
Command mighty Witcher-world heroes in epic online PvP card battles!
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
Prices
The United States storefront in every case, so this compares stores and not countries.
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Stats
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | Free | 27.8Kreviews | 86% | — | $0 |
| Free | 7Kratings | 82% | — | not modelled |
Engagement
Reviews
Themes across 263 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h2]A flawed masterpiece from a golden age of digital TCGs[/h2] [i][b]Disclaimer:[/b] I have over 1,000 hours playing [i]Gwent[/i] across the open beta, the Homecoming overhaul, and the years after Homecoming.[/i] [i]Gwent[/i] is one of those games I have a ton of nostalgia for. It was the first major digital TCG I really got into, and even after all these years, I still think there's nothing else quite like it. The beta in particular was something special, with incredible deckbuilding, tons of unique interactions, and a super nerdy, fun community. I also think [i]Gwent[/i] came at an unfortunate time for the genre. The digital TCG genre was already starting a massive decline as players became increasingly fatigued with the cost and time commitment involved in keeping up with these games. Eventually, autobattlers came along and offered a much more accessible alternative. I don't think autobattlers single-handedly killed digital TCGs, but they definitely exposed how much baggage the traditional TCG model had accumulated. You could jump into an autobattler, build a strategy from scratch, and make meaningful decisions without needing to spend hundreds of dollars and hours building a collection. For a genre already struggling with player fatigue, that was a pretty damn appealing alternative. ✅ [b][i]Fantastic card art that was, and pretty much still is, leagues above the competition[/i][/b] The card art has always been one of [i]Gwent[/i]'s biggest strengths. The quality and amount of artwork is absurdly good, and I still think it holds up better than almost any other digital TCG. The animated artwork is an especially unique feature, with surprisingly good rigging. It's a damn shame they eventually removed the ability to upgrade normal cards to their premium, animated versions using scrap in favor of meteorite powder, which is much harder to obtain. ✅ [b][i]Superb deckbuilding experience[/i][/b] During beta, there was an insane amount of deck thinning, unique archetypes to build around, and tons of cool interactions. There was so much room to experiment and find weird combos. Post-Homecoming [i]Gwent[/i] is also fun, although it took a lot of updates to get there. There's still a lot of build variety, and the provision system is a pretty damn interesting way of adding another balance lever to deckbuilding. ✅ [b][i]Lots of unique, fun mechanics and interactions[/i][/b] This is probably what I miss most about older [i]Gwent[/i]. It had a really distinct identity compared to other TCGs, and a lot of its mechanics created interactions that you just didn't see in other games. ✅ [b][i]Extremely free-to-play friendly[/i][/b] [i]Gwent[/i] was the most free-to-play friendly digital TCG I've played, and it's probably still one of the best in that regard. You could build a competitive collection without feeling like you had to constantly spend money, and with enough patience and skill, you could obtain everything for free. ✅ [b][i]Aged surprisingly well[/i][/b] I really like how CD Projekt Red handled the game's soft closure. There are no more major updates, but the servers remain online and the community can still vote on small balance changes. It's a much better way to preserve a game than simply shutting everything down. ⛔ [b][i]Homecoming was 1 step forward and 10 steps backward[/i][/b] The UI/UX overhaul was fantastic and the new visuals were beautiful, but the Homecoming update also removed or gutted a ton of archetypes that had existed in the beta. A lot of them either disappeared entirely or received so little support that they were basically unplayable. They also made the bizarre decision to chase trends and copy [i]Hearthstone[/i] of all games, introducing incredibly generic and [i]boring[/i] cards. They also threw away years of careful balancing and mechanic tuning by completely reworking how gold cards worked and drastically scaling down damage. I think this update was a major catalyst for [i]Gwent[/i]'s decline. In trying to capture a wider, more casual audience, they alienated a lot of their core players, many of whom simply left and never came back. ⛔ [b][i]Too often, games feel incredibly solitaire-y[/i][/b] One of my biggest issues with [i]Gwent[/i], especially compared to what the game used to be, is how often you can play an entire match without much meaningful interaction between the two decks. There are plenty of games where both players are essentially just playing out their own game plan on their side of the board. ⛔ [b][i]Slow loading between menus[/i][/b] Nitpick, but loading between different menu sections like deckbuilding, the store, and rewards has always been a little slow. It's not a huge issue, but after playing for a while, the constant loading screens get annoying. [h2]Grade: A+[/h2] [i]Gwent[/i] is still incredibly unique, and despite all of my criticisms, I have a hard time being too negative about it. I spent over 1,000 hours with this game across multiple eras, and there's a reason I kept coming back. The beta was something special that I don't think we'll ever see again. [i]Gwent[/i] is one for the ages. A flawed masterpiece from an era of gaming that feels like it's already gone. The genre was already struggling with the cost, time commitment, and fatigue that came with traditional digital TCGs, but Homecoming also played a huge part in [i]Gwent[/i]'s downfall by throwing away much of what made the beta special and alienating a large part of its existing playerbase. Then autobattlers came along and pretty much finished the job. For all its flaws, I'll always remember [i]Gwent[/i] as one of the greats. I've spent over 1,000 hours with it, and there's something special about a game leaving that much of an impact on you while still feeling like an experience you simply can't get anywhere else.
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Languages: English*, French*, Italian, German*, Spanish - Spain, Japanese, Korean, Polish*, Russian*, Simplified Chinese*, Portuguese - Brazil, Spanish - Latin America*languages with full audio support
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 269 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Got back to Gwent after a while and it's still awesome!
sehr gut cool
witcher 3 gwent oyunu çok sarmıştı her fırsatta oynuyordum. bu oyunun kendi ayrı oyunu olduğunu öğrenince direkt indirip oynadım ve bu da çok sarıyor. kart oyunlarını sevenlere tavsiye ederim.
爱巫师爱昆特!
Un jeu insipide!!! Une pompe a fric !!! PAY TO WIN de misère !!! un desequilibre incroyable quant aux duels !!! ne tentez meme pas de jouer !!!
还不错
.
VERY GOOD!
我心中最好玩的卡牌遊戲前三名,期待官方繼續經營
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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