
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 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.
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
I just realized that I've played this game for more than 5 hours in a day.
Игра Griftlands находилась в моем списке желаемого с момента анонса в 2017 году. Она сразу же влюбила в себя ярким визуальным стилем и необычным сайфайным сеттингом. Я ждал полноценную партийную RPG - как и было показано в трейлере. Но реальность оказалась обманчивой. Весь метагейм был предельно упрощен. Вместо перемещения группой по открытому миру остались прыжки между пинами на небольшой карте, а вместо большой увлекательной истории мы получили короткие забеги с рандомно генерируемыми квестами. Первичный восторг от уникального для игр социального взаимодействия быстро сменяется осознанием, что это просто еще один слой карточной системы, которая используется для боя. В целом, это явный плюс игры, поэтому на нем стоит заострить внимание. Убеждение или Запугивание в Grifltands - это не просто пункты в диалоге. Это полноценная дуэль с применением собственной колоды аргументов. При этом не всегда условием победы является сведение "здоровья" врага до нуля. Иногда требуется и соблюдение ряда дополнительных условий. Проблема в том, что вся игра в конечном счете сводится к тому, что игрок перемещается к следующему пину на карте, проводит одну карточную дуэль, чтобы ослабить будущего врага, убедив его приспешников не принимать участие в бою, или убедив прохожего помочь в бою, а затем проводит еще одну карточную дуэль, изображающую бой. Но не всегда всё зависит от самого игрока. Я дропнул игру при прохождении кампании за второго персонажа, когда проиграл уже фактически выигранное убеждение просто из-за того, что мне не пришла в руку карта, с помощью которой нужно было его завершить. Из-за этого не смог получить подкрепление в бою и проиграл еще и его. Чем всё это завершилось? Сбросом прогресса и прохождением забега заново. Тут-то я и понял для чего нужна дорогущая прокачка через редкие очки Героизма. Игра рассчитана на многократное перепрохождение, где можно повышать часть своих параметров на старте с помощью долгосрочной прокачки, играя всё больше и больше. Да, в игре есть классные идеи, например, что на сражение так или иначе влияют все, кто присутствует на локации, выдавая различные баффы и дебаффы. В игре 3 сюжетных персонажа, у каждого 2 отдельных колоды - для убеждения и для боев. У каждой колоды свои уникальные механики, плюс в процессе игры колода может пополняться новыми картами, а старые карты апгрейдятся, постоянно оставаясь актуальными. Но в целом игровой процесс предельно однообразный. А сгенерированная история ситуацию не улучшает. Если воспринимать игру как убийцу времени и репитативный декбилдер - лучше поиграть в какую-нибудь MTG: Arena. А до полноценной RPG Griftlands, увы, не дотягивает.
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.
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
As a Grumpy Gamer TM - I tend to focus on the negative when I review games. Well, ok so maybe that's just in all of life, but it happens to apply to games as well. Griftlands stands out against my normal tidal wave of meh and easily collects my admiration. I admit, I'm late to the roguelike/lite/bite/nite/fite/quite/whatever, but Griftlands is one of the best I've played. Looks good, sounds good, plays good, has a story mode (helllo morning coffee runs!... ok, sorry, different kind of runs), and just enough complexity in the system to make me go, "oh I should've..." multiple times in a playthrough. I liked Wildermyth a ton, Peglin was not enough peggle and too much lin, Slay the Spire is love/hate, but Griftlands just gets the love. Grab it, support the devs, or wait for a sale - but do yourself a favor and give it a go.
Androgynous looking women plague this game, and then you run into characters with they/them pronouns.
If you played slay the spire and wanted a story driven version of it, this is solid. The main gimmick this game adds is a negotiation mini-game that works mechanically in a similar respect to the combat. Nice thing about negotiation is if you fail negotiation by running out of resolve, it isn't the end of the run like running out of health. Having not every combatish encounter be life or death is a nice addition to the roguelike deckbuilding formula. The reputation system it keeps with the various characters works well in the story sections, as you have to weight the various bonuses you get from having allies vs. taking every advantage you can get. Friendly characters will help you out if they happen to be around, allies give you a buff all the time. Dislike and hated will do the same, but helping your opponents. You can eliminate your rivals to remove their debuff, but depending on how you do it, it can cascade with their friends hating you for being a murderer. There's also random encounters related to reputation, so it pays to have friends and eliminate foes. Rep system is also in the non-story game modes, but it's mostly a series of "[character] hates you" cause you killed their friend, which is marginally disappointing they didn't implement that more, but the story runs are where they clearly invested the most effort. As expected of a Klei game, very stylish artwork and animation. The world is richly detailed, with excellently written dialog. Voices are simlish, but with the amount of dialog there is, can't really fault them for it. Downsides: Never really found a combo that was terribly fun. There's good cards and all, but none of the decks I built were particularly memorable or had a memorable moment. It's well balanced almost to a fault. All in all, didn't wow me, but I enjoyed my time with the game. A good 6-7/10 for me.
对我个人来说它的剧情比肉鸽部份更有吸引力,可惜路线有限,时不时会想起来重玩一把,然后卸载等待下一次心血来潮
I really wanted to like this game, but something about the whole thing felt way too over conceptualized
good
it's mid, good-ish, but not mechanically deep enough to get real long term enjoyment out of it. unless you really like the rpg component of it, runs take a while. like 90% of "rogue-like" games, what holds it back is the lack of competitive balancing and not enough variety in competitive choices to make. which makes sense, it is difficult to balance a base game with too many tiered difficulty states due to the obnoxious amount of meta-progression systems that will slowly make the game easier, and card unlocks that FINALLY let you go into a build archetype. it also suffers from a lot of degenerate optimization loops, where the best play is to force play out the rounds until you hit the point of not being able to get xp. i don't like it when i try to min-max a game, and the actions i have to do are just tedious and boring. even if you were to hit the final difficulty and this was no longer an issue, you still have to grind to get there, and that's boring. some perks are just much better than others, "skipping cards grants additional shills" starts at base value 10, but you can go to 15/20/30? like okay dude, you might as well write in "spend meta progression currency to make one of the most important decisions in a deck building game 200% better". these upgrades are also TIED PER CHARACTER, come on. i played it for like 50-100 hours from epic launcher back when it released. devs are definitely not coming back to this game, but if they are, please get an autistic god gamer to do a balance pass and add a base game mode with a set difficulty and set balance on all the meta progression options. i get that you're expecting people to get those eventually, but the base game is too easy and there's limited options until you unlock everything. i'm still recommending it. the theming is great, but it leaves a lot to be desired.
我比较注重打牌体验,所以这个游戏我不推荐 有剧情,有嘴炮机制,有选择分支,这些都是很好的部分,但这些东西同时带来了大量需要阅读的文本,每一局冗长的游玩时间,卡牌解锁进度慢,重复游玩单调且坐牢 而且面对卡牌新手,难度过高,流派思路也比较松散,很难玩爽,玩过几次后就不怎么想再打开
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.4K | 11 | 36% | $13.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $25.6K | 57 | 93% | $14.99 | |
| $0 | 188 | 82% | Free | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $994.6K | 2.8K | 95% | $14.99 | |
| $995.1K | 3K | 86% | $9.99 | |
| $995.3K | 1.4K | 58% | $19.49 | |
| $992.7K | 2.5K | 89% | $14.99 | |
| $995.7K | 2.9K | 85% | $12.99 | |
| $992.4K | 1.8K | 93% | $14.99 |