
Hellcard is a unique cooperative deck builder rogue-like game. Descend into the paper dungeons on your own, recruit computer-controlled companions or join other players' lobbies in fast-paced tactical card battles against the armies of darkness and the Archdemon himself!
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About
Hellcard is a cooperative roguelike deckbuilder that can be played in both Singleplayer and Multiplayer modes. The game takes place in the paper dungeons known from Book of Demons, and its main mechanics revolve around deckbuilding and fast-paced tactical card battles.
If you are excited about HELLCARD, be sure to wishlist the game on Steam. Otherwise, consider wishlisting anyway - who knows, we might surprise you yet!
What makes HELLCARD unique and different from other deck-building games is that monster placement actually matters and can be used to your advantage.
HELLCARD supports co-op battles with up to three heroes facing the Archdemon's hordes. In singleplayer mode, you can descend into the dungeons solo or recruit computer-controlled companions. In multiplayer mode, your friends or strangers can help you battle the hordes of hell.

Return 2 Games is a series of unique mid-core games inspired by the golden days of PC gaming. Each R2G title is a tribute to a single hit game from the '90s: a reimagining of a single universal story for a brand-new audience, using modern means and innovative, often vastly simplified gameplay mechanics.

HELLCARD was first envisioned as a new game mode inside the Book of Demons universe, but we soon realized that its design is huge and that it should be executed as a stand-alone spin-off game. If you want to learn more about Return 2 Games or support us in the development of the series, visit the Supporter Pack store page. On release, HELLCARD will be a part of it.
Sums Steam only; PlayStation, Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 4.7Kreviews | 86% | — | $2.4M |
| $24.99 | 44ratings | 77% | — | 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 75 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Playing this as a single player game is just a waste of time. The randomness just scales dmg against you out of control, and at some point in most games you will have one bad RNG round that kills the run. Its poorly balanced and more or less impossible at higher levels unless you luck out. Not fun, avoid even on discount. 3/10.
Неймовірно сподобалась в кооперативі, але не сподобалась в соло. Локалізація виявилась машинною, укладка в дизайн дуже не дуже. Чекаю на наступну частину!
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Languages: English*, Simplified Chinese, French, German, Polish, Russian, Spanish - Latin America, Traditional Chinese, Bulgarian, Portuguese - Brazil, Spanish - Spain, Japanese +3 more
| $24.99 |
| 18ratings |
| 72% |
| — |
| not modelled |
| $24.99 | — | — | — | 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 76 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1]HELLCARD: A Fantastic Co-op Deckbuilder with a Few Frustrating Rough Edges[/h1] [i]HELLCARD surprised me more than I expected. I came for the deckbuilding, stayed for the co-op, and ended up having far more fun than I thought I would. While it's absolutely enjoyable solo, I genuinely think this game shines brightest when played with friends. Every run turns into a mix of planning, chaos, and laughing when everything inevitably goes wrong.[/i] [h2]🤝 One of the Most Enjoyable Co-op Deckbuilders I've Played[/h2] The biggest strength of HELLCARD is easily its cooperative gameplay. Every player brings a completely different class to the party, and they don't just feel like different colors with slightly different cards—they genuinely play differently. Finding combinations that work together is incredibly satisfying, and coordinating turns with friends makes every battle feel more strategic than in most deckbuilders. Personally, I always enjoyed playing the Mage the most. Filling my deck with powerful Bolt spells and watching everything explode never stopped being fun. [h2]🃏 Simple to Learn, Hard to Master[/h2] Every run encourages experimentation. You'll constantly discover new cards, relics, and combinations that completely change how your deck plays. Even after several runs, I was still finding builds I hadn't considered before. Because every class approaches combat differently, trying another character almost feels like learning a completely new game. [h2]⚠️ Drawbacks[/h2] Not every room feels worth entering. Some encounters require Gems that are often too limited to justify spending, making those rooms easy to skip. Even more frustrating are rooms filled with large numbers of summoning enemies. Especially in multiplayer, it can feel like someone unknowingly picked the "wrong" path, only for the whole team to spend several minutes clearing endless waves of summoned creatures. Those fights usually aren't difficult—they just drag on much longer than they need to. The recent German localization is unfortunately another weak point. Some translations feel awkward or simply incorrect compared to earlier versions. If you don't mind playing in English, I'd honestly recommend doing so. [h2]🏆 Conclusion[/h2] HELLCARD offers a unique take on the roguelike deckbuilder genre, and its cooperative gameplay alone makes it stand out from most similar games. Despite a few repetitive encounters and some questionable translation changes, I kept coming back because every run felt different, every class had its own identity, and playing with friends was simply a lot of fun. If you enjoy games like Slay the Spire but wish you could experience that style of gameplay together with friends, HELLCARD is definitely worth checking out. [h3]Rating: 8/10[/h3]
Solo play: It's Slay the Spire except you manage 15 cards and 3 character dynamics each turn. Leads to overwhelm, decision paralysis and long rounds. But somehow still engaging enough.
