, but sad that people have compared this so unfairly in the first place when this already stood out among an extremely saturated genre at launch. This truly feels like a dungeon crawler and is even bite-sized enough to run on my MacBook, which is something that understandably fewer and fewer devs are allowing but certainly wins it bonus points from me. Check it out.
One of the best roguelike deckbuilders ever for me, but one of the most frustrating games to 100% Dungeons & Degenerate Gamblers is made in such a way that even though it's based on Blackjack, you have vast absurd means to interfere with how the game plays out. In a way I think it's genius. There are so many cards, I mean, cards, not the numeric cards but rather cheat cards, these are your tools to mess with your opponents play, but the same goes for them, they will hijack you back too. The goal is forming the most unfair deck to ensure nobody can win against you. Due to game's nature, every run is kind of funny and chaotic. Rng still exists but you have a lot of ways to manipulate it as well. And if you don't know Blackjack, it might be a very good opportunity to learn it through this game since it teaches you super quick. I have nothing negative to say about the game itself, maybe except there could be PvP mode, it would probably a banger but oh well, achievements rant below: As for the achievements, ugh. Beat the game with every starting deck 5 times (to unlock their corresponding max difficulty) among 17 unique decks. Not to mention some of these decks are horrible to play on the highest difficulty. And then there's this massive card pool, and you'll have to beat the game using each of them at least once. It's a grind fest of restarts and more runs. But all in all, Dungeons & Degenerate Gamblers gets a solid A+
this has got to be one of the worst games ive ever played. out of curiosity i restarted the game 50 time. the first hand is a guarenteed loss. the ai is actually RIGGED to win the first hand. 38 times it got a 2 card 19 or 20, 10 times it got a 21 and in all 50 restarts it doesnt lose the first hand. if your game is literally rigged from the start than youre actually garbage game developers.
addicting gameplay, no real financial concequences.
3/5 A fun game overall - I would give it a lukewarm recommendation. I feel as though I enjoyed the game more before I realized that most decks boil down to one of a couple of strategies with different coats of paint. Those strategies are fun enough and can be interesting to get to, but with the ways the game has to optimize your deck early, the time you spend getting to that point is usually not that long.
[h1]Dungeons And Degenerate Gamblers Review[/h1] [h2]Positive[/h2] [list] [*] Art is decent. Each area has its own board theme. The card artwork is generally decent. [*] There's room for cleverness in how to spend advantage, even if the number of choices you have is very constrained. [*] Blackjack is a fun theme. [/list] [h2]Negative[/h2] [list] [*] There needs to be more cards/trinkets. I feel as though I see the same cards over and over again. [*] You have a very limited number of choices throughout a match, and most of your time is not spent thinking. [*] Generally, you can play this game drunk/high and probably win more often than not. [*] A significant portion of the starter decks are not very distinct. [*] Despite being thematically different, the areas don't feel mechanically distinct to me. [*] The writer(s) frequently use authorial narration to let you know the blackjack game runners are evil. It gets tiring and there's nothing to substantiate it other than the employees' occasional distress. The game spends a lot of effort telling you why the people are bad and not showing you. [/list] [h2]Summary[/h2] Overall, it's a mediocre deckbuilder that mostly plays itself. The theme is decent, but the writers bash you over the head with their opinion too much.
