
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.
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 825 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I haven't been playing a lot of games recently, and I really wanted to make an effort and finally commit to something that's not only [I]Marvel Snap[/i]. Maybe chip away at the endless number of game titles in my Steam library. When pressing play on [I]Gordian Quest[/I], I expected it to be a thirty-minute one-and-done try. Thirty HOURS later, I completed the game and quite enjoyed it in the process. [I]Darkest Dungeon[/I] is one of my all-time favourite games, but I feel like I need to build up the commitment and mental fortitude to jump back in, especially when it comes to the sequel, which I haven't played since the release. [I]Gordian Quest[/I] was an endearing gateway for that to happen. I played the game very casually and chill on a normal difficulty. I haven't changed my starting squad once or been crazily min-maxing my specs. I just simply moved from one node to the next, progressing through the story without reading a single thing, eventually reaching a satisfying end of this adventure. This is not meant as a diss to the creatives; it was an approach I decided to take with this game, and the accessible mechanics and difficulty curve allowed me to do just that - and I truly appreciate it. So much so, if there were a sequel in the future, I would gladly make my return to this world in hopes I can continue my journey with my main trio - Catherin, Bertrand and Alphonse. [I]Gordian Quest[/I] has a lovely art style, is pleasant and nice, and I enjoyed myself. [i]Grade:[/i][b] B[/b]
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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 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.
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 828 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game is good, but was abandoned just before it reached its potential. There are several issues with the UI, balancing and in general with QoL. But if you like card games you will enjoy this one as long as you do not expect a polished product. A good purchase on a discount.
It's an ok card game, it's not as good as slay the spire but it's still a good game. Worth getting on a sale to chill after a stressful day at work.
何気なく買ってみたらかなりボリュームあるし、かなり面白かった はやく2出して欲しい 現在は作戦(ストーリー)モード以外はオマケになってる様子 ストーリークリアで30時間弱、そこまでがチュートリアルでそこからやり込みのエンドコンテンツが3種開始できる 階(レベル)を選んでダンジョンクリアしていく「深淵」(D3のGRみたいな感じ) SPSライクの「門」 深淵と門であつめた素材つかってカードを装備に装填できるようにする「実験場」 それらを進めながら装備、ルーン、素材集め、レベル上げをしていくRPG、D3ライクのハクスラ(装備集め的な意味のほうで) それをデッキ構築しながら進める レベル100+の最高難易度は装備、デッキ、ビルドある程度完成してからじゃないとクリアは厳しい 逆に難易度はいつでも自由に変更できるので、最後までオレツエエしながらでも問題なく進められる (効率は下がるが装備、経験値、ゴールドも手に入るし、レベル上げはむしろ難易度下げたほうがおそらく早い) どっちかというとSPSなどのデッキ構築メインより、ローグライトのライト部分、装備集め、育成が好きな人のほうが合うと思う 反面SPSやローグライク想像して買うとストーリーで投げだすこと間違いなし
I was really looking forward to this game; I purchased a long, long time ago but got sidetracked by a billion other things and it honestly looked so good that I used it as the carrot to help me finish other games. Would I recommend it? It really depends on what you're looking for. It is overall a very solid deckbuilder, well-tuned artistically and mechanically, and I don't regret the purchase because it supported a good dev. They're very responsive and constantly look at improving. I like that avoiding getting hit by using creative positioning and prioritizing targets is not only a valid strategy, it is in fact superior to defending. I appreciate that I don't have to level "benched" characters separately and can focus on using the ones I like. You have multiple ways to build characters and they are all viable in their own way (though it does seem weighted, more on that below.) I like the exploration minigame, in fact I prioritized those over everything else; they added to the gameplay loop while keeping it fresh. I did think there would be more engaging characters. I got through Act 2 and aside from their initial bio, it doesn't seem like there's any development either on their own or between characters. Speaking of which, if you're focusing on optimizing rewards you will never see the camp conversations in between characters (you're focusing on restocking supplies, healing, and/or improving your rank) and when you do get them, they're very shallow. In campaign mode, the time it takes to do multiple fights back to back drastically slows down the story, especially if you are focusing on positioning because you have to look at each enemy's target. It would be nice to toggle to see which cells are being attacked without having to mouse over each enemy's attack icon individually. Like holding a key would reveal all allied cells that would be hit that round. Longer/larger fights with fewer overall map nodes might help speed up that process? Equipment becomes outdated quickly so you are constantly comparing and micromanaging equipment. It does seem like each character has a "best used for" role despite the flexibility you first enjoy. Catherin, for example, is definitely nudged towards a strength melee build, because the equipment (especially legendary) that drops will have strength requirements and boosts to things like melee attack. I took her down the intelligence route and although it was very doable, more than once I found myself with an *almost* good piece of equipment for her. Same with other characters like Kudo going Strength and Pierre going Dex (equipment geared towards traps and repositioning, which does not feel like it synergizes with Pierre's Dex build.) So, if you're looking for a solid deckbuilder with some great mechanics and new ideas implemented well, definitely play the game; you'll almost certainly get dozens of hours out of it, if not more. If you're looking for an engaging storyline with deep characters, give it an hour or so but you may end up looking elsewhere.
