
Griftlands is a deck-building roguelite where you negotiate, fight, steal or otherwise persuade others to get your way. Every decision is important, be it the jobs you take, the friends you make, or the cards you collect.
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.
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 2,402 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
Sums Steam only; PlayStation, Epic 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% | 13.4Kreviews | 94% | — | $994.2K |
| $7.99−60% | 315ratings | 88% | — | 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 842 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Griftlands combines RPG mechanics, visual novel storytelling, and deck-building roguelike gameplay into a surprisingly perfect mix. Even after multiple playthroughs of its campaigns, I find myself eager for the next run. The short, challenging campaigns make each adventure highly replayable and rewarding. It’s remarkable how well these diverse mechanics come together, and once you experience their appeal, it’s difficult to step away from Griftlands.
[h1] Pour ceux qui préfèrent une jolie vidéo plutôt qu'un long texte ennuyant j'ai pensé à vous ! [/h1] https://www.youtube.com/watch?v=daifRE0JXDI [b]💼 Critique Steam – Griftlands[/b] [quote][i]Un bijou du deckbuilding narratif : stratégique, profond et superbement écrit. Une véritable leçon de game design signée Klei Entertainment.[/i][/quote] [b]🎴 Un deckbuilder pas comme les autres[/b] [b]Griftlands[/b] n’est pas un simple jeu de cartes : c’est une aventure narrative où chaque choix, chaque négociation et chaque combat compte. Vous incarnez un mercenaire dans un monde en ruine, où la parole peut parfois être plus puissante que l’épée. Le concept est brillant : deux systèmes de deckbuilding distincts — un pour les combats et un pour les négociations — qui se complètent parfaitement et offrent une profondeur stratégique rare. [b]🎮 Gameplay & mécaniques[/b] Le gameplay de [b]Griftlands[/b] brille par son équilibre entre réflexion, improvisation et gestion des ressources. Les cartes de persuasion et de combat interagissent de manière unique, et chaque run devient une histoire différente. Les mécaniques roguelite sont très bien intégrées : on débloque de nouvelles cartes, alliances et personnages à mesure que l’on progresse, sans jamais avoir l’impression de grinder inutilement. Chaque partie est un subtil mélange de stratégie et de diplomatie, et la variété des approches possibles incite à rejouer encore et encore. [b]🎨 Univers & narration[/b] L’univers est tout simplement exceptionnel. Klei parvient une fois de plus à créer un monde vivant, cynique et cohérent. Les dialogues sont superbement écrits, souvent drôles, parfois cruels, toujours crédibles. Les choix moraux ont un vrai impact sur le déroulement de l’histoire, et les personnages secondaires sont mémorables. Le style visuel, typique de Klei, est magnifique : coloré, expressif et parfaitement adapté à l’ambiance mi-cyberpunk, mi-western de l’univers. [b]🔁 Rejouabilité[/b] Avec trois personnages principaux, chacun ayant sa propre histoire, ses mécaniques et son ton, la rejouabilité est énorme. On découvre constamment de nouvelles interactions, cartes et événements. Le jeu incite vraiment à expérimenter et à peaufiner ses stratégies. [b]✅ Conclusion[/b] [b]Griftlands[/b] est une pépite. À la croisée du deckbuilder, du RPG et du visual novel, il propose une expérience unique, riche et incroyablement bien pensée. Une fois qu’on y entre, difficile d’en sortir. [b]+ Points positifs :[/b] ✔️ Deux systèmes de deckbuilding complémentaires ✔️ Narration brillante et personnages marquants ✔️ Direction artistique sublime ✔️ Rejouabilité immense et progression gratifiante [b]– À noter :[/b] ❌ Peut sembler verbeux pour ceux qui préfèrent l’action pure ❌ Certaines runs dépendent un peu trop de la RNG [b]Note finale : 9/10[/b] — Un chef-d’œuvre du deckbuilding narratif, aussi intelligent qu’addictif.
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Every market we collect.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Traditional Chinese, French, German, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Spanish - Spain
| $19.99 |
| — |
| 96% |
| — |
| 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 848 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The game has good gameplay, but clicking through countless paragraphs of "story" really kills me. I'm also a bit unsure about the balance. I think I was playing on normal, and then the endboss just dealt about 4x the damage of any previous enemy, and I died in 2 turns. Feels like every combat up until then was just pointlessly easy and suddenly the real game starts, but only for 1 encounter and then that's the game.
