
Haxity is a cyberpunk, PvP, action deck-builder. Draft your deck, modify your fighter and outsmart your opponent in intense Head-to-Head battles. Fight online, challenge your friends or terminate the AI. Slot, hack and execute, welcome to Haxity!
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
Media
About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1] 🌎 Overview 🌏 [/h1] A unique card-based rougelike RPG that has great presentation. The cyberpunk themes are strong, but the game still needs a bit of polish and more content to become possibly one of the greats. [b]Score is at the bottom of the review, while you are down there, leave a like if you liked this review![/b] [quote][url=https://store.steampowered.com/curator/37072886/]Great reviews can be found at our curator page:[b] Devils in the Detail[/b] Make a deal with the devil and join our curator for more great reviews like this one![/url][/quote] [h1]Game Breakdown[/h1] [h3] 🎮 Gameplay 🎮[/h3] [u]Characters[/u] There are three characters to pick from to take on a run. They each have a few different unique mechanics that set them apart which helps with build variation and keeping the game feeling fresh. The first character is a former cop who focuses on momentum which increases a card’s damage every time it is player or momentum is triggered by a card. He also has an array of stat buffing cards that can make him take nearly zero damage while hitting like a tank. The gang member is the second character who gets bonus damage when cards are able to be played. She is the weakest of the three characters because she gets weaker when blocked. Thankfully the developers know this and are going to fix her up soon. The half-rat scientist focuses on debuffs and doing damage based upon how many the opponent has. He has an infect debuff that will stack and increase his enemy’s damage taken. This is an overpowered build that can go crazy. I was killed in two turns by an enemy rat scientist which was a bit frustrating. His constant need to debuff is made fun event though I don’t normally enjoy playing characters like that. [u]Route Planning[/u] https://steamcommunity.com/sharedfiles/filedetails/?id=2143138108 There isn’t any route planning which breaks the mold of deck-building rougelikes I am unsure if this makes the game better as it does the same thing but in a different form. After a battle the player is given 3 neutral sections with choices and then a story event. The neutral sections are multiple choice opportunities to do things like buy the game’s equivalent of artifacts, cards, hacks, or throw cards away. The choices are made interesting by requiring one to be picked, so a player may have to gain cards they don’t want or throw away one that they wanted to keep because it was the least harmful choice. The story events allow for direct interaction with some of the people living in the city and some of the choices will depend on if the player has money or not. The black market modder will sell a mod, but if the player doesn’t have money, they must become a guinea pig and be experimented on. This will cause the player to draw a wound card which is a semi-permanent affliction. [u]Deck Building[/u] https://steamcommunity.com/sharedfiles/filedetails/?id=2143138812 When the player picks a character, they are first given a choice of a few decks which have one or two unique cards that help to create a specific build of one particular type. The player then drafts 3 cards. This is easiest way to get specific cards and later on the player will be given tough decisions through drafting events. These events are difficult because they often will require something to be given up, or more likely, an additional card or hack has to be drawn alongside the card that is actually wanted. This can cause some deck bloat, but this game is all about hard decisions which is on point for its cyberpunk setting. [u]Combat[/u] https://steamcommunity.com/sharedfiles/filedetails/?id=2143139929 Combat is something that a player will either love or hate. The simplest way to describe it is a typical deck-building RPG mixed with poker. What I mean by this is that first the player draws a hand and then they and their opponent must play three cards in a sequence. These cards are hidden at first while planning and they are then revealed. Once revealed, certain card colors will block other colors meaning they will not be played in a sort of rock, paper, scissors