
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.
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 | $3.99−80% | 10.7Kreviews | 89% | — | $911.6K |
| $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
Things I like: - Very strong narrative flow with the voice actor, the writing, the theme, and the animations / sound design. Playing the game with the narrator is a treat. - The UI is nice, comfortable with a controller in particular, and the deck customisation is good. - There are quite a few assets such that runs don't get too boring. Things I didn't like: - The combat is very similar to the Batman: Arkham series, and so you have the basic flow of COUNTER, DODGE, ATTACK, with some special units thrown in that try to add variety and force you to do different things. For those who've played the Arkham games, the downside of this system is that while it does work, it still can be quite "button mashy" and thus repetitive. That being said, I would still prefer it over the dice combat from The Warlock of Firetop Mountain but this is probably personal preference. - Not all strategies are equal. I'm sure if I played longer I'd know more patterns, but so far the AOE weapons are always superior because they can clear out enemies more quickly, and food and gold always trump health because you can just get an auto-heal item. - Although there are many assets, these assets are still re-used, and lizards vs ratmen vs bandits is really not all that different. Even bosses are re-used in later stages, so repetition can appear if you play the game too much. TLDR; A good card game, better than The Warlock of Firetop Mountain. Presentation with the voice actor is what makes the game shine. Worth playing once, and then getting some replayability out of the deck customisation and higher difficulties, but expect diminishing returns versus your first playthrough. Better to come back after a year or so and play it again, rather than do an immediate playthrough after you've beaten your first one.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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.
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
Отличная игра!
Esse é claramente um jogo que gera muitos sentimentos... Primeiramente, gosto muito da proposta, acho que é uma boa combinação de card game e um jogo de ação, apesar da ação em sí ser um pouco capenga, as animações de luta são um pouco qualquer coisa e o combate, apesar de gostar, chega a ser bem monótono. Porém, a minha crítica vai muito em cima no design de progressão que foi implementado, veja, na dificuldade normal, durante 85% do jogo, ele é extremamente fácil, tanto as runs, quanto os boss, ao ponto de ser difícil de morrer, porém, quando se chega no penúltimo boss, a dificuldade se transforma em algo completamente absurdo. As penalidades são abusivas, e em 3 hits você morre no boss (a fase em sí, continua sendo simples e fácil). A escala de dificuldade dos chefes se torna tão absurdo que um jogo na qual você passou 8 horas jogando sem morrer nenhuma vez, se torna quase impossível a progressão. Fui pesquisar sobre e vi que tem um monte de gente com o mesmo problema, a escala de dificuldade absurda que fazia geral ter a progressão interrompida. Vendo esses comentários, algumas pessoas disseram que tiveram que refazer algumas runs de chefes mais fáceis para farmar cartas e tentar desbloquear coisas novas para somente assim, ter a possibilidade de itens melhores e tentar uma sorte melhor nesses chefes quebrados. Mas veja, o jogo em momento nenhum te prepara para isso, como qualquer roguelike/roguelite que já fazem o jogador morrer de cara, para ensinar ao jogador que sim, ele vai morrer com frequência e que ele precisa fazer e refazer algumas runs para ser mais forte, porém, em Hand of Fate isso não existe, eu passei 8 horas de gameplay sem morrer para do nada a dificuldade dos chefes escalar de uma forma absurda. E também, depois de 8 horas de jogo eu me recuso a ter que refazer sabe-sá lá quantas runs para talvez desbloquear uma carta que talvez apareça no momento que eu preciso Pra mim, isso soa como um erro do design de progressão (ou um bug mesmo?) porque absolutamente não faz sentido haver uma progressão tão quebrada como essa. No fim das contas, depois de muito quebrar a cabeça, eu desisti, diminui a dificuldade, porque eu cheguei muito longe para não ver um final. Fiz as duas últimas runs, e nessa nova dificuldade eles estavam bem oks (Na verdade, eles estavam como deveriam estar na dificuldade normal) até que eu cheguei na batalha contra o Cartomante.. Que batalha horrorosa, eu já acho bem paia esse negócio de você ter que lutar novamente com todos os outros chefes que você lutou, porém, além disso, durante as ondas, cada chefe tinham os seus minions e para cada onda, eu tinha que matar um toten ou personagem específico para poder matar todos os outros inimigos Agora pensa, entre 3 a 5 inimigos por onda (foram 3 ou 4 ondas no total), todos os inimigos com proteção, sendo obrigado a matar um inimigo específico primeiro e no intervalo das ondas ter que lidar com o Cartomante tendo que desviar dos golpes com a movimentação esquisita que o personagem tem... mesmo com a dificuldade diminuída foi terrível. Só um mrantifun pra ajudar a terminar esse jogo véio quebrado
This has been one of my favorite games that is super lowkey, it's extremely disappointing that people experiencing the challenge automatically negative review bomb so I decided to come and offset it a little and speak about the merits and drawbacks of the game. Pros: Sound track is beyond amazing - Jeff van dyck (composer of Shogun 2 and Rome total wars) comes out heavy and you feel completely immersed in the game from the jump. I still listen to it from time to time when I go on a walk or drive Story - the narration and writing of the Dealer makes him such an incredible antagonist, from his little snarky sarcastic comments all the way to his demeanor, you really do feel like the game is something you're invested in because of how well the writing is done. Combat - Very straight forward and I love that the unique thing about this game is that you actually go in and combat/play out traps and other events. This can make your run very smooth if you're calculated or, I guess for some people, unbearable to play. To me? I prefer this, it offers a lot more control and there are cards that allow you to have a smoother time overall so the complaints are not warranted. Cons: If you can call it a con. Replayability - Once you have ran through the game a couple of times, the flare and diversity isn't too much there, I think this is an intentional design for a linear storied experience as opposed to have 20 variations of difficulty for the game but someone might be bummed out by this (Look at the hours I put in, I feel like it's worth the amount) All in all - try the game out, I really loved it.
回味一下这款风味独特的老游戏,命运之手的评价应该从两个角度去说。第一个是在创新方面的毋庸置疑,尤其是在现在这个独立游戏喷涌却如出一辙的时代,能给出一个新的概念和玩法,哪怕并不成熟,都可以让人耳目一新并且值得赞叹。而另一面,对游戏本身而言,构筑和肉鸽的卡牌与高难度的战斗,只会让受众交集而并非合集,创新之外应该想清楚游戏的定位不然只会走向小众。其核心原因我觉得是无论卡牌还是战斗都做的有点迷,卡牌玩法是肉鸽,但是事件又是自行构筑的,有随机导致的构筑顺序混乱,又有事件随机性抽卡导致的负反馈,与其说卡牌不如说是自定义冒险;而在战斗方面,无法自由视角导致十分憋屈,手感很怪,还有识别度低的高伤陷阱。实际上新意/噱头之外游戏体验并不好,改日体验下二代看看是否有进步和优化。
I've heard and read people praising Hand of Fate at the time, and roguelike deckbuilders are right up my wheelhouse, so let me say this: not playing it at the time was my mistake. Truly a shame I haven't actually bought it earlier and got it for dirt cheap just recently. It's funny to see this post-Slay The Spire scene of indie games we have nowadays and go back to a game that was made before all that trend and still offers something unique and fresh. There's an entire alternate universe where we would be going through iterations of deck based dungeon crawling and defeating minions with batman arkhan asylum real time combat, instead of turn-based battles with cards, dices, ufo catchers or whatever. I wouldn't mind that universe, and I like Slay The Spire and some of the games inspired by it! There's probably someone who can't stand the long animations and voice lines of the card dealer or is complaining about bad luck on the card draw. That person isn't me, I wish it had more unique lines and animations, it's an unique presentation and every mistake makes me eager to rebuild my deck and try to triumph over my fate again. Oooh, I should try the sequel, shouldn't I? I think I've got it for free on a giveaway or something...
Entretenido e interesante jugarlo, me gusta como alterna el tablero de cartas con los combates cuerpo a cuerpo. Lo recomiendo.
Very boring and repetitive. Apart from the bland combat you're stuck wasting time with animations you cannot skip such as when cards are moving around, or before you're about to try for a success, failure card flip.
<3
ee
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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