
A roguelike deckbuilding game in space! Explore randomly generated systems, enemies and strange encounters. Build your deck, survive and reach For The Warp gate!
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About
For the Warp is a roguelike deck-building game in space!
Discover and add new cards to your arsenal and increase your chances of surviving. Explore procedurally generated systems and fight your way to the warp gate
Encounter allies and foes, ancient civilization ruins, unlock powerful technologies and ships.
History:
You assembled a ragtag team for a dangerous trade route, but suddenly the nearest warp gate was destroyed. You have no option but to take the longest route and deliver your valuable cargo to make a hefty profit... Just survive and reach for the warp gate!
Features
8 ships, 120 play cards, 34 equipment cards
Explore procedurally generated systems and fight your way to the warp gate
Encounter allies and foes, ancient civilization ruins, unlock powerful technologies and ships
Discover and add new cards to your arsenal and increase your chances of surviving.
Pixelart by Kirokaze
Synth-pop music made by Martyn Stonehouse
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Portuguese - Brazil, Portuguese - Portugal
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
Навеянный FTL декбилдер! Очень классный! Долго лежал в библиотеке, пока как-то раз не наткнулся на него и прям ни разу не пожалел! Стилизованный пиксельарт, чиптюн и классный геймплей! Эдакий ретро Breachway ) Вариативность задает рогалик-составляющая! Есть интересные секретки, ради которых стоит постараться и поисследовать игру. Рекомендую всем любителям жанра,
ᓚᘏᗢ The gameplay variations between the 8 ships you can play, and the finely tuned balance of the game, make of FTW the most addicting deck-builder I have played so far. Also, forget comparisons with FTL, they are irrelevant.
TL;DR: The art and music can't redeem a card game with only 120 cards. The game gives an illusion of a deeper game at first, but every system in the game is mechanically flat. + Music and graphics are top notch IMO. Probably some of the best in the genre if you ask me. - UI is *fine*, but takes some getting used to and never really feels good. Almost every bit of player feedback feels sluggish and lerpy. - Map travel is pretty weak. A lot like FTL except on a grid, but it doesn't do much to make that worthwhile. Limited movement choices in FTL forced each choice to matter. In FTW it is trivial to avoid almost all enemies, but you generally need to fight for fuel to get around. Effectively you are able to build your deck at your own speed, which sounds nice but makes the game a little pressureless. Yeah I know, it's space. But the only things you really do are move around, buy stuff and kill enemies. You don't ever seem to rescue or defend anyone, seize an objective while fighting off an overwhelming fleet, make enemies rout to avoid heavy losses, hide, or flee. You just find fights, and win or die. You can explore temples but they are even flatter than the combat, just a simple gambling of fuel for credits and damage. Oh yeah, you can find crates, which might... give you credits or fuel or deplete your HP. Ok. There are special encounters but they are generally just shops. So what gameplay experience is the grid map really serving here? Maybe just a way to differentiate from FTL, but it falls flat. - The actual mechanics of combat are simplistic. There are a few "synergies" but they all boil down to a very basic HP/damage calculus in different ways. Few strategies feel particularly slick, since the cards are designed to work hand in hand with each other in the ship builds. FTL's combat was great because there were many ways to go about it. Each strategy felt different, but in FTW everything seems to have one degree of separation from HP/damage. Maybe I'm holding this game to too high of a standard, especially since card games can be a much more limiting medium. FTL made you feel clever for using fire/radiation/asphyxiation/ion-stunning/evasion because ships were systems of systems. In FTW they're just kinda... Spaceship-type Pokemon. + To put the last point a bit more optimistically: If you are currently learning how to add and subtract, this game can be a great learning aid. We're all rooting for ya, buddy! - The first-turn issue bears mentioning. A lot of people mention this and I tend to agree. The first turn of a combat, you draw three cards instead of five, and this generally means being unable to defend yourself on the first turn or two if you don't draw the right cards. Since healing is scarce, this means combat is categorically penalized and therefore so is exploration. - Deckbuilding has its ups and downs. The ships and the card list are a bit too tightly designed along a few different mechanical synergies to allow for much creativity in approach. I think this could be solved if there were more interacting sub-systems in the game (sub-ship systems, or deeper drone/missile/ship interactions). Most have two or three cards that interlink so synergistically that most of the time adding a new card is a bad idea because it just waters down a good deck. It feels optimal to refuse about 80-90% of card draw rewards. Still, this card draw scarcity often forces you to try to juggle a couple of tactics at the same time, so I do appreciate the "tension of strategies" which I think is a hallmark of good design. - The card list is way too small. There are a few "builds" implied by the design: Antimatter, Plasma, Drone, Ignite, Boost/Redraw, Discard, and Shield. And here's the major gamebreaking flaw: None of these systems interact with each other whatsoever, with rare exception. They are isolated and self-contained, and there are only about 6 cards that relate to each synergy. So while exploration and discovery feels good at first, you soon learn that all the cards have been unlocked from the beginning and there will be no new depth to this game. - Balance is subtly ♥♥♥♥♥♥♥. Feels fine before you branch out. Then you realize Antimatter, Plasma, Ignite and Discard builds are utterly pointless because they don't have any powerful cards or interactions. Then you realize no deck can survive without a lot of Boost and card cycling, which points you at the Capacitor Cannon, a weapon so utterly broken that it disrupts any deck you add it to. + Yeah, it's still fun. I know I'm complaining a lot but it's not a bad game. It's well-balanced, and that HP/damage thing I keep ragging on is still pretty high quality. I ended up changing this from a positive to negative review. I really do feel somewhat deceived by the early experiences of this game, maybe just through genre expectations. Everything about the game seems to imply there's more to unlock and learn, but there really isn't.
