
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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Stats
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
So ... this thing costs money ... and I think it should not. Oh and I'm seeing a ton of paid dlc, great. So from my experience this is very raw, unpolished, unexplained bs. Fairly I created something not very playable where half of my cards do nothing. It was Hag-Monk-Feral or something. Getting new cards is hard and unreliable, half of my cards are non-functional ( like buff companion which I usually dont have, I think I have a Goat which 1 was able to summon once because it seems it needs money to be summoned which I don't have, also I have shapeshift card ... that does nothing, and 10 cards that hit for 1 damage ). Every encounter killed me for like until lvl 3-4. All I did was hitting 1st location. If you fight mobs for too long you get another pack into the fight. It's a hard fight for you ? - Too bad fk u! Battle and stat/skill system is ok I guess, and I could tackle that maybe - but why ? What is the purpose ? There is like 1 game in like 360 days that I played and felt worse. So ... I don't really care about money that I spend on games, but in this case I'd refund.
i gave this a wee bash and was overwhelmed, its like they've put every little thing from every similar genre it has. It looks very promising cause of that but its gonna take some brain power and effort to learn and get into which i just not ready for atm but one day will be!
A guarded yes. It's a very sandboxy deck-builder that relies on the player to make their own fun, whether that be creating the most unstoppable deck without regard for any restrictions, or working efficiently within tight time and resource constraints to eke out a winner, or simply theory crafting from the plethora of race and class combinations. For me I came to the conclusion that I'd prefer a tighter game with a more defined challenge, but I do admire the scope and vision of the devs.
Not for the faint of heart... as some other reviews have pointed out, this is a highly complex indie deckbuilding rpg with many, many, sometimes obscure mechanics. If you are a veteran of the genre, this may be the unique implementation of crunchy mechanics and extensive possibilities you have been looking for. Being an indie title, there are some noticeable polish and QoL features missing, but it does not detract from the overall experience as long as you are willing to dive in head first and refer to the extensive and thorough in-game documentation to fill in the gaps. That being said, this game can have brutal difficulty spikes even when understanding most of the mechanics. However, you quickly learn to reinterpret the mission difficulty ratings based on your specific character build. For me, the sign of a good game is the urge to keep coming back to it in spite of having numerous other steam backlog distractions. This has become that game.
The only game where I can play as a half human half hyena pirate. 9/10.
This game is perfect if you like a system where you can create diverse builds . You can take and evolve your build in an open world rpg or more of gauntlet type game.
There's a good game here, it's just has problems that need to be addressed. First, the mechanics need to easier to read. Why not show the mechanic's definition in layman's terms by placing the cursor over it, like other roguelikes and CCGs? The search bar can be used for a more in-depth version of the mechanic. Second, despite the large amount of choices for builds, there is little balance with crit, shadow strike, and necromancer builds doing significant damage, and the rest chasing behind them. Normally, this wouldn't matter in a single player game, but when enemies become meatshields and do heavy damage in Vanilla and up, that lack of damage is very noticeable. Add in the fact, that if you don't kill the final enemy of a stage in a certain amount of time, reinforcements will appear. Some even stronger than the enemies you fought. Can be frustrating to deal with when low in mana or health, which happens often. Third, the level progression and economy needs to be worked on. After the first two levels, it takes a considerable amount of xp to level up, when most monsters only give 3-9 xp per elimination. Most of your xp gain comes from finishing an entire quest (20-35 xp) and that still requires a hefty amount of grinding. When monsters are a challenge even on easy quests, it becomes tedious. Then the economy gets you with the high card prices and few healing/buff items available at each village. What will likely happen is you'll try normal level quests, realize you don't have the stats for it, leave with sparse hp, and spend most of your money on rest and buying one card. Now you'll have to continue grinding easy quests and hope that the challenging stage in them doesn't knock you out. The game just needs QoL features and balance changes to be solid.
My favorite deckbuilding RPG. An insane amount of content. Truly a "forever" game.
Great game , alot possibility
Unique card rpg with a respectable sandbox.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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