
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
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! :(
tentative recommend, have played nearly 30 hours on top 2 difficulty levels but haven't made it out of Act I yet. >< I restarted after ~10hrs due to a suboptimal starter deck choice I made at the beginning when I didn't understand the game which ended up being too difficult to adapt [h3]Pros:[/h3] → extremely deep combat system, utilizing cards along with a position-based grid for combat → each character has three schools to specialize into with unique mechanics, creating a wide-ranging set of builds (good variety, can spec into damage/support/DPS/summons) → three characters on your team plus this huge range of options = potential SYNERGIES GALORE → the skill tree grid thingy is really cool and exciting, lots of different nodes to provide new cards, card rank-ups, card removal/respec, stat boosts, passive traits, and so forth. gives you a lot of agency over how you can progress your build. → if you like overanalyzing things, this is a theorycrafter's wet dream (thought maybe overanalysis has been my downfall here) → super flexible difficulty adjustment (change at any time, including toggling permadeath) [h3]Cons:[/h3] → the game is TERRIBLE at teaching you how it works. the tutorials are minimal and there is very little info online so you basically need to test things out to understand the intricacies of how anything works. how many cards do you draw? is there a hand limit? what's the range on a "melee" skill? how much SP does each card generate? this is just the tip of the iceberg, I've had so many instances of "wait so how does this work?" and then I test it and it works in a different way to how I expect and I get screwed. → the predicted number of how much damage a card will do is [b]wrong[/b] in a lot of cases! definitely when multi-hit is involved, and sometimes when buffs/debuffs are involved (which is often!). I've been playing with a calculator open on the side so I can work out how exactly how much damage my cards will do before committing to any actions (because if you don't, you will die) → UI is very frustrating - it does not telegraph a lot of important information and a lot of it feels very clunky. would love to be able to see an informative decklist like: 5x Bleed, 3x Crit, 2x Guard, 10x Attack, 4x Melee, etc. → inventory management is a bit of a PITA, there are a LOT of equipment slots, plus card slots and runes. optimizing does make quite a difference so if your brain gets sucked into math problems (like mine) you can end up spending a lot of time re-jigging everything when you receive a new set of equipment -- probably a bit *too* much complexity in this area to be fun → the little exploration / camping mini-games are interesting but again, quite complicated and not taught well. [h2]Conclusion[/h2] despite my rants above, I am obsessed with this game and am upset to be going on holiday which means I can't play it for the next 5 days. some elements are a bit overthought / overcomplicated but at its core it is an excellent deckbuilding tactics game (just with major UI issues which makes it often frustrating to play!) would love to see a patch or a mod that fixes all my gripes with the game. I think it's like 85% there. a detailed wiki would also help.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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
良かった点 ①デッキ構築+ハクスラ+3人パーティーなのでシナジーやビルドが無数に存在する。 ②アクトごとに敵が強化され苦戦を強いられるが、育成が追い付いてくると嘘みたいに楽になっていく良レベルデザイン 気になった点 バフやデバフの効果が直感的でなくちょくちょく勘違いからミスを誘発した
Campaign mode allows you to "farm" for lvls/itens before going to the objectives, making the mode quite easy... Realm mode seems flawed imo, not having the quality of other roguelike like slay the spire. Therefore, I cannot recommend this game.
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
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
👍
Красивая рисовка, великолепная музыка, приятный визуальный стиль. В игре отличная боёвка, не имеющая процентных механик типа критов или промахов. Каждый класс имеет 3 специализации в соответствии со статами сила, ловкость, интеллект, но при этом нет жестких ограничений; вкупе с широкими игровыми возможностями можно собрать персонажа как захочется. Сюжет интересный и длинный. Разработчики много трудятся над улучшением баланса. Безусловно, это один из лучших сюжетных роглайков. Что до минусов, хоть это и очень субъективно, но тяжело играть без хила, особенно это касается бесконечного режима. Может я что-то делаю не так, но без клирика через хилл очень трудно. И самое обидное, что только у неё есть сильные хилящие карты, позволяющие адекватно лечить команду, что приводит к обязательному её наличию в тиме.
일단 한글이라는 점에서 bbbbbbbbb 한글화가 매우 꼼꼼하게 잘 이루어져 있다. 카드 덱 게임이지만 장비라던가 덱의 종류가 매우 풍부하고 스킬도 매우 방대해서 여러가지 맛난걸 잘 섞은 느낌. 타격감이나 경쾌함도 마음에 든다. 할인가에 사면 개이득
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.
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