
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
good
首先这款游戏是一个类杀戮尖塔的卡牌游戏,与其最大的差别就是有角色好感系统,以及相较于尖塔的对于随机性的降低和对剧情的更多关注。因此我对于这款优秀作品的评分主要在以下几个方面: 1. 剧情:8/10, 卡牌游戏里的佼佼者, 世界观构筑完全,角色定位清晰有血有肉,只是对于剧情中的几个阵营笔墨略少,比如打了这么久我都不清楚“火花”还有“蓝明”这类被创造出的抽象概念是什么:/ 2. 战斗及卡牌设计:7/10, 大部分设计数值和成长路线合理,我很喜欢的一点是击杀敌人掉落的卡牌的高强度,但与其相对的就是随机获取卡牌时一些卡牌上莫名其妙的词条和作用,使得部分玩法达成条件苛刻,减少了卡组构建可能性。此外游戏鼓励以冲突形式解决问题,不鼓励完全的圣母行为,因此击杀任务过多会对外交绿卡有削弱,且你无法获得死亡强卡掉落,以及你还会被不喜欢或讨厌多DEBUFF。 但仍然为义举留有余地,简而言之,不是不能玩。 3. 性能优化/动画/画风: 9.5/10, 我个人非常喜欢这部作品的美术风格,战斗中的动画也很有动感,画风独特且精致,唯一的不容易注意的小缺陷是人物战斗中移动动画帧数略低,可见卡顿。 4. 上手难度(不等于游戏难度): 6/10, 教程大致足够,但是复杂的词条以及模糊的卡池可能会在初期迷惑玩家,比如某某卡需要某条件触发,而选了卡的玩家并不知道这个条件的出现频率几何, 可能会导致初期坐牢(比如我),故事模式很简单,通了之后走主线也就能上手了。总体而言介绍足够详细。 一局游戏时长大约3小时,不看剧情会快一些,我玩文明6所以对这种时长不敏感:)))))))
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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
I can't really recommend this game. I was very excited when Klei announced Griftlands many years ago. The idea looked really cool. It was delayed and took a long time to finally release. I think at one point the genre/direction totally changed too. When it came out as a deckbuilder I was disappointed. It wasn't what I was initially expecting. So I never ended up getting it. I do really enjoy deck builders (Slay the Spire, Monster Train, Balatro). Because of this I eventually picked this up on sale. I kind of regret it. There are some good things, and some not so great things. [h3] The main problem with Griftlands [/h3] You might see some people saying "lots of replayability" and other's saying "no replayability." I think I understand the differences people have here. The game technically has replayability, but imo I'm not sure why you'd want to. Griftlands claim to fame imo is it's greatest weekend. That being the story. The story is what holds this game back in several ways. The stories are fairly shallow/generic. At this point I have not even started the story of the third character because I have no interest. The story technically has branching paths, but only 2 in each case. After you play through those (or even just one path) the story gets in the way of the actual game. So much of the mouse clicking becomes skipping over the story. Yes, there is a setting to "skip text," but even this is insufficient. You still have to click a bunch just to get back into the game. For example: click to exit out of story text, click to exit building, click new location on map, click person in new location, click to end text or start encounter. That's 5+ extra clicks that really have nothing to do with the game. And you do this in-between [b]every single battle[/b]. In other deck builders like Slay the Spire every single click is important and directly impacts your game. It puts you on the edge of your seat and makes the game intense. In Griftlands all of that is removed because the story and navigation get in the way. So even though the game has replayablity (in the form of character upgrades, somewhat branching paths, and game modifiers) I have no desire to replay it because of the previously mentioned reasons. It's just slow paced. [h3] Other pros/cons [/h3] [list] [*]The idea of having two decks is really cool. The only main issue I have with the negotiation deck is that's it's a bit confusing. This is largely because of how abstract it is — the keywords they've chosen don't help this either. [*]I wish your pets could do more. If I remember correctly your pet can only be upgraded once (in a pretty generic way). I was really hoping there was a bunch of different ways you could upgrade your pets. Because of this limitation they're not a useful as they could be. [*]As is expected from Klei the gameplay is very polished. I didn't find any bugs or problems while playing [*]As I said above, I didn't even try the third character. It's been a while since I've played this game and don't find it drawing me back at all like other deck builders do. It just doesn't have that intense fast pace deck builder feel that I look for. I'm not sure how true the statement "every decision is important" actually is in this game like it is with other deckbuilders. [/list]
I really wanted to like this game, but something about the whole thing felt way too over conceptualized
I thought it was enjoyable enough for a roguelike deckbuilder. It has some neat ideas, though the negotiation battles do end up feeling like you're a rambling schizophrenic However, only a few select static choices in the run actually matter, and the rest is just insignificant RNG that gets rerolled every run.
Extremely underrated deckbuilding roguelike, if you enjoy games such as Slay the Spire or Balatro, you need to give this game a shot! Super addictive, tons of customizability, and can get really challenging on the later prestiges.
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
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.
不推荐,发行商早跑路了。。。
好游戏上头沉静,难得的佳作代入感很强,机制搞明白了很有意思
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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