fashion. The state of the cards doesn’t have to stay this way though, as the cards can be effected by a second deck of cards called hacks. Hacks can be used to change the position of cards as well as change cards into different ones entirely. Hacks take turns being played and use an energy resource, of which more is gained as turns progress. Hacks are played one at a time and then the opponent is able to play hacks. Once on player passes they give up their ability to play hacks and the other player has free reign. The main issue players have with this sort of hidden card mechanic is that it feels RNG, and I thought so as well until I realized that the different AI characters have different card and color preferences. By analyzing what they liked to play I started to be able to block more. [h3]📚 Story 📚[/h3] There isn’t much of a story, as is typical of most roguelikes. There is a nod to cyberpunk in general in that it is established that there is a large megacorporation that owns everything and doesn’t care about the denizens of the former metropolis. It is up to the player’s-controlled player to take them down by any means necessary. [h3]🎧 Sound 🎧[/h3] The sounds are fine, if not a bit loud. The music is great electronica that goes really well with the theme of the game. I enjoyed listening to it while strategizing and I must acknowledge that the many musicians who created these tunes really help to sell the cyberpunk setting. [h3]📺 Graphics 📺 [/h3] The graphics are great and they really sell the cyberpunk environment. The disproportionate body of the former cop belies his strength and his occasional focus on punching. The other two characters look amazing as well and are great to look at. The backgrounds are also wonderful and show the corruption and destruction of the city. The two major issues that I have with the graphics are that the enemies are recolored player colors and some of the cards don’t have unique animations so it looks a little strange. Some variation in the characters would make the game feel a bit more populated and that the player character is unique since they have broken off from their host group to take down the megacorporation that is decimating their beloved home. The animations make some of the more powerful cards feel less satisfying as there isn’t great visual feedback to be had. [h3]⌨ Controls ⌨[/h3] The game controls well with only a mouse and due to its turn-based nature it would be great for mouse emulation on a gamepad. [h3]⚙ Performance & Bugs ⚙[/h3] [table] [tr] [td][u]Specs[/u][/td] [/tr] [tr] [td]Cpu:[/td] [td]AMD FX-8350[/td] [/tr] [tr] [td]GPU:[/td] [td]GTX 1080[/td] [/tr] [tr] [td]RAM:[/td] [td]16 GB [/td] [/tr] [tr] [td]HDD:[/td] [td]7200RPM 2 TB[/td] [/tr] [tr] [td]SSD:[/td] [td]Corsair 240 GB[/td] [/tr] [/table] [u]Easy to Alt-Tab[/u]: [b]Yes[/b] The game’s performance suffered for unknown reasons. I had slow downs when animations happened and the music cut out when I would buy something. [h3]💰 Replayability & Price to Content Ratio 💰[/h3] The game has a lot of cards for the three characters to explore in terms of builds. The enemies though aren’t unique and are instead copies of the player’s characters with mods which does make it a bit less interesting to fight them. [u]PrCR: 2x – good value [/u] [h3] 🌟 Overall 🌟[/h3] 👍 [u]Pros[/u] 👍 Unique battles Great cyberpunk theme Lots of replability 👎 [u]Cons[/u] 👎 Recycled enemies [table] [tr] [td]Gameplay[/td] [td]9/10[/td] [/tr] [tr] [td]Story[/td] [td]NA/10[/td] [/tr] [tr] [td]Controls[/td] [td]8/10[/td] [/tr] [tr] [td]Sound[/td] [td]9/10[/td] [/tr] [tr] [td]Graphics[/td] [td]8/10[/td] [/tr] [tr] [td]Game Length[/td] [td]7/10[/td] [/tr] [/table] [h1] 👑 Final Rating: 8.2 👑 [/h1]
Related
Related
Trends
Modeled estimate over time.
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Sorry to say but here is it straight from a developer post: [i][b]We have thus reached the conclusion that we can no longer support having a development team on the game. The patch we are launching this week is then likely the last update for a long while.[/b][/i] Looks to be an abandoned game that they are hoping that it will somehow become viral and come back around. So personally say that you should not play the game. There was something great with this game but they went from a nice offline card battler with a story to a PvP online card battler with no story. You might enjoy it but it is not my cup of tea to PvP.