Recommended on sale for fans of roguelike deckbuilders and a space theme. Some visual polish and a bit more content would have helped it rise a bit higher but still worth a play, though I would recommend you check out Cobalt Core first if you haven't. +Art style, backgrounds +Music +Variety of ships to unlock/use +Exploration, variety of events +Nearby encounters visible +Turn-based card battles +Variety of ship equipment, cards +Shields persist after turn +Draft mode, choice of starting cards -Blurry, low-res visuals -Barebones options, no rebinding -No voice -No story -Some balance issues -Limited healing/repair -Autosave only -Can't see shield value outside battle -Short, ~2-4 hrs
I think I'm mostly going to mirror what a lot of others have said. I beat the game on normal on my fourth or fifth play through. It was a bit of a challenge figuring things out, but once I became a bit more patient and choosy about what to add to my deck, the game turned into a breeze. I went from checking every inch of the first three maps to rushing through to the end of the last two with a super over powered deck. I was kind of hoping the last boss would at least provide some surprise challenge, maybe revealing an additional form or something, anything really... it was a pushover like all the others. Looking at all the cards on display so far, I don't see too many other possible viable alternatives that are nearly as strong. Starting off with one extra energy really makes things easy. So while I have enjoyed this game, it didn't really measure up to other games like it that I've played before. Balatro and Slay the Spire both end up being just that much more polished and addictive for it. I don't feel like I'm unlocking very much from play through the play through and the amount of repetitiveness really kills the fun. There need to be more interesting battles so maybe more enemy types would be a start. There needs to be more creativity allowed both for the developers and for the players in their strategies. Well, hope that helps you decide whether you want to buy this game and the developers in case they decide to try and improve this game or make a similar one to it. Buy it on sale.
It's an ok deckbuilder, though some design choices are frustrating. The theme and map levels are neat. The lack of a discard pile means the card frequency is pure randomness, so most of the strategy is to find the smallest possible combo while pruning your deck of the rest, or abuse redraw mechanics. This and the game difficulty being not super forgiving, I would only really recommend the game to card game veterans who can offset the odds in their favor.
of all the card-rogue games i've played, this one is the weirdest not using your whole deck, but every round drawing from the same pile is definetly a choice but this games RNG is pure ♥♥♥♥♥♥♥♥ sit i an 1h run and out of the blue someone does double your HP in damage, gl hf tanking that (spoiler, you cant) tried liking the game, nah, not having a chance to change any outcomes sux also some weird bugs happened, i had to restart the game, suddenly had an old run in continue, after another restart no continue at all cant recommend
Love the visuals of this game, but as another review mentions, the game suffers quite a bit from the "RNG grind" where you spend a long time one game and then the boss is just unfairly strong and you will be back to square one, except for maybe unlocking a new ship. Even so it's pretty fun.
For The Warp is an absolute gem of an indie title, a fast-paced, turn-based roguelike that masterfully blends strategic deck-building with thrilling space combat. The game shines with its "just one more run" addictive quality, making it easy to sink hours into exploring its vibrant, retro-styled galaxy. The core gameplay loop is incredibly satisfying. You build a unique, powerful deck of cards to manage your ship's resources, weapons, and defenses, and every encounter feels tactical and meaningful. The combat system is easy to learn but offers plenty of depth for those looking to optimize their strategy and synergy. Visually, the game is a treat. The pixel art style is charming and full of character, perfectly capturing a classic sci-fi aesthetic. The dynamic environments and enemy designs keep things fresh, and the soundtrack perfectly complements the adventurous atmosphere. What makes For The Warp truly stand out is its engaging progression system and high replay value. With a variety of playable ships, numerous random events, and different paths to take, no two runs are the same. You are always discovering new card combinations and strategies, which keeps the experience exciting and rewarding. Overall, For The Warp is a fantastic, well-executed game that delivers an engaging and delightful experience. It's a must-play for fans of deck-builders and roguelikes alike.
After 7 hours I finally managed to beat the game /tableflip. Apparently it took me long enough to figure out that it isn't all about having a big deck but all about having a small enough set where you could have a healthy rotation going despite the odds of drawing. This game doesn't have a separate discard pile and a draw pile which did make it quite tricky.
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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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