
A rogue-like battle game with easy controls. Pick a card each turn as you aim for the dungeon depths and attempt to claim the treasure that the Golden Warden protects as your own.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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 Aug 13 → 0.14/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
Golden Warden is a rogue-like battle game set in a dungeon generated like the Japanese board game of sugoroku.

Choose Action Cards that combine dice movement with various attacks using swords, magic, bows, bombs, and even blunderbusses. Conquer dungeons full of traps that change each time you enter.
Get upgrades, collect gold to strengthen your weapons, take down (or avoid) enemies, and aim for the depths of the dungeon to claim the treasure that Golden Warden is said to guard.
Choose one Action Card each turn that combines movement and attack. Choose wisely as it's what will get you out of your predicaments!
The dungeons are filled with tiles containing various effects. Use the effects of the tiles to your advantage and wipe out the enemy.
As you progress through the dungeon, you can acquire new weapons and upgrades, gradually morphing the way you play. Find the playstyle that suits you and aim for the dungeon's depths.
Genres
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99 | 53reviews | 94% | — | $14K |
| $9.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
曲と行動時のテンポ、効果音の親和性が高く、遊んでいて気持ちのいい作品です。 システム面は理解するまで戸惑いますが、選ぶ行動の結果を表示してくれるので序盤からストレス無く進めることができます。 シャキシャキとテンポ良く動くゲームが好きな人や初めのうちはライトに遊びたい人にオススメです。 ちなみにサウンドトラックは2025年5月から各種サブスク配信も始まっているので、まずは曲から入ってみるのも良いと思います。
マウスオーバーで行動結果や関連状態異常を確認できとても便利 1画面に必要な情報を表示する意図を感じた 繰り返しプレイでキャラクター開放などの要素があり 色んな個性のキャラクターで楽しめる おすすめ
ローグライクとして煩わしいと感じる部分を削ぎ落しながらも、遊ぶたびにプレイヤースキルの上達が実感できる程度には複雑な要素をもっている低価格ながら洗練されたゲーム。 ローグライクのゲームを始めたとき複雑なルールを覚えるのが億劫になることがあるがGolden Wardenには自身の選択したカードがどのような結果を及ぼすのか事前に確認できる機能があるので、ゲームを始めたばかりで何をどうしたら最良なのかわからない、といった状態でもこの機能の補助を受け、なんとなく遊びながらゲームへの理解を深めていくことができる。加えてこの機能があることにより考える部分も減り、疲れにくくなり思考することが億劫になってきた自分のような人間にはありがたい機能でした。 この機能のせいでゲームが単調になるといったこともなく、マス目に存在する爆弾などの環境要素や敵の能力、武器スロット(特定の条件下で手札とは別にカードを保有し次の行動時に続けて発動できる)要素がゲームをすこし複雑なものにしており同時に考える楽しさを与えていたりもする。これらの要素を同時に発動するようにうまく誘導すると、自キャラが即死してショックを受けたり、大ダメージ+敵を一掃!など落ちものパズルの連鎖反応に似た快感を得られ、ゲームをより楽しいものにしている。 個性的なデザインのかわいいドット絵(ドライアドちゃんを追いかけて鉄球をぶつけるのが心苦しくなるくらい)とローグライクの楽しさをギュッと詰め込んだ楽しいゲームでした。
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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, Japanese, Simplified Chinese, Traditional Chinese
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Golden Warden's gameplay is a bit on the simple side, but it's quite neat. It feels very satisfying to go from having to count your every step, to mowing down a row of enemies with a well-timed combo and one-shotting a boss phase. The biggest gripe I have with this game is the relic and card balancing, but even then it's managable. Overall, a neat little and not-too-hard roguelike.