If you're looking for a new kind of CCG Roguelike because you're through with Slay the Pyre and the likes, you might come across Haxity. Cards, their mechanics and ways to implement them into games have become very popular, to a point where I feel some genres should rather stick to their roots. Personal bias aside, this doesn't undermine Haxitys attempt to achieve something new; it simply serves as an explanation for the mindset I started the game with. -------------------------------- What drew me to Haxity in the first place were the colorful graphics and the amazing soundtrack. Both greatly serve as a means to paint a vibrant cyberpunk world, filled with augmentation, mutation and hacks. The card design is low in detail but the colors make up for it. Each of the three characters, we do talk about in a second, look quite distinct from each other. Even without knowing their backstory, you can clearly tell something about their motives and reputation. The games backdrops, while sparse in number, greatly add to the worldbuilding. That beast of a soundtrack! You rather turn it over 9000 or you're missing the point. Expect some hard hitting cyberpunk and darksynth vibes, which made my body move along. Art aside, there is a game to play and this is where opinions might divide. A big game changer in Haxity is that your cards do fit in categories to use a principle of Rock-Paper-Scissors. Melee beats Skills, gets beaten by Ranged and ties with another Melee, so Melee -> Skills -> Ranged -> Melee if you put it into perspective. Keep that in mind before you draft your deck and hit battle, because drafting is one of the biggest parts in the game. Since it is a roguelike, you're not managing your deck like you would in Magic. You rather pick one of three starter decks which mostly differentiate in one or two cards and add other cards on top. Haxity offers a campaign and versus modes, whereas the latter offers the possibilities to fight against humans or an AI. The start for all modes is merely the same. Choose one of the three given characters, suiting to your prefered playstyle. The Banshee looks like a rollerblade assassin and tries to involve charged attacks while Copperson, some kind of ex cop, relies on shields and momentum. The last of the three is Dr.Ratz, which, like the name implies, has gotten some serious rodent traits and tries to infect his opponents. If you're playing the campaign, don't expect a backstory. Like in Slay the Spire, you're moving from node to node which do offer different actions. Pick a new card, buy a mod or fight an opponent. There are optional and mandatory fights and I had to learn the hard way that optional fights can be much more difficult. So, what is all this talk about gameplay and hacking? [i][h3]Fool me once, frustrate me twice...[/h3][/i] The battles in Haxity work in very specific way. Cards played move onto the discard pile but get shuffled into the deck again once there aren't enough left. Unless a specific card effect doesn't imply an exception to this rule, you don't need a big deck to play around a strategy. That said, there is a major drawback for those who like to plan in advance. At the beginning of the turn, you choose three of your five hand cards and put them into play. At this point you don't know what your opponent chose to play so it's more a game of chances. Once both players finished this phase, the cards get revealed. Now you're applying the aforementioned circle in which some card types beat others. You planned a tactic in which your first card boosted the latter? Bad luck if your skill got beaten by a melee and is not used this turn. But worry not! There is some kind of side deck we can use to influence the outcome, our hacks. Unfortunately one time use mostly and require energy to play. Let's shuffle our first two cards. It might hurt the strategy I had in mind but at least my opponent can't play his cards either. Right? Well, here is where my frustration starts and I learned to look at Haxity at what it is: a card brawler. While playing more matches I couldn't help but feel it's less about using your own strategy but sabotaging my opponents'. Many times I would have loved to pull a combo but rather had to rely on little pinpricks to ship away some health. It really feels like an exchange of blows instead unfolding a great plan. One might argue that once you've seen more of the cards your opponent has in his deck, you'll act and put counter cards into play. However, you never can't be absolutely sure about it and you're still drawing by random. What also bothered me is how the hack initiative gets handled. I read a comment, saying that only when both sides haves passed, the round starts to resolve. This is not exactly the truth. If I had a great start, I don't want to change anything but it's my turn to start with hacks. There is a very big chance that my adversary wants to manipulate the board. Since I don't intend to act, I'll pass. He'll play a hack and I won't get the chance to answer. I'm not sure if this is the way it should be but these were the most frustrating moments in the game. So you're either forced to play a hack anyway because then you haven't passed and can answer his call or bite the bullet, although the board did already look good. [i][h3]The Balance.