
Erannorth Chronicles blends old-school card strategy with deep RPG progression in a vast sandbox world. With no fixed story, revel in unmatched freedom and limitless character customization.
Modeled estimate, not a reported figure. How we estimate →
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/day in the week to Sep 1 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
About
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Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Super Slay the Spire that's open world. 3x the number of race and classes you can be compared to a roguelike. Very solid game with a ton of different ways to build your character, and die later on.
Dev degenerated to aislop for their third game. Do Not Touch.
It took me 64hrs spread over multiple years and characters to beat Conquest 1st time. And I went cheap way with Angel Knight against easiest endgame. Boy, it still took me 3 or 4 tries to get final battle right. What a joy. For those unfamiliar this is card game about building your character. Equipment is a card, consumables are cards, abilities, allies, enemies, trade commodities - everything is a card. You also get to trai your character with skills and attributes plus you also get perks, which further define how well your cards perform. Despite using stock graphics mostly game is still visually good enough. Sound effects are mostly on existent and sometimes are quirky, but music is okay. Overall, this is ultimate deck builder with strong RPG element and thousands of cards.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Are other deck builders too shallow? Do you want nearly unlimited deck building opportunities? This is the game for you! With all of the DLC (which is quite steep in price, to be honest) the game has over 6413 unique cards and 1011 unique enemy types to fight at the time of this review. This game has the feel of a traditional roguelike with a modern deckbuilding twist on top. If you're a theroycrafter and enjoy trying unique builds in your card games then I can't recommend this game enough. It's truly a sandbox for you to play in.
[h1][b]4/10[/b][/h1] Complex deckbuilder, but combat & cards completely ruin what looks like an otherwise extraordinary game. Deciding factor for me was the cards. I think I could get past the combat and enjoy the game otherwise, but the cards are just terrible so it kills my ability to look past combat. I'm guessing the game is more appealing if you play it for the exploration and progression, but I still can't recommend it to the vast majority of people due to overwhelming complexity. [h2]Pros:[/h2] - Insane number of cards and builds and backgrounds and... everything. Kind of both good and bad since most people won't be able to handle the complexity - The world looks incredible. Kind of gives some Heroes of Might and Magic 3 vibes in a way. Colorful and alive with much to explore (or so it seems) [h2]Mehs:[/h2] - Music is very repetitive and irritating much of the time. Usually doesn't match what's going on in the game - Game *tells* you too much and doesn't *show* you enough [h2]Cons:[/h2] - Combat feels bad. No one moves, nothing seems to happen, which makes it difficult to know wtf is going on. Few sound effects. Looks very cheap. Extremely anemic - Cards are terrible. Bad art, horrible text, boring, little/no animations, tons of filler & fluff cards that slow down combat. If cards are so bad I don't like having, using, or collecting cards... why would I want to play? - Text is tiny. If I turn up the size, it doesn't affect everything and it distorts everything. Very poor design in this sense - In combat, all characters tend to blend into busy backgrounds too much - Entire game feels like it was made by AI
Erannorth Chronicles is an unapologetically deep and systems-driven sandbox card RPG that prioritizes freedom, customization, and long-term mastery over accessibility or hand-holding. Developed and published by Spyridon Thalassinos, the game feels less like a conventional video game and more like a sprawling tabletop ruleset brought to life in digital form. It blends elements of roguelikes, deck-building card games, and classic role-playing progression into a dense experience that invites players to experiment, fail, learn, and gradually carve out their own legend within an open fantasy world. From the very first moments, Erannorth Chronicles establishes the scale of its ambition through its character creation system. Instead of choosing a single class or archetype, players assemble their character from multiple layers such as race, organization, profession, specializations, and traits. Each of these choices influences starting attributes, available mechanics, and—most importantly—the initial and evolving card pool. This layered design allows for an enormous variety of builds, from heavily armored spellblades and summoners to stealth-focused tacticians or chaotic, risk-reward driven hybrids. The game does not guide players toward “optimal” choices, instead trusting them to