
Embark on a challenging roguelike adventure, mastering tactical deck-building and intricate strategies as you explore unknown dungeons. Build your powerful deck, adapt to changing enemies, and utilize cards and items for victory.
Modeled estimate, not a reported figure. How we estimate →
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/day in the week to Aug 24 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
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200円だし別にいいかとはならない感じだった。 途中から無限の妨害カードでどうにもならなくなってただただ不快
Groob is a compact roguelike deck-building game that places tactical decision-making above spectacle, offering a dungeon-crawling experience where every card acquired can influence whether a run continues or abruptly ends. Developed and published by KameGames, the game combines turn-based card combat with randomized progression and severe consequences for defeat. Its central premise is easy to understand: venture deeper into mysterious dungeons, build an increasingly effective deck, overcome enemies and environmental dangers, and survive for as long as possible without allowing a bad encounter to erase the progress of the current attempt. Deck construction provides the foundation of the experience. Cards are divided among useful functions such as attacking, defending, healing, and producing special effects, allowing players to shape their strategy around the resources they discover. Simply collecting individually strong cards is not necessarily enough. The more interesting challenge comes from identifying combinations that work efficiently together. A heavily offensive approach can prioritize ending encounters quickly, while defensive and healing cards provide greater security during longer battles. Special abilities can further modify these strategies, creating opportunities for players to develop a deck suited to their preferred style. The dungeon structure adds uncertainty to each run because enemies and traps require players to adapt rather than rely entirely on a predetermined sequence of actions. New cards and items can alter the direction of a deck, and deciding whether an unfamiliar reward improves the existing strategy becomes part of the challenge. This gives progression a meaningful risk-versus-reward quality. A potentially powerful card might be attractive on its own but could weaken the consistency of an otherwise focused deck, making restraint just as important as collecting new tools. Failure is deliberately harsh. Losing in battle can reset progress and force the player to begin again, which substantially increases the importance of every encounter. This mechanic creates tension because a successful run gradually becomes more valuable as powerful cards and useful items accumulate. The farther the player advances, the more there is to lose. For enthusiasts of traditional roguelike design, this can make victories satisfying because success comes from improving strategic understanding rather than relying on permanent advantages. Players who dislike losing progress, however, may find the repetition considerably less appealing. The game attempts to balance accessibility with strategic depth. Its basic concepts are straightforward enough for newcomers to understand, particularly because attacking, defending, healing, and combining effects are recognizable card-game mechanics. The deeper challenge comes from learning when to use those tools, understanding which combinations complement each other, and adapting to whatever circumstances the dungeon produces. Experienced deck-building fans are likely to understand the systems quickly, although they may also notice that the overall design is comparatively modest when measured against larger and more mechanically elaborate games in the genre. Presentation takes a simple 2D approach with a cute fantasy and anime-inspired visual identity. This lighter appearance creates an interesting contrast with the unforgiving structure of its gameplay. The visual presentation communicates the necessary information without overwhelming the player, but graphics are clearly secondary to the card mechanics and tactical progression. The game also provides a small collection of Steam achievements, giving completion-focused players a few additional objectives to pursue while attempting repeated dungeon runs. Replay value is closely tied to the player's enjoyment of experimentation. Randomized circumstances, changing enemies, traps, acquired items, and different card combinations can make one attempt develop differently from another. Learning from unsuccessful runs is therefore an essential part of progression. A player might discover that an aggressive deck lacks sufficient survivability, that excessive healing reduces offensive potential, or that certain special effects become substantially stronger when paired together. These lessons can influence subsequent attempts and gradually improve decision-making. Its biggest limitation is that the core concept feels familiar. Roguelike deck builders have become a crowded genre, and attack cards, defensive options, randomized rewards, dungeon encounters, synergistic combinations, and run-ending defeats are well-established ideas. Groob uses these elements competently as a foundation but does not appear to offer the enormous variety or mechanical sophistication that experienced genre enthusiasts might expect. Its Steam user reception is also mostly negative from a very small review sample, which suggests that its execution has not satisfied every player despite the reasonable underlying concept. Steam Deck compatibility is less definitive. The Steam store information available for the game does not provide a clear official Steam Deck Verified or Playable classification, and there is not enough reliable Deck-specific community information to confidently declare flawless compatibility. The game is designed for Windows, so running it on Steam Deck would depend on Proton compatibility. Its relatively lightweight 2D design suggests that hardware performance itself should not be the primary concern, but controls, interface behavior, and Proton functionality should not be assumed to work perfectly without testing. It is therefore best regarded as having unconfirmed Steam Deck compatibility rather than being officially Verified. Overall, Groob has an appealing foundation for players who enjoy demanding card-based roguelikes and are comfortable with restarting after failure. Its combination of deck construction, tactical choices, dungeon hazards, card synergies, and high-risk progression can produce satisfying moments when a carefully assembled strategy succeeds. At the same time, limited differentiation and comparatively modest scope prevent the experience from reaching the depth expected from the strongest games in this increasingly competitive genre. KameGames provides a straightforward interpretation of the formula that is easier to recommend to dedicated deck-building enthusiasts than to players looking for a substantial or innovative roguelike. Rating: 5/10
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Languages: English, Japanese
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