
An epic deckbuilding RPG inspired by old-school classics like Ultima and D&D, using modern gaming concepts like roguelite elements and turnbased strategic combat. Lead and nurture parties of heroes. Forge bonds and discover new skills among them. Guide them to unravel the curses laid upon the lands.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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): 0.14/day in the week to Sep 15 → 2/day in the week after.
About
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $5.99−70% | 6Kreviews | 89% | — | $769K |
| $19.99 | 575ratings | 84% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 826 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Like Slay The Spire, the hours slip away... but there are paper dolls to dress up! Lacks the depth and engagement of Trials of Fire. The campaign has little plot or story, so don't buy it for that. But you'll certainly get your money's worth.
- you are shopping an item and it doesn't display what the hero is currently wearing, so you need to click between shop and the inventory - card description says something (Haste Upgrade), but wait a minute, there's a hidden restriction that's not even mentioned on the card maybe it's good eventually, but the latter really got on my nerve (especially the fact, that the issue was mentioned in 2020 and still not patched)
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Every market we collect.
Reviews, worldwide (the counter carries no country): 0.57/day in the week to Aug 10 → 1.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Russian, Simplified Chinese, Spanish - Spain, French, German, Japanese, Portuguese - Brazil, Polish, Korean, Italian*languages with full audio support
| $8.79−56% |
| 79ratings |
| 82% |
| — |
| not modelled |
| $19.99 | — | — | — | 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.
Hours played at review time, across 829 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
怎么形容这个游戏呢,作为一个名义上的卡牌游戏,实际上更像是回合制的暗黑破坏神。作为一个进包的小游戏,其内容量让人有点过载,感叹东亚工作室需要那么拼么,程序员脑细胞不值钱么…… 我列举一下游戏的设计元素 1. 角色:10个人物,每个人物4种初始职业,3种牌组流派。这让初上手玩的我陷入选择困难症 2. 牌库:10*3共30种流派牌库都各有特色,基本上每个人物都有体力、敏捷、智力三种方向,很多是有独特的体制。比如德鲁伊的变熊、召唤、元素三个流派,游侠的箭术、陷阱、战争机器等。每张牌有不同等级影响初始值,受不同的加成,还有两种强化方向。光是这牌库的数值设计就够让一个程序员秃头。 3. 装备:每个人物11个栏位的可装备位置加2个消耗品栏位。每个物品有品质等级(白绿蓝黄)和物品等级(1到5级),可以打孔 4. 词条:不同物品等级的词条强度不一,不同位置装备可容纳的词条不同,类似暗黑2的物品系统 5. 打孔与宝石:装备可以打不同数量的孔,孔有不同的颜色,4种颜色宝石约有20多种效果,每种宝石还有宝石等级。 6. 战场元素:战场形状,前后排,地面效果,阻碍物,战场有益和有害效果等 7. 共4章的战役剧情 8. 单独的爬塔玩法 9. 差点忘了,还有一套小型的营火休息系统 10. 有想起来,还有一套工作量不会很小的纸上地图探险小游戏 ……等等 说实在的,这么复杂的系统不配个3D界面做成Diablo或者POE那样实在有点屈才了。但是反过来说,作为一个卡牌游戏又稍微有点小马拉大车了,玩了几十个小时还是有很多系统没搞明白的,稍微有点偏离卡牌游戏一般来说轻松愉快的氛围,上手难度偏高。 最后,希望这个工作室的程序员们没有猝死,为支持他们的工作打个好评。
I was curious to try a game of this kind and after some searching I settled on this one due to its very pretty art and presentation. The gameplay is great too, in fact I became addicted to it for a few days. It's a coherent and varied little package that while not particularly deep or challenging is very charming and engaging. However the lack of story and RPG elements (beyond stats) means that unless one is totally enamoured with the combat mechanics there is little incentive to stick with the game until the end - and it's a long game.