[/h3][/i] Haxity is in early access and it clearly shows. I'd argue that your experience might wildly vary depending on the first character you played with. Mine was the Banshee. The first matches were fine but I felt the problems her charged mechanic faces in comparison to momentum or the infection of Dr.Ratz. To get your charged bonus pulled off you'll often need at least a second card to charge it. Maybe your lucky and found a mod that pre-charges your cards at the start of the match. Copperson and his momentum rely on hitting repeatedly, making the move stronger each time. Although getting your cards played can get tricky, it's easier to pull off. Then there is the rat. His infection makes you take more damage for each stack. I had a fight where I took 95% more damage on turn two. Combine this with the feeling you get when you're not able to prevent your opponent from playing his cards and you'll get why I mostly did only play 4-5 matches in a row. Clearly, early access is meant to collect experiences and player voices, which I'm offering. At this point it really hurts newbies, still figuring out the mechanics. Did I mention that your cards can also be fast or slow? If two of the same card types stand against each other, you can still win or lose if your card is fast by nature or hacks do come into play. [i][h3]Thoughts left?[/h3][/i] Haxity clearly pulls off game mechanics which I did not expect. It is refreshing and will certainly make a lot of people happy. Saying I’m one of them wouldn’t be the truth but neither a lie. In some matches I did have the illusion of having figured it out. My opponent mostly used skills and ranged attacks and thus I put the respective cards into play, hoping that I’d either be able to beat them outright or make the hacks work for me. Then again I played against others who did not have this kind of system. So instead on focussing on my tactic I tried to figure out theirs. Every blue moon I got a combo which still fell short against the sheer simple strength of momentum or infection. I can best summarize this by using my earlier words. Haxity is a card brawler that can be influenced to a certain extent but doesn’t provide the option for grand scheme tactics others might like. It’s fast and brutal, just like the amazing soundtrack and graphics do suggest. In the end it’s a game I’d recommend for its different approach to a well liked genre and the certainty that, while I might not become the biggest fan, there are gamers who will love it. [quote] This review was written for [url=https://store.steampowered.com/curator/27632048-Arcane-Raise/] Arcane Raise (Steam Curator)[/url].[/quote]
The game has a very clever idea of turning rock-paper-scissors style combat into a deck builder, an idea that seems insanely interesting in theory. And it probably could be just as cool in practice, IF it was adapted correctly. IF. In this game, you have to try to strategize the classic game of rock-paper-scissors, and to an extent you can by viewing the opponents deck: if certain moves are starters or finishers, then you might be able to gauge more accurately what attacks are going to be of what type. The big problem here is that, even with this knowledge, you'll still find yourself guessing far more often than anything else. Every combat feels like a large guessing game, and the clues the game TRIES to get you to look at to strategize are of no to little help period. They try to implement a "hack" system to combat this, but since the enemies ALSO have this ability, it really doesn't change the outcome all too much. In fact, you'll find it screwing yourself over more times than it actually benefits. Add to this how rapidly the enemies scale up strength, getting more and more mods (basically relics from Slay the Spire) and without fail you end up finding an enemy that you simply cannot overpower. You get decimated. And the worse part is that, there's really no way to get better or improve. You just have to try again and hope you guess right. Adding onto this, the game doesn't do anything to help you. There is no reward for trying. No progress for an incomplete run. This leaves you with an angry, cheated feeling. Like you've wasted the past thirty minutes to over an hour, only to fall short due to what feels like no fault of your own. It feels like everything you did was wasted for literally no reason. In any other game, a loss either leads to a sense of "at least I learned something" or actual progress towards unlocking something to improve the odds in the future. This game just feels cold and shallow. In this game, the odds are unfairly stacked against you. In any skill-based game I would be fine with that. But, in a game that is almost completely based on chance, well, it's like blackjack. You may get super lucky every now and then, but the house will win most of the time. At least in blackjack you can count cards. Until the game is more adequately balanced to compensate the RNG of its combat style, it just simply will not feel fun or rewarding. As it is now, this game is easily the MOST unenjoyable game I've ever played. End of story.