Golden Warden is a creative roguelike strategy game that turns dungeon exploration into something resembling a dangerous fantasy board game. Developed by xpii and published by Waku Waku Games, it approaches the genre with a straightforward control scheme while still providing enough tactical depth to reward careful planning. Rather than directly moving a character and then separately choosing an attack, the game combines these actions through cards, creating an unusual rhythm where practically every decision affects both positioning and offensive potential. The central idea revolves around Action Cards. On each turn, the player chooses a card that combines dice-based movement with an attack. Available offensive options include swords, bows, magic, bombs, and blunderbusses, allowing encounters to develop differently depending on the weapons and upgrades acquired during a run. This system initially seems simple because the player only needs to select a card, but its consequences can become surprisingly complicated. A card offering a useful attack might move the character somewhere dangerous, while a seemingly weaker option can create a much better position for the following turn. As a result, choosing the strongest attack is rarely the only consideration. The dungeon design complements this mechanic particularly well. Golden Warden takes inspiration from sugoroku, the traditional Japanese board-game format, with its environments constructed from tiles that can produce different effects. These spaces are not merely visual markers. Their properties can be exploited against enemies, making the dungeon itself another tactical resource. Traps further complicate navigation, and because dungeon conditions change between attempts, players cannot simply memorize one reliable route and repeat it indefinitely. Each run requires some degree of adaptation. Combat consequently develops a puzzle-like quality. Enemies can be defeated, but avoiding them is also presented as a legitimate strategy. This gives the player more flexibility than a system that demands clearing every opponent encountered. Sometimes eliminating an enemy is worthwhile because it removes an immediate threat, while another situation may encourage conserving resources and maneuvering around danger. Movement, tile effects, available cards, enemy placement, and potential attacks all have to be considered together, making individual turns more meaningful than the uncomplicated controls might initially suggest. Progression helps keep repeated attempts interesting. Gold collected while exploring can be invested in strengthening weapons, while new equipment and upgrades gradually modify the player's capabilities. The assortment of swords, ranged weapons, explosives, and magical options means that different combinations can encourage noticeably different approaches. Instead of forcing one universal strategy, Golden Warden encourages players to discover combinations that fit their preferred style. A run can gradually transform as additional weapons and enhancements appear, making adaptation an important part of reaching deeper areas. This progression also gives the roguelike structure a satisfying sense of escalation. Early decisions establish the foundations of a build, while later acquisitions can reinforce an existing strategy or encourage the player to change direction. Randomness naturally influences what opportunities appear, meaning success is partly about making effective use of what the dungeon provides rather than waiting for an ideal combination. Players who enjoy improvisation should appreciate this philosophy, although those who prefer completely predictable tactical systems may find the random elements less appealing. Visually, Golden Warden uses colorful 2D pixel graphics that fit its board-game-inspired structure. The relatively uncomplicated presentation works in the game's favor because positioning and tile information need to remain readable. It does not rely on elaborate visual spectacle to maintain interest; instead, its personality comes from its fantasy imagery, weapons, characters, enemies, and compact dungeon spaces. The presentation supports the mechanics without overwhelming them, resulting in an indie aesthetic that feels appropriate for the game's focused scope. Accessibility is another notable strength. The fundamental interaction of selecting one card each turn makes Golden Warden considerably easier to approach than many roguelikes filled with complicated commands and extensive interfaces. However, simple controls do not necessarily produce simplistic gameplay. Combining movement and attacking into one decision actually forces the player to think about several consequences simultaneously. This balance between accessibility and tactical consideration is one of the game's most successful characteristics. There are limitations to such a focused structure. Players expecting free movement, fast real-time combat, extensive storytelling, or a massive role-playing adventure may find Golden Warden comparatively restrained. Its enjoyment depends heavily on appreciating repeated dungeon attempts, procedural variation, tactical positioning, and incremental build development. Randomness can occasionally interfere with carefully planned strategies, while the card-driven movement system may feel restrictive to players accustomed to having complete control over their character. These characteristics are fundamental parts of the design rather than accidental shortcomings, but they naturally narrow the game's audience. Golden Warden nevertheless has a strong mechanical identity. The combination of Action Cards, dice movement, attacks, tile effects, traps, weapon enhancement, gold collection, procedural dungeon generation, and optional enemy avoidance creates an interconnected system where even basic choices can have multiple consequences. The objective of reaching the dungeon depths and claiming the treasure guarded by the Golden Warden provides a simple motivation that keeps attention focused on the gameplay rather than unnecessary narrative complexity. Overall, Golden Warden is an inventive and approachable interpretation of the roguelike formula. Developer xpii succeeds in transforming a simple card-selection concept into a tactical system where movement, combat, environmental effects, and character development constantly influence one another, while publisher Waku Waku Games presents a distinctive indie strategy experience with a clear focus. It may not provide the enormous scope of larger dungeon crawlers, but its compact design is precisely what allows its central mechanics to remain engaging. For players who enjoy turn-based strategy, procedural challenges, experimentation, and board-game-inspired systems, Golden Warden offers an appealing mixture of accessibility and thoughtful decision-making. Rating: 8/10
Good Game.
單向位移特化 的 類將軍對決(? 但是在單次行動上更複雜 有 骰子(數值)+卡牌(技能)抽洗 的要素存在 所有行動(卡牌)都是 位移+行動 後期(無盡)計算量偏大 機制概念框架有趣 但好像少了一點甚麼(可能是自由度(?)或打擊回饋(?)、機制引導(?) 在Rouge要素上的多樣性也偏向不足 畫風調性也不錯 但包裝就是差了一點 總之很可惜
已退款。 类将军对决,但感觉还是将军对决好玩些。
見た目がちょっといいかもと思って購入しました 配られたランダムなカードから適当に選ぶだけ 本当にそれだけで奥深さはなく面白くありませんでした
リズムに乗って気分よく敵を倒してダンジョンを進行するすごろくローグライク。 かわいいビジュアルをサクサク味わえるのが良いですね~
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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