discover synergy through experimentation. At the heart of the experience lies its card-based combat system, which goes far beyond traditional deck-builders. Cards are not merely attacks or skills, but representations of your character’s abilities, training, affiliations, and even worldview. Combat is turn-based and highly tactical, requiring players to manage resources, timing, positioning effects, and long-term consequences across encounters. Decks are fluid rather than static, and adapting your strategy mid-run is often essential to survival. Victory is rarely achieved through raw power alone; understanding interactions between mechanics, statuses, and card sequencing is far more important. The game’s structure is deliberately sandbox-oriented. There is no rigid main storyline pushing the player forward, and no checklist of mandatory objectives. Instead, Erannorth presents a world filled with encounters, locations, factions, and emergent events, allowing players to define their own goals. You might focus on becoming a master of a specific combat discipline, hunting rare enemies for powerful rewards, or simply testing how far an unconventional build can go before collapsing under its own complexity. This lack of narrative rails gives the game a strong sense of agency, but it also demands self-motivation and curiosity from the player. Erannorth Chronicles’ depth is both its greatest strength and its most significant barrier. The game offers thousands of cards, hundreds of perks, and an immense number of interacting systems, but it explains them sparingly. New players may initially feel overwhelmed by the interface, terminology, and sheer density of information. Success often comes only after repeated failure and gradual understanding, making the learning curve steep but rewarding. For players who enjoy theory-crafting and long-term planning, this process becomes part of the appeal, turning every successful run into a personal achievement rather than a scripted victory. Visually and technically, the game adopts a functional, minimalist presentation that keeps the focus squarely on mechanics. Artwork and UI elements are serviceable rather than flashy, reinforcing the feeling that this is a systems-first experience. While it may lack the visual polish of mainstream card games, the clarity of information during combat and deck management remains sufficient for experienced players. Sound design and music play a subdued role, supporting the atmosphere without distracting from strategic decision-making. One of Erannorth Chronicles’ most powerful features is its openness to customization and community involvement. With full Steam Workshop support, players can modify nearly every aspect of the game, from cards and enemies to entirely new mechanics and modes. This transforms the game into a platform for experimentation, where the line between player and designer becomes blurred. Combined with optional expansions that add new events, lore, and challenges, the game’s longevity extends far beyond its already substantial base content. Ultimately, Erannorth Chronicles is a game that knows exactly who it is for. It is not designed for quick sessions or casual engagement, nor does it attempt to simplify its systems to appeal to a broad audience. Instead, it offers a dense, highly customizable playground for players who thrive on complexity, autonomy, and strategic depth. For those willing to invest the time and mental energy required to understand its systems, Erannorth Chronicles delivers an endlessly replayable experience where mastery feels earned, experimentation is rewarded, and every run tells a story shaped almost entirely by the player’s own choices. Rating: 7/10
was excited to try this, but when i started it became apparent that there is a bunch of AI generated slop in this... will avoid this dev until it's removed :/
The customization is every bit as complex and immensely varied as the game claims to have. This is a good thing. What is not a good thing is that every single card has multiple effects, and from what little I saw in my hour of trying it out the majority of them were pretty overwhelming -- this game doesnt work with simple things like 'enter stealth' or something like that. instead it jumps straight to 'lose 4% concealment, do 4 damage, if losing 4% concealment is impossible, gain 4% concealment'. Playing any of this game as a new player felt like trying to learn to swim from someone giving you a few sentences of basic description of what swimming was and dropping you in a lake.
Atrocious UI , UX, and new player experience. Go play Slay the Spire.
An open-world, card-battling RPG. Tons of cards with lots of complex interlinked mechanics and synergies, making for a ton of build variety. Sadly the game is chock-full of ai art and the developer is full-steam ahead on more genAI assets for his next game. It's just not a practice worth supporting.
Players by region
Where this game's players are, estimated from review languages.
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