很好玩。 协商和战斗,这两个实际上都是不能放弃的,实际上每一阶段都会有一个有关于面向战斗的数值考核,而你可以通过队友、道具牌和血量资源本身来实现过渡,而非所谓的牌组流派,这潜在地导致了一点:战斗带来的收益实际上是很有限的,而血量资源的损失实际上更多地要求你需要抓取一些过渡。而上述的综合情形实际上放大了协商的收益。而协商的牌组成型概率远大于战斗的可能性,并且在前期可以数值硬打,获胜的概率很高,意志的资源损失可以轻而易举通过和npc喝酒来恢复。 这里潜在的有一点需要考虑:和NPC喝酒虽然会让牌组获得诅咒牌,然而只需要一天的睡眠即可销毁这些牌组,而每一天的最后几场协商完全可以考虑将几乎所有的意志资源都浪费掉,放弃起甲,而转为攻杀。 只有间谍鲁克需要面临几个情况:一天太过漫长、牌组相对依赖运转。间谍鲁克很可能更加需要价值较低的宠物和优良的道具牌来实现过渡。 这导致了玩家实际上有非常大量的时间,不管是面向打斗模式还是面向故事模式,都有相对充裕的时间来丰富自己的战斗能力,而实际上考验你牌组数值强度的,基本只有最后的几场头目战斗。当然,在较高难度下,这会稍微严格一些。 评测的很多玩家似乎过分依赖单一的牌组,而放弃了对于资源管理的思考,但是实际上这是不合理的,因为游戏从一开始就和玩家告知了主人公需要的最终目标,即萨尔是来复仇的,而每一阶段都会有一个头目级别的强者来考验角色的数值,在此之前,几乎每个时间段都有三个以上截然不同的资源交互项目来强化玩家的战斗能力(鲁克除外,鲁克的一天太过漫长了,实际上鲁克的整体游戏流程都和另外两名角色都有显著的差异)。 第一个主人公萨尔拥有更多的资源交互项目和更加短促的时间,前者意味着NPC的爱戴增益,对此我需要解释一下: 和NPC喝酒可以恢复意志,但是获得可以在战斗中用费用销毁(永久删除)的诅咒牌,而前期的血量和意志资源是溢出的,将金钱资源交给NPC可以换取一个正面增益BUFF,而你在获得这个BUFF(爱戴)以前是不清楚它的效果的,因此你需要通过在一局游戏中获得过这个BUFF来解锁情报方面的项目。 另一点需要强调:这款游戏协商防杀较低,而战斗的防杀收益很高,因此,协商往往需要更多接受零费或高伤攻击牌,或者一些基本的数值过渡,而很多玩家很容易忽视这一点,而战斗反而更多依赖有关于防御的概念,致残、能力牌、几乎2倍数值的防牌、队友或宠物、晕眩,这些都是不可放弃的,可以极大程度强化你游戏流程过渡时期的战斗能力,甚至很可能是防御终端,对于这点,往往敌人对你造成的伤害是很有限的【你甚至可以通过强化后的基础防御牌来作为你的防御终端】,这让在前期就会解锁而常见的一个BOSS遗物:你能获得的防御减少2点,但是获得1点额外费用,显得非常、非常尴尬。 这款游戏的潜在问题或者说优势是,它的卡牌设计其实很“简单”,而一些玩家可能无法从描述很简单的卡牌当中意识到它们潜在的价值,去贴合这些玩家在某个游戏阶段非常需要的需求,这有别于杀戮尖塔这样的卡牌肉鸽游戏,杀戮尖塔的蓝牌几乎都富有独特的凌驾于灰牌的效果,而欺诈之地则缺乏这样的卡牌(即便很可能几张卡牌就能实现超过上百的数值收益,但是这点几乎全部是卡牌联动的效果)。 是一款我个人非常推荐的游戏。当然最值得称道的是它独特的美术风格和游戏叙事。我很喜欢这种异类江湖感。 对了,这款游戏可以sl,但是这款游戏sl和nosl的差距拉不开区别,个人推荐还是sl来玩。但是遇到较长的对话,那么sl之后,会让玩家重新进行一开始对话要进行的协商,怪麻烦的。
玩了一周目感觉还可以,我觉得值得玩二周目的,感觉还挺好玩的 一周目结尾听到rich woman now才知道主角是女的 看了下发现boss也是女的 玩了好多局了,难度设计合理 起码难度比假如尖塔合理多了,更易于玩家理解,更易上手,难度更合理,平衡性感觉还行,起码比假如尖塔好
This game is just so ♥♥♥♥♥♥♥ good, man. I'd put it on the same shelf as Slay the Spire, and thats someone who absolutely loves StS. It's just such an enjoyable time. Three distinct characters, with their own colorful personalities, builds, and campaigns. The world building is just so ♥♥♥♥♥♥♥♥♥ fantastic, which is such an odd thing for a roguelike deckbuilder, but man. I want a full fledged RPG set in this universe so bad. Every single NPC and interaction is just filled with so much color and personality, and humor, and also plenty of dark stuff too. It's a great time. 100% worth your money. I'd pay double for this damn game. edit: man i was gushing so much i forgot to mention its main mechanic, of how you have a battle deck for battles, and then a negotiation deck for any speechy things you try to do. The battles are already great, but man the negotiations are SO much fun, and honestly make me laugh all the time with the ♥♥♥♥ the characters say. And the faces they all make.
This is a fun little game that reminds me of Slay the Spire a lot! Get it at a discount and it'd be a steal if you like these kind of card games. This publisher has a lot of discounted bundles. I would say it has at least 30 hours of gameplay but with a lot of replay value to unlock more cards. So for a completionist, I would guess there is at least 60-70 hours of gameplay.
10 minutes of game time and 8 minutes of boring text conversations 2 minutes of an unsatisfying card game. I pass on this game!
A fun deckbuilder, and, hey, this one has stories in it. If you need more deckbuilder in your life, this one's a 'yes' after Slay the Spire and Inscryption.
very interesting
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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