[h1] Summary [/h1] [b]Dungeons & Degenerate Gamblers turns Blackjack into a roguelike deckbuilder, but misses the mark entirely.[/b] Instead of being excited to explore all the new cards and abilities, you are punished for engaging and forced to play a narrow, mindless, and boring strategy if you want any chance of winning. Playing on higher difficulties just makes refining your deck into that strategy more annoying than anything. [h1] Introduction and Mechanics [/h1] You start out with deck selection where the first decks you unlock are small decks comprised of just each single suit from a full deck. Later unlocked decks are primarily the same thing but with a couple cards changed or added for a gimmick. Completing a deck on any difficulty unlocks the difficulty up for that deck, which changes a game rule or adds a card to your deck which cannot be removed. This game draws a lot of comparisons to Balatro and I see some similarities; this is no exception: deck and difficulty selection feels very similar in concept. And of course, they're based on a deck of cards at their core. Once you've started your run, you're mostly just drawing in hopes of getting lucky enough to draw high without busting, aiming for 21 as you'd expect from standard Blackjack. Base damage dealt to the player or CPU is the difference in your hand totals with busting counting as 0. Each suit has a special ability when you reach max hand value (21 by default): hearts heals you, spades give you shield/blocks damage and expire at the end of the fight, clubs deal extra damage, and diamonds just give you money to spend. You start with a small collection of chips and early on and gain them from fights. This is the game's currency and you spend them in shops or events. The most notable event is near the start of almost every run: talking to the Counterfeiter, who allows you to increase or decrease the value of any numbered card in your deck for a small cost. You can also expect a few events through the run that allow you to prune your deck with varying levels of efficiency and control. It wouldn't be a deckbuilder if you were limited to just your starting cards though, so through the run you are given the opportunity to buy and trade additional cards, many with special effects or abilities tied to them and most with a numerical value as well. At some point early on, you may think that if the goal is to get a better total than your opponent and you're essentially playing Blackjack with abilities and card effects, you should be able to increase your max from 21, right? Well yes, but not really. One special card, the Rules Card, allows you to change the hand max to 20 or 22 for either you or your opponent. It's not even a stacking +1 or -1. Just 20 or 22. That's it. This is such an astronomical miss in game design, it's almost comical. Okay, the first obvious way to make the game fun was a bust. What about the special cards and their abilities? Well, most of them don't really help you reach a high total in any meaningful or consistent way and rarely have any synergies with other cards. A small selection of cards are offensive and can be used to try to bust your opponent or ruin their strategy, an even smaller selection are helpful for reaching a high total, but most are just random effects that once in a while sound clever or interesting on paper until you realize it just sucks if you're trying to win with any level of consistency. The collection of helpful cards are insignificant and diluted by such a huge mountain of trash that card effects in this game are basically a bust as well. [h1] Gameplay [/h1] So with all that, what does a run look like? How do you play well? What wins? What's bad? There is one singular goal: Get as close to 21 as possible. How do you do that? Just like in normal blackjack, your best strategy is drawing plenty of 10-value cards and aces/ones. This means off the bat, almost every special card is a no-go as they aren't an ace, 10, 1, or 0 value card. [b]You are discouraged and worse off for interacting with most special cards, leaving you with a bland deck.[/b] We are given toys and punished for using them. You will start almost every run off going to the Counterfeiter as he appears only a few fights into almost every run. In the rare case he doesn't, you reset. You'll change as many number cards to 10s or 1s as possible, ending up with something like a deck of 1 1 1 5 6 7 10 10 10 J Q K A. You'll draw until you see a total of at least 12 (hopefully 20 or 21), standing, and hoping your opponent doesn't pull some nonsense or beat you. Once you've played through your entire deck in a fight, it's reshuffled and you draw from it anew. Praying you hit only 10s, your ace, and 1s while avoiding your middle cards will be your strategy. This will be what you do every single battle. You will likely be able to prune a few mid-value cards from your deck during your run. If you're running a basic 13 card starting deck, you might just end up with no mid-value cards at all. There's the occasional 0.5 card (like an ace, except 1 or 0 instead of 11 or 1) you might be able to pick up, or the Rules Card (with a value of 0) which changes the hand max as described above, but that's mostly it. This is the game. Do this until the end, over and over. Higher difficulties just annoy you by increasing the strength of enemy decks or adding a 5 with annoying mandatory effects into your deck, which you cannot remove. There's an "advantage" mechanic I haven't even mentioned because it's [i]almost[/i] pointless if you avoid most special cards. And you will, because you don't want to lose. Once you've gotten to the final boss, do the same thing you've been doing to draw 21s, slowly whittle their HP away, and beat the game in the most boring way possible. Oh, and don't you think about using the Rules Card against the final boss, because the game stops you by literally just giving them a speech bubble saying "No! I make the rules here!" and your card is nullified. One of the few useful special cards is outright nullified in the final boss fight because the game said so. Not even from the boss playing a card that negates or counters it. Just ♥♥♥♥ you, that's why. How insulting. [h1] Final Thoughts [/h1] This game is just hot garbage. It had opportunities to be fun and interesting but decided that was too reasonable, so let's not. It's astounding this game has a "very positive" rating on Steam, but I suppose that's because people got blinded by a pixel art aesthetic which *can* have some appeal. That, and the publisher. I gave it a fair chance and played through much much more than I should've hoping it got good. It doesn't. Don't bother. If you want a card-based deckbuilder that rewards you for interacting with its powerups and added mechanics, go play Balatro if you somehow haven't already.
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