I got bored with the combat pretty quickly, and this game is 95% combat. I don't feel like I was making any meaningful decisions. Mostly I was just playing whatever cards did the most damage, either directly or indirectly through buffs. Most of the characters seem focused on doing straightforward single-target damage, which makes them feel vaguely the same. Not *really* identical, but not as varied as you'd expect a RPG party to be. There's something wrong when two different flavors of magic user feel identical in niche to a rogue. The main exception was the bard... who was notable mostly because she was very efficient at adding damage buffs to everyone else. Still, it felt like a slightly more interesting variant on doing damage like everyone else. Enemies tend to either select single attack or single defense actions, and any enemy that's taking a defense action is effectively taking themselves out of that round of combat, and you can safely ignore them. This felt decidedly off, that some enemies seemed to effectively doing nothing since all they did was play defense actions. There's a tactical map, which has some pretty odd restrictions, and often feels irrelevant. Your characters can move around, but are only allowed to move to spaces on their side of the map. Characters can attack anyone in their row or an adjacent row, even if they're well back from the front and are strictly melee, which meant there's little difference between ranged and melee attacks. Mostly positioning seems to be about managing who is going to tank any enemy attacks by placing them in front of that enemy. There are a few card combos, but generally you can't play them because you don't retain cards between turns. Card games which facilitate combos generally require that you have a persistent hand, so you can keep cards that are part of a combo against drawing the other cards. Ultimately, all the trappings of a RPG without the complexity and very different roles of different classes from a real RPG made me want to play a RPG instead of this.
游戏很不错,自由度高,适合休闲玩家,看我游戏时间。 而且我看见开发者团队有在认真回复每一个玩家的评论,我觉得这样的游戏怎么都不会太差。
Difficult and fun! I wanted a game that used a deck with cards, and this game satisfied my craving. Lots of different strategies. Seems like there's no perfect META. I use: Fire AOE Mage Catherin as Healer Tanky Bard Cons: I'm a leave-no-stone-unturned completionist. But 1/3 of the achievements are so terribly difficult to obtain. I gave up! No wonder less than 1% of players have them! :(
买这游戏好几年了吧,最近又下载回来准备重玩,离谱的是选完难度进去就黑屏,有声音就是没画面。网上方法基本也试过了,旧存档也删除了,评论里一个一个翻黑屏解决方法,完全没用,真是离谱他妈给离谱开门。。。。没想到时隔这么久我还会给一款几年前买的游戏差评
Очень, очень такое себе. Модный в те времена кардбатлер, с трехрядной статикой, ну впрочем это видно. Много заимствований из классических настолок и скучная JRPG прокачка и т.д. всё это неплохо, но на любителя. Игроки часто жалуются что много гринда, но это была была бы не беда, кабы было интересно. Главная проблема это конечно адовый уровень generic в стиле. Всех персонажей мы "уже где-то видели" кроме тех которых мы точно знаем где видели. А есть и такие например маг выглядит как Нолан (Knowlan) из Battle Chasers. Не зашло от слова совсем, игра конечно затягивает, но интересных и прикольных моментов не дарит. Если таки решитесь играть берите основным персонажем девочку жреца. Без нее трудновато обойтись, а основной персонаж не может покинуть отряд. А так все персонажи вскоре будут открыты в любом случае.