[u][b][url=https://store.steampowered.com/curator/38999910/] Follow my curator group for more reviews! [/url] [/b][/u] [h1]Score: 3/10[/h1] Interesting idea, but feels like they got stuck trying to be special and forgot to be fun. The game is simply rock-paper-scissors, you shuffle your hand and redraw every turn and the only thing not completely random are the hacks that you can use to move cards around once in a while. But the opponent has similar abilities, meaning it might save you once in a while but usually a bad setup will mean your doom. Even if there's some strategy behind the card choices, the overload of randomness means you might lose to lesser decks, and there's nothing more frustrating then that. [b]Feel free to comment! [/b]
One of my least favorite card games coming games like Hearthstone, Magic, Slay the Spire, Gwent, etc etc. Very low impact on deck building. Fun concept of having dueling players build decks to play specifically against one other person in a draft duel but the mechanics of the game make 90% of matches a rock paper scissors match of do you get to play your cards or does your opponent get to play theirs. No matter how cool of a deck you can build, either you win because you just did damage and the other player didn't get to do anything to make the match interesting or your that player who doesn't get to play. The only "close matches" I've played were mirror-like matches where both players just punched each other until the one with initiative gets the killing blow. I believe the game is still being developed while I'm writing this review so I'm sure they're still tweaking and I hope the experience gets better but unfortunately for me that would require completely abandoning several key mechanics that I believe they want to define the game.
⠀
An interesting mix of roguelite and deck builder game with cyberpunk aethetics. Is like other card games ive games where you upgrade your deck throughout battles, though in this game, the unique aspect is the rock, paper, scissors like mechanics which is pretty cool. Every card has its own type like that of rock, paper scissors. Each player can play 3 cards per turn adjacent to the opponent and after your turn is over, the cards are flip and if your card beats the opposing one, then their cards gets cancelled out for that turn. Though it does get more complicated than that where, you have abilities or hacks where you can swap and enhance cards etc. Is quite fun, and also have an online pvp mode to try out. https://www.youtube.com/watch?v=rAvKhUSGgTU
This review is for the campaign mode, I haven't played the versus mode. I'm trying really hard to enjoy this game. It has a lot of elements that I feel like are good ideas, however the heart of the game is ultimately rock-paper-scissors. I've managed to reach threat level 2 with each available character so far, but the higher up the difficulty ladder you go the more oppressive the game's designs become. Maybe I'm not big brain enough for the strategies intended by the developers, but I just end up feeling frustrated more often than like I'm having fun.
Seeing the other reviews on this game is really surprising. I'm not really sure how people came away from it thinking it's unwinnable or unfair or heavy RNG? This is primarily a PvP game at the moment and you really ought to be buying it for that, but the PvE (even in its pre-AI patch form) has always been consistent and winnable if you just look at what your opponent is doing and stop clicking whatever you want and being upset it doesn't work. If the game looks interesting to you definitely take a risk here, most of the bad reviews really don't know what they're talking about!
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Schedule I | $144.4M | 308.4K | 98% | $19.99 |
| Slay the Spire 2 | $103.5M | 191K | 60% | $24.99 |
| Bodycam | $54.9M | 41.8K | 76% | $33.32 |
| Dyson Sphere Program | $56M | 83K | 97% | $15.99 |
| Automation - The Car Company Tycoon Game | $17.7M | 17.7K | 94% | $29.99 |
| Stoneshard | $15.7M | 35K | 75% | $24.99 |