I always appriciate when a game provides you with the tools to become absolutely ludacris overpowered. Wish there was some more QoL features to speed things along but it is not a dealbreaker by any means.
7/10 Coop 3p Неплохой кооперативный карточный рогалик с мета-прогрессией, в котором оказалось маловато контента. Первые часов 5-8 все прям отлично - вы постоянно сталкиваетесь с новыми противниками, открываете новые карточки, между забегами получаете новые стартовые бонусы и тд. Однако на пороге 10 часов вы, скорее всего, обнаружите несколько сломанных билдов, которые просто уничтожают всё в первые пару ходов, из-за чего игра превращается в тривиальный перебор нужных карт. Видов врагов в игре маловато, как и боссов, классов всего 5, из которых 1 длцшный. Когда нам окончательно надоели короткие забеги в обычном режиме, мы пошли в бесконечный - и там игру сломать становится еще проще. Комбинация из воина, бесконечно фармящего карты всей команде, мага, фармящего ману, и инженера, который стакает своими заводами максимум разрешенного игрой блока и количество урона, превышающее суммарное хп всех врагов на поле - и все это за первые два хода каждый этаж подземелья. Поначалу было весело, потом быстро наедоело и стало понятно, что после настолько сломавшего игру забега больше экспериментировать уже и не хочется - мы все видели. Это все еще приятный кооперативный опыт на десяток часов, но не стоит ждать от него гигантской реиграбельности, как от какого-нибудь Risk of Rain 2 или Ravenswatch.
Great game, but with a good team, or even just a partner it gets easy quickly. All of the people who say this game is too hard can't comuinicate with the people they play with, or can't do math.
Зачистить игровое поле с помощью одной разыгранной карты - легкотня. Убить себя, не дав противникам нанести ни единого удара - как два пальца об асфальт. Накинуть на всю свою команду миллион щитов за один ход - не вопрос. Описанное выше является дефолтной каткой в HELLCARD. Колода постоянно меняется в процессе прохождения этажей и благодаря этому каждый забег не только уникален, но и чертовски весёлый.
MUSIC sound is terrible and here is WHY! [always mute it, as I do not like to torture myslef] Short-loop fatigue – probably the closest informal term in game audio circles. A music loop is so short that repetition becomes obvious very quickly. Repetitive ostinato – if the music is built around the same repeating rhythmic or melodic figure (an ostinato). Most songs create expectation through: - verse → chorus, - tension → release, - harmonic progression, - changing instrumentation, - larger-scale structure. A 10–30 second game loop often restarts before any of those expectations can build. Instead of feeling like a complete musical phrase, your brain notices the restart itself. Once you recognize the loop boundary, it becomes difficult to ignore, which accelerates annoyance. Game audio designers often avoid this by using: - long loops (2–5+ minutes), - layered adaptive music that changes with gameplay, - horizontal resequencing (different musical segments played in varying orders), - vertical remixing (adding/removing instrument layers instead of restarting the track). And for the LOVE of GOD make better music. Reaching the Archdemon's Hell level finally made the title click. The real torture isn't the enemies—it's realizing you've been listening to the same 20-second music loop for the entire run. Maybe the real title is HELLSONG. You are welcome. I wont mind to get a key for your HELLCARD 2 in progress project. Back to the review... It's like a mix between Slay the Spire and guard defence stance out of Marvel move, to battle the rushing invaders. Epic. Let me explain. It's Singleplayer with 2 both co-op or a 3 co-op multiplayer where your progresion lets you 'fall' to the deeper layer and monsters reposition themsleves around you (to be fair, would all attack in some cases you would not survive if they would not needlesly reposition, while sometimes they do not make it even to take a turn in some cases) No idea if there is a story, more like 'Uh there is a downward spirol with loot, let's go and explore'. Levels are devided in geometricly exact division of 2 layers of cicles and each covers equal section of near and far layer. Simple and the spels have impact based on diferent characters each with strenghts and weknesses. Best way to play in terms of speed and fun is with friends That take each a role of 1 Characters. I played only 1 Multiplayer co-op. and glad I tryied that, even though usaly I do not. Both players were Mages (seem to be meta - more on that later), took us 1h of gametime to finish all 12 dungeons. In comperison, if you play solo, it took me in best case so far 3h to finish a run. By playing solo - yourself, you operate direcly one character, same as multiplayer, but also partialy leading a party of 2 controlling players. You have control over the cards they play and order, but once the fight is over, your choices in reguard of upgrades and new cards as wel as upgrades and artifacts, that is all gone. Here you are clearly at a disadvantage. Itis a time saver, but you can't search or create synergies and you will have to learn how to play