
Deckbuilding comes to life in Hand of Fate! An infinitely replayable series of quests - earn new cards, build your deck, then try to defeat it! In a cabin at the end of the world, the game of life and death is played. Draw your cards, play your hand, and discover your fate.
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.
Reviews, worldwide (the counter carries no country): 0.57/day in the week to Aug 10 → 0.14/day in the week after.
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 2,419 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, Xbox, GOG publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 10.7Kreviews | 89% | — | $5.1M |
| $21.99 | 5Kratings | 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 811 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
핸드오브페이트2 유튜브 보고 재밌겠다싶어서 샀고 2도 재밌었는데 1는 너무 단조롭고 지루해서 질린다.
Карта: "Вы сели посрать в лесу после долгой дороги" - критическая неудача - "на вас из кустов напал гоблин и износиловал" +30 очков боли и +5 золотых
Media

Related
Related
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*, French, German, Spanish - Spain, Russian, Hungarian, Japanese, Korean, Ukrainian, Italian, Portuguese - Brazil, Simplified Chinese**languages with full audio support
| $19.99 |
| 3.3Kratings |
| 74% |
| — |
| not modelled |
| $24.99 | 260ratings | 82% | — | 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 815 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Great game with a few caveats. The camera kinda sucks sometimes (why is it even locked?). The final boss is such a huge difficulty spike and the payoff leaves a bad taste. Really fun otherise
打折性价比一般般。游戏设计主要有几个大问题。 1、这个游戏缝合了卡牌、碎片剧情、动作、解谜?……就是个究极缝合怪,但是无论哪个方面都没做好。 卡牌纯粹是运气,四张牌,三张好的一张坏的,抽一张——你不如做个骰子让玩家点一下? 剧情不如大耳朵图图。 动作就平A,格挡,反弹,技能键。僵硬的一批,对着一堆傻逼AI怪乱锤,打击感贼差——浪费时间。 解谜迷宫一条路线,大不了旁边放一个宝箱,眼不戳都能看到——侮辱智商。 2、奖励太少。上面所有的缝合,最后给的奖励无非就是一点钱,一点粮食,一件装备。 装备一开始我以为很好,但后面发现这战斗系统穿啥装备没区别…… 而且,最重要的是在完成了一次关卡之后,上一关得到的所有东西都会重置——金钱、粮食、血量、装备。 如果你遇到一把好武器想一直用下去,很遗憾因为设计师是从皮燕子生出来的所以你只能从“战利品奖池”里得到武器,手上的武器作废。 3、游戏体验看运气。 无论是奖励还是抽卡都看运气。而最最不需要运气的战斗系统被做的跟shift一样。 花了两个小时打了4/5个boss,一看装备和属性——这跟我刚开始玩有什么区别?????老子玩了个寂寞??? 打这款游戏的状态就是——一分钟,怎么还不结束?两分钟,这也太无聊了。三分钟,赶紧结束吧求你了!!! 总结:如坐针毡。 不建议买,好评的是傻子看中配和美术去的。
Es un clásico de cuando jugaba con mi hermano. Recomendado porque tienes para tomar decisiones y combate. No es tan fácil como parece.
Like!
Great game. Very engaging and keeps you wanting to do another run again and again
Надолго увлекает, карточная-ролевая игра просто прекрасно. Не зря получила игра своё продолжение
I like this one -- pretty unique. Pretty good replayability as well.
时隔五年再捡起来的时候,本想说这又是一个被我“玩游戏不选噩梦模式就会死”的病耽误的游戏,但正常难度玩着玩着又开始中道崩殂了。捡起来3.5h,也就是之前玩了3.9h,总算想起来为什么明明游戏时间不长却度日如年。这个游戏是必须要开挂玩的,太冷门又中途更新,没挂玩不爽那只好半途而废了。 游戏并非一无是处。抛开技术力不谈,本作roguelike和传统纯看操作的hack&slash游戏类型完美互补,稍微杂食一点的玩家可以玩的不亦乐乎,也让游戏的面向群体更广一些。摸牌失败的概率确实高了一些,但游戏难度有相当大的容错率,更何况真正影响过关的是靠技术的战斗,能够无伤的话前面无论怎么倒霉也无所谓了。而在大富翁阶段能受伤致死的概率也不高。 但是这个游戏怕解构。战斗都是千篇一律的躲a躲a暂且不提,大富翁阶段的趣味着实有限。所有的特殊事件无非是在数据上面进行调整,真正有效的数据仅有血量和攻击力,所有的什么金钱食物装备最后都要归结到这两点上。当然这么解构没意思,因为所有roguelike都能这么解构出来。游戏真正无聊的是形式,遭遇一个小故事,看脸决定奖励、惩罚、是否要进入战斗。这种模式能够支撑的热情也就是4h左右,或者如果流程顺利,坚持到结局。当难度开始增加,无法一遍通关甚至无法两遍通关,那么这种模式是否值得反复sl就要好好考虑一下了。 hack&slash就更不用说了。比起大部分人吐槽的2.5D不可移动视角,我更难受他粗劣的建模,比起12年的羞辱都不如。这就是典型的小厂不知道自己优势劣势在什么地方,说过太多就不重复了。 roguelike的命脉就是新鲜机制。虽然每次死亡都会从头开始,但是走的路却大不相同,简单换一个奖励道具就是完全不同的玩法。更好的话,每次死亡都是一点实打实的积累(而不是什么狗屁的技术提高),能够在新的开局时更轻易地体验到爽快的游戏乐趣。本作显然没能做到。战斗也尽力去区分装备和技能,以及敌人种类boss技能,但变量还是太少,或者说变量在观感上太少。大富翁获得的道具和装备,能让你在战斗中有什么质变吗?不能。无论什么装备,开局100血,boss门口50血,稍微仔细一点耐心一点不贪刀,都是一样的打法。 那为什么还会死?因为不贪不是人啊。本作的大富翁部分相比其他roguelike游戏真的是收益损失五五开。虽然不像skyhill那么变态90%=0%,但也不像大部分rogue一样只要花在赌博的时间长就一定收益高。比如碰到卖血的事件,一个不小心吸到1,后面还没吃几口饭就战斗,很容易暴毙。 有评论提到洗牌能看出来,我仔细去看确实有效,但不能保证100%,尤其是动作变快+切三次,最后还是靠猜。也许录像回放可行吧,但是这么玩太没意思了,我的评价是不如开挂。 不能开挂不是差评的原因而是中途放弃的原因。差评的原因是这个游戏没能做到点到为止见好就收。
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
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