
A cosmic horror roguelike tactical deck builder. Fight nightmarish creatures, add cards to your deck, discover powerful curios and combine all their unique effects in game breaking synergies. Awaken and Hunt the Pale Gods.
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About
Hunt the Pale Gods is roguelike tactical deck-builder, hunt horrific monsters and use their powers against them.
Add powerful cards to your deck, loot ancient curios that break the rules of the game and discover wild synergies. Nightmarish bosses wait to test you and your deck, with unique card rewards that stack the odds in your favour. You will need it.

Once you defeat a powerful foe, you will be offered extremely rare divine cards. They unlock wild synergies and combos, making every run unique and changing the way you play the game.
You will face five different aspects of the Pale Gods. Each aspect has unique foes, mechanics, and card rewards. Shape your deck, discover game breaking combinations, and awaken your true potential. No run is the same!
PRIMORDIAL: Savagery and blood magic. Call upon the primal strength surging within.
PROGENY: Time and space. Manipulate reality and the flow of time.
ABYSSAL: Wrath from the deep. Command sea and stone to crush anyone in your way.
UMBRAL: The dark beyond. Lurk in the shadows and become the terror in the void.
EYE: The cult of the Ashen Absolution. Ancient secrets and cleansing flames.
Battles flow, standing still means defeat. Movement and positioning are critical. Dodge enemy attacks, rush in on the offense, steal the powerful altars and utilize the terrain features to your favor.
Press the attack, break your foes and force them to STAGGER. Use this window to obliterate them or catch your breath. Be careful, you are just as easily staggered. Plan and control the battle!
The path ahead is uncertain. Each individual path choice matters now, it defines the next battle and the card rewards you will be offered. The future is unknown, do not waste time. Choose wisely, choose boldly!
250+ Unique cards, to unleash upon your enemies.
120+ Curios, with game breaking effects.
11 Characters, with their own mechanics.
40+ Events, with unique choices that shape your run.
13 Horrifying bosses, that stand in your way.
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
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
A very fun take on Slay the Spire like gameplay but with many innovative twists like often paying for abilities in MADNESS (either temporary effects of mental illness in this battle or taking on permanent nasty cards for a permanent gain of some sort). They also seem to do a good job of H. P. Lovecraftian theming with most of your opponents being various elder beings...as if this whole journey is one taken in our character's mind as he tries to get a grip on his sanity.
An excellent iteration of Into-The-Breach-likes in the RLDB scene. Many silly runs enabled with Divine Cards and Curios, but also exciting and challenging runs, be it self-imposed, from the starting boon, or trying to go for specific/meme decks. 10/10 would relive the fun of this game again. edit: forgot to mention i have almost 500 hours on the game from beta testing not visible here
Просто великолепный в плане атмосферы, в том числе за счет музыкального сопровождения, тактический карточный рогалик в лавкрафтовской тематике с очень занимательным геймплеем. Жемчужина в жанре.
This is one of the best deckbuilders I have seen in a while and it's highly criminal that not many people know about it
Great deckbuilder with a classic Cthulhu theme! The originality is the grid-based movement. The arena is small and it feels like you're trapped with the monster, which fits well with the atmosphere. A typical full run loop is multiple tense hours long. It's pretty tiring to go to the end on ascension 14 when any mistake can cost you half your max life, but success is all the more rewarding. Lots of cards, lots of artifacts, lots of tough decisions to make, the roguelike feel is here :)
First of all, if you like eldritch things and you like card games, this is it for you. More in depth... first and foremost, the art is amazing. The cards, the arenas, most of the enemies, it's genuinely stellar start to finish. The five card colors/themes/decks are all distinct from each other visually, artistically, and in terms of gameplay styles, but have enough overlap to be worth combining. For example, you might use Umbral cards to keep moving around and get lots of light hits in, alongside Progeny to keep rapidly drawing and shifting through cards, and a touch of Primordial to turn those light hits into sledgehammers. Speaking of moving around, that to me is the piece of this game that distinguishes it from all others. It takes place on a grid, and the game is as much about moving around to get in range and back out of your enemy's range as it is about high damage card combos. The only negatives to me are that there aren't all that many distinct enemies and, common to most games of this genre, a brief stint of bad luck with draws can doom even the best run. So... fairly small and commonplace things, one of which can be nullified in due time if the dev comes up with new enemy ideas. They've already done so once, I have high hopes they eventually will be able to do so again. Edit: I have since found out from the dev's Discord server that he intends to add an entirely new color of cards, which presumably will include new enemies, bosses, and likely one to two new playable characters. So there's that already in the works.
Great game. So far the creatures don't seem to be Lovecraftian for some reason. But the cards and artifacts are very unique, and I can see myself playing with for a long time. Unique mechanics and gameplay, that you won't find in other deckbuilders.
Quite hard because you can't upgrade cards directly. Can be very dependent on luck on which cards you draw, and you have to find synergies. Sometimes harsh as you can't move, but it's a hidden gem of a roguelike deckbuilder
If you have 8 billion hours of Slay the Spire under your belt and want something the same but different, Hunt just might be for you.
What a hidden gem! This is Slay the Spire with Lovecraftian "C'thulhu"-aesthetics that you play on a square map, somewhat similar to Duelyst IF you only had your Commander on the field. You don't summon any creatures to fight for you. Instead your cards are various attacks, spells, skills and tricks your hero character cast around. Movement and enemy manipulation plays a role since avoiding attack is often smarter than tanking it. You only move via cards (and few other special things), but as cards are elegantly made they start combining multiple effects that make thematic sense. There are 7 schools of skills that play well in to the Lovecraftian theme, but also make sense design wise. Card could for example have 1 move combined with 1 discard from one school and 1 move and 1 exert (discard in the beginning of next turn) from another. As you progress the game, the cards will get more refined towards the schools. You always "duel" on a map (at the least in the easy difficulty that the game locks you in before you clear the game once), meaning there's just one opponent for you to beat. Gameplay plays around few card types: Offensive cards: ATTACKS (physical) and ABILITIES (arcane). RITUALS that last until the end of the combat, helpful buffs. Last type of cards are ...the ones that do everything else. "Mana" mechanics is STAMINA. You always start on max stamina (e.g 5/5) when the combat BEGINS, but during the turns you gain just +1 stamina normally. Your max stamina does not increase as turns pass but you don't lose your stamina either. Some cards cost no stamina, so building your deck as you run through the various events and encounters comes to also controlling the balance of stamina cost, mana cost, synergies and just pure deck thinning. Fights vary through not only enemy types but also random modifiers that the fight scenarios have. These Critical Modifiers can be beneficial or not, which means playing around those is helpful as well. The effects last only for the said duel, which mean that your roguelike-runs truly vary. +Player choice plays a huge role +Strategic, tactical but doesn't play like a deterministic puzzle (of which I find abhorrent) +Plays well / fast / without pointless waiting +Decent audio (the guitar track in the trailer is NOT what you will be hearing in game) -First time user experience could use more easing in; it's pretty rough to run through those menus -Bit rough around the edges but it could still use a round of polish (for one man operation this is fantastic as it is!) -UX/UI could use slight improvements, e.g. buffs and debuffs become bit too intensive to read through -> some kind of summary would help HIGHLY RECOMMENDED!
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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