with changes to the deck each time you progress. To be fair, I have played just view game and the choiced that are automated seems to work well enough toi make the characters effective and that is very important. The places you choose to visit will determin what upgrades and options you will have at the end of a dungeon from monster types to the rewards that include new cards, remove cards - to make faster deck cicleming, upgrade cards - you loose most time reading trough all the options and impacts. The more you play, you know it by heart, so that is one of the reson the multiplayer was so fast, my patint group had to wait for me on alsmot all levels playing alsmot new character is bad for teamplay and waiting time. Many thanks for the patience. Still can't comprehand the insane fast game we had. I could bearly keep up to play out my cards, made me feel realy old - like playing a speedchest with 2 Ender clones. Comunication is fun with emootes or ping to make attention to some creature, that you overoocked for using a card that will trigger a condition if played on certain mobs. And this is the main goal, knowing your cards and play to strenghts, by eliminating the mobs that target you first or make sure your defence is stronger then the predicted dmg from mobs that target you or your teammates. Constant presure. Let's talk about classes. All have unique attack mechanic, like malee haveing benefit of targeting near sector mobs compared to far, but later upgraded spells do not matter, just deremin the sector or AOE range. Ranged character has strenght in the far sectors, AOE or even impact whole dungeon or sector. In multiplayer I meet o only Mages, seems to be the clas that allows for infiner mana points - action you can take, and provide teammates with infinit number oif extra cards to play out each encounter. Very powerful combo that made the game like extpress train and provided my character of own unique class feel like an infant stepping and falling over own feet. Additional to the cards you can play I had unique class need not one but 2 additional resources - screws and cores. Those are required to be able to play out most cards. So while I struggle to gether enough resoruces they provided me with needed cards or extra mana, while also decimating the mobs. While my character can be strong in some cases, it took me long time to set up all the traps to trigger all the needed synergies compared to make ability to dish out. Interestingly I was not impressed in single play controlling a co-op mage, but oh boy was I wrong. This was humbeling exp as much fun as it was. The game is easy to pick up and if you play solo you might never see all the possible combos if you pick same choices always. But if all play same class the same way, then also you wont. There is a lot of replayability that lets you unlock cards and emotes that your characters can say in game to other players and expand your comunication choices in coop with random teammates. Even if grinding is not my thing to unlock new things, hopefully I will convince freinds to join, even though they do not like this kind of games. To the DEVELOPERS. Since you are making a new game improving on this formula, here are my thoughts. I would prefere if I can mark my cards somehow, to remember what choices I picked for upgrades or have option to auto apply from history. Having to remember all and doing it for bazilion times on repeeat will make it auto, but only if I keep playing or stick to one character. If I want to explore all options it might help if I return to a class that I have some way of knowing what I picked to remember. Same thing on multiplayer, there is no time to check all the upgrades and choices, would love to go trough the list of upgrade picks and cards played for each of co-op players (maybe I overlooked the option to do so). Sometimes cards fill your deck from all the extra scrolls as some cards place them in your deck and those cost action points so can't play out and after finish with a certain artifact [keep the current hand] wont be redrawn and you are stuck with same deck preventing you to get new cards on next turn, that are needed. I almost blocked myself from effective gameplay. Or some other class needed 2 special resoruces to either even play out cards or activate them after. While this are fun to play but sometimes was stuck as I had mana but no secondary resoruce to play out the card. Maybe at least provide a mechanic to get some basic resources from the mana that is left from last round or something.
This game makes the black a guy a victim that like being rear ended doesn't give a proper a guide dealing with mobs passive and buff. Graphically it's amazing the gameplay isn't it, and what makes me pissed off that reading card sucks ass because they are small. Second if your a cleric you will be sexually assaulted the first boss encounter had a minion that debuff with fire each card used imagine not being able to help like the role say but get ♥♥♥♥♥♥ over. Everything works graphically and play ability but has the worst desc in any game for a roguelike. Felt like a minor being touched by a priest
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