
Dustbound is a deckbuilding survivors-like roguelite where you build your deck by finding lost treasure. Between waves of monsters take time to upgrade your cards and shape your character’s build—then dive back into the fight.
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About
What once was a thriving world is now lost, desolate, and forgotten. Blending strategic deckbuilding with fast-paced bullet-heaven action, Dustbound delivers a relentless gameplay loop that will keep you on your toes. Build powerful decks, unleash combos, and mow down hordes of monsters.


Upgrade your cards to create more powerful versions with better stats and effects
Banish cards to gain temporary stat boosts for your character
Create your own unique upgrade pool in every round
Play the right cards to unlock powerful combos

Discover chests filled with lost treasure and ancient artifacts
Choose wisely which cards and augments to add to your deck
Unlock new cards after each run, expanding your options
Experiment with different builds and synergies

The wasteland demands more than just a strong deck—deploy your drones to the fight
Command up to five drones, each capable of carrying a unique weapon module
Equip drones with modules for rapid-fire attacks, explosives, or crowd-control abilities
Deckbuilding – Discover chests filled with new cards and augments to craft your own powerful deck. With over 100 cards, shape your upgrade pool to suit your playstyle.
Builds and Upgrades – During your turn, sacrifice two cards of the same level to upgrade them. Play cards to equip new weapons and boost your stats.
Horde Survival – After upgrading, dive into the action and blast your way through relentless hordes of monsters.
Sandstorms – Random sandstorms disrupt your vision and movement, adding extra chaos and challenge to the battle.
Pack Openings and Recruiting – Use earned gold to open card packs and to recruit new explorers with unique abilities.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, German*, Spanish - Spain*, Japanese*, Korean*, Portuguese - Portugal*, Russian*, Simplified Chinese**languages with full audio support
Reviews
I am not sure I understand why no one seems to have been playing Dustbound. This game is very good and a quite enjoyable Bullet Heaven that anyone who likes the genre will certainly enjoy. It certainly will scratch that itch of destroying waves of enemies, bestowing a grand beating to the hordes with the occasional boss battle appearing out of nowhere. And returning to nowhere soon! Well, if you have a good build! I think the primary problem with Dustbound is that it needs some polish. There is some cruft from the demo version, and the way the deck interacts with the energy system is not explained well (although you will get it, I think some people may just move on from this game since it isn't demonstrated well). Calling things "turns" and expressing game concepts in that context makes sense to me now, but not when I started. Just the idea that your card plays are limited by energy per turn is a little confusing, and there are tons of ways you could make this obvious to the player and ease people into the game. The "in-between" base is equally mystifying and has a TON of potential if the developer chooses to expand on this. This area is where you get your persistent upgrades between delves, as well as where you unlock characters. This is a welcome departure from the menu-based methods from Vampire Survivors, and makes things a bit more immersive and integrated into the story. However, some of the operation of the area (like buying card packs) are unexplained and don't appear to have ways to alter how those mechanisms work. As an example, a trope of Card Packs is allowing the user to use currency to upgrade to higher, rarer packs as they can afford them. At least as far as I have played, you just pay a base price and get whatever comes out. I will also say that adding more content is almost a requisite, although given the low price maybe I am asking too much. There seem to be few cards, and that may be a limitation imposed by balancing? You definitely can get some awesome builds going, so perhaps I am missing some unlocks here and there. But for right now, there appear to be only three characters to play and two biomes to hunt in, which is a little low by my standards. I think having a bunch of characters would be easy in this game, especially how emergent the mechanics can be. And really, three biomes would make this game a much better journey. Two is just not enough for a lot of players to commit to. Bottom line, if you like Brotato and Vampire Survivors, this game is for you. Stick with it a bit and the mechanics will come to you. This is really a fine little game that is perhaps a little light on content, but the card angle is a new way to handle upgrades, and can result in some neato OP situations. Really, this is just a straightforward VS clone at its heart. And that's a good thing!
Naw. It's just a bad VS clone with a ton of variety of spells - ugly, crappy spells that you can upgrade a lot. But its just not very fun. The card element is completely tacked in too.
전체적으로 엉성하고 조작도 불편함 인디케이터도 거의 없어서 실패한 레벨디자인느낌임. 아직까지는 사지마세영
At best, worth for ~2-3h of play at deep discount - the competition in the survivor field is super high and this just falls below average. The main positive is that the spritework is good. The main two issues are - legibility is really poor as you get a lot of projectiles flying around; and the fact that the game is just trivial with no real goals other than some unlocks you can get done very quickly (which isn't necessarily a bad thing). The problem with the game being easy is that there is no point to engage with the mechanics too much, and it doesn't even feel like there is a lot of depth - you can get more than enough power to easily beat max difficulty from the start of the game by just upgrading cards to max and then spamming stat upgrades, while picking up damage dealing boons. Does not help that there are a couple of bugs and judging from the fact that there is a wishlist button (probably from demo at next fest), does not seem like there was ever even a plan to support it post release. Which to some extent is fair because seems like a small side project, but still.
Cool combo of deckbuilder and reverse bullet hell! I only wanted to have a quick peek tonight, but ended up playing an hour and a half. The onboarding isn't great to put it mildly, so it took me a moment to get the core mechanics, but then it was really fun.
This is the first time I've seen bullet heaven and roguelike deckbuilder at the same time, and so far I'm liking this. There's the bones of a great system in here; the UI takes some getting used to, but you get a feel for it fairly quickly. Looking forward to how this game develops over time.
Really unique game!
oyun kesinlikle kötü değil sadece biraz erken erişim gibi hissettiriyor haritaların iyileştirilmesi lazım sandıkların daha görünür olması lazım patlama efektine ölen düşmanlar oluyor sonradan onun düzeltilmesi lazım
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Trends
Concurrent players on Steam, sampled daily since tracking started.
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.
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