
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.
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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 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
[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
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 :/
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.
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.
Erannorth Chronicles managed to put the art in the hands of AI, the gameplay in the 90s, and the complexity in the hands of an amateur. This game is the definition of "Deal 2 damage if it is raining on a Tuesday" Generic music, generic art, generic sound effects. Everything is a JPEG like an old neopets flash game. Every single mechanic in this game is thrown at you like drinking from a firehose. The UI is completely unacceptable, it took like a good minute to even find out how to turn the annoying music down. Every menu looks like it was designed by a blind person that has never played a video game before. I think this might actually be the worst game I have ever played on steam. Oh, and if you like the $20 base game full of AI art, generic audio, terrible UI, and incredibly poorly designed and unbalanced mechanics: Don't worry, you can buy the rest of the $100 worth of DLC filled with generic AI art, generic audio, terrible UI, and incredibly poorly designed and unbalanced mechanics. If by some god-send the developer reads this: HIRE AN ARTIST. HIRE A MUSCIAN. DON'T USE SYMBOLS WHEN YOU CAN USE WORDS. "& > 14 = Flames/Poison critical mending" is meaningless, your players shouldn't need an ingame dictionary to read your cards. I might as well have to learn an entirely new language to play this game. Seriously, sit someone down who has never played your game, watch them try and play it. Don't answer any of their questions. Just watch as they sit, dazed and confused, at how they have played a hundred other card games that used intuitive keywords and designs, and how none of the cards in your game even remotely come close to be understandable without looking up 9 completely arbitrary keywords, symbols, and interconnected systems. And the pay off for learning all that is the most generic looking and feeling game with the most boring, slow, motionless combat I have ever played. My disappointment is immeasurable and my night is ruined.
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
Atrocious UI , UX, and new player experience. Go play Slay the Spire.
This is like Across the Obelysk but way more serious, Interesting game because has more deep customization and roleplay, expending points on attributes and skills after levvel up, etc. Esto es como Across the Obelysk pero como mucho más serio. Juego interesante porque tiene más profundidad de personalización y roleo, repartes puntos en características y habilidades al subir de nivel, etc.
I'll barely give this one a pass, even though I feel the tagline is blatantly lying about the game. This is one of those cases where an in-between rating on Steam would be helpful. As a deck-builder, the game is fine, but the "deep RPG progression" is not really a thing beyond character creation, which just tweaks what deck you start with, and your perks. It doesn't really matter what you choose, your quests are all the same: go to point A, kill enemy B; rinse, and repeat. There's essentially no role-playing aspect here other than some window dressing. Most of the "quests" involve one or two sentences about the combat you are engaging in. As far as I could tell, your species, profession, etc., have no impact on the story/game. There are some design choices that really don't make much sense, IMO. You start with a ludicrously low max gold, which just has the effect of giving you no incentive to ever sell anything, since you are likely already near your max, and will get no benefit out of the transaction. I found I didn't even really need to stores/towns at all in a play through. I'd just occasionally refill my rations. Also, I don't know if this is a bug, or I wasn't understanding something, but you can see how your cards will update as you level them up; the problem is that the preview of the next level for me ALWAYS showed identical properties to the current card stats? IDK. Seems pointless to preview a change of zero. I'm not sure what the hell was going on there... One positive is that the artwork is pretty nice. If you're going into this for the DECK-BUILDING aspect, you will probably enjoy it; if you are expecting some kind of actual RPG experience, you will be sorely let down by the misleading description of the game.
This game seems more like a deck builder to me. I really like monster train and slay the spire, but they are too short in my opinion to be in-depth deck builders. This game is kinda hard until you start to learn the deck mechanics, even as a game vet I would recommend starting on easy or a "custom setting" and expect to die around level 6 until you get your deck lined up. I would suggest getting the expansions on sale, the base game is ok, but with the expansions it's really good. As it adds in a nice layer of character customization and deck options to keep the game interesting enough to want to build other decks. While personally I think monster train might have a little more fun game loop, this game is more of a game you spend 50-100 hours trying to build a couple epic decks while possibly gathering rare companion cards etc, My profile says I have 12 hours but actual game time is closer to 80 hours and I'm still not done with my first play through and already considering another play through as something else.
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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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