Has a lot of bugs that mess with game in later chapters. Scaling after Act 2 to Act 4 is ridiculous and causes a lot of unnecessary grinding. End boss has an a group instakill she can use every other turn and a passive that procs AOE damage for every character after X amount of cards are played by your characters. There's honestly very little prep for this and it seems you can get her through RNG and luck alone. I really like this game, but i think they went ham with the scaling and expectation people would adapt quickly. Do not even bother with the final boss without being level 50 minimum and get ready for a lot of TPK.
It is obvious the devs wanted to put a little bit of every game they love into their baby: card battlers, tactical RPG, crazy constellation-like skill trees, loots with stats forging... it is as if they wanted to make a turn based diablo with deck building. The problem is that while trying to do everything, it excels at nothing, with some mechanics at odds with one another. For example, the card leveling makes it difficult to acquire new cards or discover new combos as there is a sunken cost into the existing cards. Investing in a character or a team makes the barrier to try another ever higher, and so on. Still, the game has its heart in the right place and I had hours of fun while scratching my head figuring out how to make the best of the items I found with my decks.
Hidden Gem in Rogue-Like Genre!" "Gordian Quest is hands down one of the best rogue-like games I've ever played, and it's a shame that it doesn't get the recognition it truly deserves. The game is a hidden gem with an insane amount of content that kept me hooked for hours on end. The depth of gameplay and the strategic elements make every run unique and challenging. The developers have clearly put a lot of effort into creating a rich and engaging experience. The variety of content is staggering, providing a refreshing take on the rogue-like genre. What sets Gordian Quest apart is not just its gameplay mechanics but also the attention to detail in its design. The visuals are appealing, and the soundtrack enhances the overall immersive experience. It's clear that the developers poured their passion into this project. If you're a fan of rogue-like games and haven't tried Gordian Quest yet, you're missing out on a true masterpiece. Give it a shot, and you'll likely find yourself pleasantly surprised by the depth and excitement it offers. Highly recommended!"