Gordian Quest is an ambitious and multifaceted tactical RPG that skillfully combines deck-building mechanics, party-based strategy, and roguelite elements into a rich, compelling experience. Developed by Mixed Realms, the game draws inspiration from genre heavyweights like Slay the Spire, Divinity: Original Sin, and classic Dungeons & Dragons-style adventuring, yet it carves its own identity through a unique grid-based combat system, strong character development, and a surprisingly deep narrative structure. What makes Gordian Quest stand out is its willingness to blend several game systems without sacrificing coherence or accessibility, offering a game that feels both broad in scope and polished in execution. The story begins with a traditional fantasy premise: a land threatened by rising evil, corrupted beings, and fractured alliances. You take on the role of a wandering hero assembling a team of adventurers to investigate and repel the encroaching darkness. Though the setting leans heavily into familiar tropes, the game builds a sense of atmosphere through solid writing, meaningful choices, and a steady drip of lore that helps immerse you in its world. Rather than relying solely on exposition, Gordian Quest encourages players to engage with its narrative through exploration, decision-making events, and character interactions, lending the campaign an element of role-playing depth uncommon in card-based strategy games. Gameplay is where Gordian Quest truly shines. At its heart, it is a tactical deck-builder, but the addition of a battlefield grid introduces a spatial strategy layer that makes each encounter more dynamic and thoughtful. Characters are placed on a three-by-three grid, and the positioning of allies and enemies directly impacts the effectiveness of attacks, movement, and defensive tactics. Players must consider not just what cards to play, but also where to place each hero and how to anticipate enemy behavior. This elevates the combat beyond mere turn-based card slinging into something closer to a turn-based tactics hybrid. Each hero in your party—of which you can command up to three at a time—has a unique class, skill set, and customizable deck. Classes like the Swordhand, Druid, Scoundrel, and Cleric offer distinct playstyles, from brute-force melee to ranged support and complex magic-based strategies. As characters level up, you can choose from skill trees, traits, and equipment that meaningfully alter their capabilities. This customization is one of the game's greatest strengths. Not only does it allow for a wide range of synergies between party members, but it also supports experimentation and replayability across multiple runs or campaigns. Deck-building is tightly integrated with character progression. Rather than being forced to use a random set of cards, you build each hero’s deck by unlocking and equipping skills through level-ups and gear. This system rewards long-term planning and gives you more control than typical roguelites. The balance between RNG and player agency is well-handled, making every deck feel like an extension of the character rather than a pile of random abilities. Combat, while challenging, is fair—victories feel earned, and defeats usually stem from strategic missteps rather than unfair mechanics. Beyond combat, Gordian Quest also features decision-based exploration segments and story events that provide additional layers of roleplaying. These include moral choices, skill checks, branching quests, and light resource management. Your decisions can affect not only the current scenario but also long-term elements like party morale or future quest availability. These moments help break up the combat pacing and reinforce the feeling that you’re leading a party of distinct individuals through a dangerous, changing world. The game offers several modes, including a full-length campaign, a roguelike adventure mode, PvP duels, and a realm mode that emphasizes replayability through randomized challenges. The campaign is particularly robust, spanning multiple acts, each with its own environments, story arcs, and boss encounters. While the campaign mode offers a more guided, narrative-driven experience, the other modes allow players to dive deeper into the mechanical depth and test different team compositions without narrative constraints. Visually, Gordian Quest uses a clean and stylized art direction. Character designs are detailed and expressive, while the UI is intuitive and responsive. The aesthetic may not be cutting-edge, but it serves the gameplay well, with clear indicators for positioning, card effects, and enemy intentions. Spell effects, animations, and sound design are all functional, though not flashy—more focused on clarity than spectacle. The musical score, while not especially memorable, sets the tone effectively, shifting between ominous and adventurous as needed. Despite its strengths, the game isn’t without flaws. The difficulty can spike unpredictably in certain boss fights or elite enemy encounters, and the tutorial could do a better job of explaining some of the more advanced mechanics. Additionally, while the story is serviceable, it's not always the most original or emotionally engaging. Some character interactions can feel thin compared to deeper RPGs, and the writing, though competent, lacks the dramatic punch that would make the narrative truly standout. That said, the overall package Gordian Quest delivers is thoroughly satisfying. It’s a game that respects the player's intelligence, offering deep systems without overwhelming complexity, and a rewarding loop that encourages strategic thinking, long-term planning, and creative experimentation. Whether you're drawn to tactical RPGs, deck-builders, or party-based adventuring, Gordian Quest successfully merges all three into a cohesive, engaging experience. It’s a rare example of a genre hybrid done right—robust in mechanics, rich in replay value, and layered with just enough narrative substance to keep you invested from beginning to end. Rating: 8/10
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $768.6K | 2.2K | 68% | $19.99 | |
| $768.4K | 1.3K | 63% | $19.99 | |
| $768.3K | 607 | 99% | $24.49 | |
| $769.8K | 9.9K | 86% | $2.99 | |
| $770.4K | 2.4K | 81% | $16.99 | |
| $767.2K | 2.5K | 79% | $9.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $742.4K | 2.4K | 91% | $12.99 | |
| $0 | 9 | 56% | Free | |
| — | 0 | — | — | |
| $2.1M | 4.6K | 84% | $24.99 | |
| $22.1K | 55 | 73% | $17.99 | |
| $906 | 8 | 88% | $4.99 |