
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 | $19.99 | 6Kreviews | 89% | — | $2.9M |
| $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 832 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
9/10
如果可以 这游戏可以让你玩一辈子 各种难度 每个角色3中路线混搭不同玩法 少说两三千小时起步的游戏
内容很丰富,个人认为是这类游戏的一大优点,而不是缺点。因为这会让玩法很有深度,而不是吃快餐,玩不了几个小时就扔了,可以说这点内容完全对得起这个价格。不过还是有些问题在,不知道开发者是不是能看到?目前游戏超过100小时,基本所有英雄都玩过,感觉有些地方确实不太合理。比如,纳兰(吟游诗人)如果考虑阵容搭配,选择走力量路线,那么在天赋选择上,二级和三级在力量这里没有合适的天赋可以匹配,只能勉强选一些可有可无的鸡肋天赋,原因在于“力量”这块主要是用来匹配近战物理输出流派的,而纳兰所有力量系卡牌都是远程,可以说是完全无用了。这里应该把天赋改成“物理攻击(也就是非法术)”,而不要去区分近战还是远程,这样力量系的就能通用这一套天赋选择了
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.9M | 33.1K | 93% | $3.99 | |
| $2.9M | 10.7K | 95% | $12.99 | |
| $2.9M | 5.7K | 94% | $12.99 | |
| $2.9M | 4.1K | 79% | $19.99 | |
| $2.9M | 6.9K | 96% | $19.99 | |
| $2.9M | 8.5K | 96% | $9.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $742.5K | 2.2K | 91% | $5.19 | |
| $0 | 9 | 56% | Free | |
| — | 0 | — | — | |
| $2.1M | 4.6K | 84% | $24.99 | |
| $22.1K | 55 | 73% | $17.99 | |
| $906 | 8 | 88% | $4.99 |
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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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 835 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
What a game. It's one of the, if not the best roguelite deck building game. There is just so much to do. I'm 50h in to the game and it feels like I've just scratched the surface. This is a 10/10 game. Highly underrated!
Güzel ve eğlenceli bir oyurn.
对电脑要求低,春节过年回家,只有便宜笔记本,全靠这个游戏打发时间
yes
Gioco divertentissimo e leggero. Lo consiglio vivamente a tutti quelli che amano i combattimenti a turni e D&D
I wont waste my time if i don't recommend this game
游戏融合了很多玩法机制,虽然每个方面都不是特别出彩,但是也算没有明显的缺陷。整体还是可以一玩。 最大的问题在我看来有三个: 1.鸡肋的剧情:主角团是纯粹的摄像机,清理怪物的工具人。整个团队在主线剧情中一言不发,连对话选项都没有一个,更不用说剧情分支和队友支线。导致剧情纯粹成了skip后再看去哪,杀几个。 2.模糊的提示:很多机制功能讲解不清晰,可能是塞在剧情对话中了,但是如上一条所说,这寡淡的剧情真的没有多少人会看的。导致卡牌的获取和删减,怪物的刷新和推荐等级之类关键的信息,很多玩家并不能正常注意到。 3.有部分人说的难度问题,我觉得关键在于人物的推荐星级和一开始就开放所有职业是陷阱。你对这套职业卡牌没有理解和规划的话,那难度就是满级,至于使用上的上手难度其实差别并不大,而表面上前期简单好用的新手角色,其实更难提升到高级combo应对中后期的敌人。反而是上手难度高的角色,其实就是打好了高级combo的底子。所以才看起来比较复杂,实际上后面你要打出好的作用,都是需要较为复杂的出牌的。 人物设计和立绘很对我胃口。希望下次能给队友多加主线中的语音,加剧情,给剧情加分支选项,这才是战术角色扮演游戏的剧情核心,世界观和故事塑造只靠任务npc在那里单方面说空话,是不行的。现在这样的只能看npc说固定的那几句话,跟爬塔有啥区别呢,实际上我怀疑如果先出的国度模式或者只有国度模式,评价会更高,反正队友之间的互动也不会出现在剧情里。营地对话,战斗对话,爬塔的时候一样可以。 总的来说,问题在于野心太大了,开发者诚意还是有的。下一部我相信能做得更好。
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.