[quote]У самурая нет цели, только путь.[/quote] Очень странные ощущения после прохождения Gordian Quest. Хотя даже “прохождением” это назвать сложно, ведь я так и не нашёл конец у игры. https://www.youtube.com/watch?v=KpxbT1XSBqE [list] [*]Среди [u]DLC[/u] есть только саундтрек. [*][u]Сюжет[/u] тут чисто для галочки. В нём пара роликов на всю кампанию, нет озвучки героев и взаимодействия между ними, история шаблонна донельзя. Лично для меня, не будь режима кампании вовсе - наверное, было бы лучше. Ибо как вводная в игру и её механики она служит, может быть, в первом акте, а вот в трёх остальных было откровенно скучно. Постгейм становится поинтереснее, но зачем для этого проходить три тоскливых акта - непонятно. [*][u]Локализация[/u] текстовая, даже в оригинале озвучки диалогов нет. К самому качеству перевода особых претензий нет. Порой выбраны не лучшие формулировки вроде перевода “Clarity” как “Чистота”, хотя уже вечность для этого используют “Ясность”. Из явных ошибок заметил, что и "Aggro" и "Fury" переведены как "Ярость", хоть это и разные механики. Текст на русском занимает раза в 1,5 больше места, что, в свою очередь, порой приводит к проблеме укладки текста - он превращается в неструктурированное нечто. Насколько аккуратно карта выглядит на английском https://steamcommunity.com/sharedfiles/filedetails/?id=3148210474 И в какое месиво текст превратился на русском https://steamcommunity.com/sharedfiles/filedetails/?id=3148210437 [*]А [u]геймплейные[/u] впечатления у меня шли по нисходящей чем дольше я играл. В первом акте - прям восторг, тогда игра была лучшей среди виденных мной, где надо декбилдить. Во втором акте игра начала буксовать. Я уже добрался до золотых карт, скелет билдов был уже создан и интерес начал падать, т.к. бои уже не представляли вообще никакой угрозы. Была лишь надежда на повышение челленджа дальше (а я и так играл на максимально доступной сложности) да новые получаемые герои еще как-то цепляли внимание. Финальный босс был ЕДИНСТВЕННЫМ интересным врагом за всю игру. Он наказывал за спам карт и приходилось реально высчитывать когда и что разыгрывать. После финала кампании игра выкидывает тебя в пост-гейм и не ставит никакой четкой цели. И это для меня вообще дичайшая хрень: мне и без этого было неинтересно играть (пост-гейм хоть и играется веселее кампании, но всё же в основе он состоит из тех же элементов), а игра тебе говорит “иди фарми талисманы и самоцветы (они начинают падать только в пост-гейме)”. При этом ясной цели для этого фарма нет, я и без этих талисманов/самоцветов всех выношу. К тому же испытание для получения тех же самоцветов выглядит крайне странно. Ты должен пройти n-ное количество волн врагов одним персонажем. И для некоторых персонажей это прямо раз плюнуть, та же друидка со своим зоопарком из медведя, соколов и оборотня с парочкой вулканов делает это не напрягаясь, а барду, которая заточена целиком на поддержку, в этом режиме очень не хватает урона по одиночной жирной цели. Т.е., конечно, можно чисто ради этого испытания добавить нужных карт/временно отключить ненужные, но в итоге получаешь геморрой ради геморроя - ведь награда тебе не особо и нужна. [*][u]Отсутствие внятного финала[/u] - для меня огромный минус. Игра вообще ощущается как не доведенная до ума. Например, у каждого героя есть по три архетипа (друид может быть бойцом ближнего боя и превращаться в медведя, призывателем зверей или элементальным шаманом) и для каждого архетипа есть легендарное снаряжение, которое повышает эффективность билда (тот же бистмастер с их помощью может призвать свой зоопарк с куда меньшими затратами очков действия). На первую шестерку героев такого прям тонна, они иногда даже копируют функционал друг друга, на барда и чернокнижника их уже гораздо меньше (на барда я нашел всего один), на големанта и монаха я не нашел НИ ОДНОГО. В игре есть "критическая атака" (+x к урону до конца хода), "ярость" (на 40% больше урона на следующей атаке), "мощь" (+30% урона на x ходов), а есть еще "уязвимость" (получить на x больше урона при следующей атаке) и кровотечение (увеличивает получаемый урон). Зачем громоздить механики для, по сути, одной цели? [*][u]Достижения[/u] в кампании особой проблемы не составят, разве что придётся делать специфические вещи определенными героями. Королевский режим (Realm mode) имеет свои ачивки, и на них терпения у меня уже не хватило. Нужно дойти до 5-го королевства каждым героем на уровне сложности Кошмар или выше, дойти до 10 королевства в бесконечном режиме и сделать спидран королевского режима (быстрый) за 60 минут. [/list] https://www.youtube.com/watch?v=iqSny29ASfQ 5/10 - в начале игры я бы без сомнений воткнул “палец вверх”. Но затянутая кампания, отсутствие внятного финала и какого-либо челленджа слишком подпортило итоговые впечатления.
excellent deck builder game, great strategies with soo many different build options, very fun for the genre. huge replayability between the choice of characters with an added option of 1 of 3 different decks to choose from to even make them more of a niche' build. good branching storyline. can see many many hours of my life sunk into this. def recommend.
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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