
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 | 3.4Kreviews | 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
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.
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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
I enjoyed this game way more than I thought I would. It is fun to play co-op. Each run is different as you build your deck. It is a lot like Slay the Spire, except the tactical battle has some elements that remind me of a boardgame called Castle Panic. In fact, I like it better than Slay the Spire because of this. I wish there were more than 4 roles to try (with the base game). I might get the DLC to try the 5th class sometime. However, each role has many different cards and artifacts to acquire so there is a lot of depth and replayablility here.
Après plus de 120 h sur Slay the Spire II, on cherchait un petit jeu de cartes jouable en coop en attendant l’ajout de nouveau contenu. Et je suis extrêmement agréablement surpris par Hellcard ! Jouable en solo (où l’on contrôle 3 personnages), en duo (2 personnages) ou en trio. La zone de jeu se divise selon le nombre de personnages à l’écran (donc 2 ou 3 zones). Il y a la notion de « proche » et « éloigné » (cercle intérieur et cercle extérieur), et cela a une très grande importance tactique. Les ennemis ne se contentent pas d’avancer vers vous : ils peuvent cibler la zone d’un autre personnage, se booster, invoquer des renforts, etc. Le but est de descendre jusqu’au 12ème sous-sol. Chaque joueur choisit son chemin, et les monstres s’additionnent en fonction des choix effectués. « Chemin choisi » est peut-être un peu exagéré : à chaque étage, 2 choix s’offrent généralement à chaque joueur, avec des bonus différents. Les gemmes sont le nerf de la guerre. À la fin de chaque combat, 3 sections de bonus à choix s'activent, chacune proposant 3 choix. Certains sont gratuits, d’autres demandent des gemmes pour être activés. Par exemple : Gratuit : Améliorer une carte au hasard 1 gemme : Choisir 1 amélioration parmi 3 cartes tirées au hasard 2 gemmes : Choisir une carte de votre deck à améliorer Et ainsi de suite. Les gemmes étant limitées, on doit bien réfléchir à ces choix . Il y a aussi des choix gratuits qui font intervenir un peu de RNG, comme « 50 % de chance d’obtenir 3 gemmes ». Il y a 5 classes au total : 3 disponibles dès le départ, 2 à débloquer en jouant et 1 en DLC. Chaque classe possède ses propres forces. Par exemple, le guerrier peut donner du bouclier à ses alliés et dispose d’une mécanique de stun. C’est un jeu assez stratégique qui demande un minimum de communication pour être vraiment efficace. Un jeu très passionnant : il n’est pas rare de se croire fichu, mais avec un peu de jugeote, une bonne utilisation des cartes et un brin de chance, on peut renverser la situation. Exemple concret : le tour commence et ma coéquipière est censée prendre 39 dégâts ( enclenché le meme « Combien ?!!! »). Avec un peu de réflexion, j’active ma carte pour ramener l’ennemi vers moi et encaisser une partie des dégâts, pendant qu’elle joue son coup de pied pour repousser un attaquant dans le cercle extérieur. Comme il ne peut attaquer qu’au corps à corps, cela nous donne l’air frais nécessaire pour gagner le combat. Le jeu est entièrement traduit en français, et les mécaniques sont suffisamment simples pour que nous ayons passé le tutoriel sans difficulté. C’est un roguelite complet : les classes peuvent commencer avec des bonus, et on peut rendre les runs plus difficiles en activant des malus, etc. Bref très bon jeu solide , très agréable pour les fans de jeu de carte strétégique
Это было весело, жалко контента мало
如果你钟爱肉鸽爬塔又有可以一起游玩的小伙伴,那么你还有什么更好的选择吗? 热爱爬塔游戏的玩家,非常推荐。
hey guys real talk, this game SLAPS. i am taking off work to play the second when it launches. much fun with friends!!
Smart twist on the genre. Got this on sale, def worth it.
一般偏上吧,偏上是因为我比较喜欢卡牌游戏。 暗黑破坏神背景美术风格的游戏,[i][b]可多人联机+分,有几套可玩机制和运转还算好玩+分,[/b][/i]除此之外,[i][b] 比较冷门找不到朋友和厂商不当人+繁华扣大分。[/b][/i] 总的来说游戏质量值得六七分,但游戏外的因素扣分扣得厉害。哪怕单纯看游戏的未来前景呢,就像玩喋血复仇不如玩求生之路2一样,如果你喜欢这款游戏,为什么不更期待更多玩玩杀戮尖塔2这样的游戏?
très bon jeu
8/10 when playing co-op 3/10 when playing solo I've recently finished my time with Slay The Spire 2 (about 75 hours, 7/10 game), and enjoyed it quite a bit. Was recommended Hellcard as a "better" alternative, and I have to say, I'm really enjoying it. Once you get used to the presentation of the game, I actually found it a lot more satisfying and fun to play than StS2. I can already tell I'll end up putting more hours into Hellcard over StS2 eventually. Bare in mind I play Co-op, as solo is massively flawed (see below). In the base game, there are 4 classes to choose from, and they all play vastly differently from each other. Each one is fun to play in its own way and to master. The key distinguisher in Hellcard for me though is the card upgrade system - each card can be upgraded (transformed) into multiple alternatives, and multiple times further into even better evolutions. Some cards just become epically satisfying to construct a build around. The game also incorporates a use of 3D space very well into its gameplay, giving far more nuance to Areas of Effect. The biggest gameplay downside to the game is some of the late game RNG - you could be having a great run, and then suddenly you'll start an encounter with a hand of cards that just can't save you from being wiped out on Turn 1. Such is the nature of it. In solo play, the game tries to compensate for the difficult nature of some of these events by giving you 2 extra party members that you control, which both have their own deck of cards to play with. But it doesn't compete with having actual friends to play co-op with and having them build their own decks, which is by far more fun and consistent - in solo, your "team mates" build and upgrade their decks without your input at all, and you eventually end up having to play their card in a setup that you've not chosen or curated. This makes it quite terrible in the long run to play solo, especially on Endless Mode. The other issues are minor gripes with the UI - clicking some of the buttons (eg to End Turn) needs to be clicked multiple times on occasion for it to register, if you didn't quite click centrally in the button enough. Also, having to pan the battlefield camera up/down/left/right to get a better view of the enemies is an unnecessarily annoying aspect of the game, when you feel like perhaps having the camera zoomed out a touch more to avoid this completely would have been far better. Another thing is when choosing what floor encounter to select, it's not easy to see at a glance what each floor has to offer - all the icons and art don't stand out too clearly. Lastly, setting up a co-op game feels stupidly tedious - you have to "create" a new character, then make a lobby, then Steam Invite your friend(s), and then when they join they have to "create" a new character too... every single time. I can't see why we can't just remain in the same lobby together after a run and keep all our characters there. Overall, if you play Hellcard with a friend, you'll have a great time despite some of the tedious frustrations. The game has more depth an nuance than StS2, but each game offers something slightly different so you can easily have a good time playing both.
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