
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
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!
VERY good and extremely overlooked In my opinion, I like it far more than Slay The Spire, it has loads more content and variety despite being obviously heavily influenced by it
[code] [url=https://store.steampowered.com/curator/36948155-Card-Game-KING/] FOR MORE CARD AND BOARD GAMES FOLLOW US [b]CARD GAME KING [/b][/url] [/code] Hunt of the Pale goods gets better the more you play. At first it feels off, and it's not just the eldritch horror imprinting madness into your psyche. It could be partially due to the occasionally absent sound effects where you'd expect them, or the sometimes awkward turns where it's better to skip than move. Yet, over time I've come to enjoy the deckbuilding aspect, which gives you a bit more control over cards you get compared to other RLDs (e.g. you can choose what card type to get). Even came to enjoy the square grid, movement-based combat, often favoring hit and run tactics. In addition the game boasts a reasonable amount of cards, relics and especially different heroes to play with. With the latter usually changing the playstyle a bit. That said, it can become a bit repetitive. Despite the varied enemy encounters, battles feel the same - move in, hit, move out or wait for an opening. But more importantly, and this is my main complaint with RGDB, the runs just take too long. Often you have already made your deck yet you are still pushed into battles you are likely to win. There are thankfully events that let you skip fights, but they are kinda boring. It has a few additional quirks (like no resolution setting for windowed mode) and it's sometimes hard to read where more complicated attacks land, but overall it's a well made deckbuilder that I wished was slightly shorter. [h1]Favorite mechanics[/h1] • Knowing what card type from battle rewards • Grudge mechanic that gives a reward for diversifying card reward types [h1][b]The positive[/b] [/h1] + Good deckbuilding/card play + Good amount of heroes to choose from with varied playstyles [h1][b]The neutral[/b][/h1] * Missing sound effects. * No resolution customization for windowed mode. * Sometimes the best move is to skip a turn. [h1][b]The negative[/b][/h1] - Runs take too long - Battles can become repetitive (partly due to the above) [h1][b]Conclusion:[/b] [/h1] Good deckbuilding with interesting cards, that could use another layer of polish and shorter runs. Recommended 7/10.
Very solid roguelike deckbuilder.
It's a pretty fun deck-builder with many different strategies
The game, right now, is not polished enough to be enjoyable IMO. There are very cool mechanics but it's relatively hard to mesh them properly.... # Defence/Sustain The main way to avoid losing health is to move out of the way. You have to move between 1 to 4 tiles away to avoid damage. Most abilities let yo move 1 or 2 tiles away. This means that in general you'd want 1-3 move action in your hand. If you do not have enough moves you'll have to suck it up and take the damage. Most of them cost 1 stamina or have a requirement/downside to playing them. You regen 1 stamina per turn. So if you have to constantly move away and back you're going to run out of stamina. There's a very helpful rune that you can use whenever you want to move 1 square but you get 1 of it for the run. The chance of you getting more is very #^!#$%^!# low / expensive. The other way to avoid getting damaged are the cards with armor. There's like ~10 of them (I don't have ALL the card unlocked) out of 250+ cards? So good luck trying to be consistent if you want to block damage. It's pretty hard to avoid having your HP getting chipped away. That would not be a problem if you had way to heal but there's also very few of them. You have to get pretty lucky to get cards that heal you. They also heal for very little. You can heal at certain points during the run but you heal for 20 HP (that's very little) and you forfeit the chance to get a reward for it. There's also a rune that heals you a little but you only have one and (same as the movement rune): The chance of you getting more is very #^!#$%^!# low / expensive. # The curios Most of them are not super impactful. Almost all of them are tied to one of the many mechanics available in the game. So lots of them are useless or unexciting due to the fact that you are not invested in that mechanic with your current build. Would be way better to have less of them, more impactful and less reliant on a specific mechanic. TL;DR; balance is a bit off and creating synergies is a little too RNG.
HUNT THE PALE GODS es un videojuego excelente que combina la construcción de mazos con el combate de celdillas donde te mueves dentro un tablero y todo ello ambientado en el horror cósmico de Lovecraft. En este tipo de títulos estamos acostumbrados a que los puntos de acción o energía se restauren en cada nuevo turno. Aquí esto no es así y los puntos de "estamina" deben ser gestionados y usados cuidadosamente porque si los gastas todos de golpe puede que en el turno siguiente necesites moverte o usar alguna carta que requiera de puntos de acción... y estás muerto. Actualmente de todas las cartas disponibles del juego (que son muchas) hay cinco tipos que puedes elegir (aunque se está planeando una nueva que creo que tiene que ver con el hielo): uno va sobre las sombras, otro sobre el poder de la tierra, otro sobre el poder del fuego, otro sobre el poder del cosmos y otro sobre el poder de la fuerza/furia animal. Lo curioso es que cada tipo de carta puede hacer sinergia con otras cartas (por ejemplo puedes hacerte un mazo que genere muchas sombras y luego en el mazo de fuerza encontrar la carta "emboscada" que permite pegar y si la casilla tiene una sombra te permite moverte mucho por el tablero y usarlo para acercarte con un golpe desde lejos a un enemigo o escapar de él poniendo tierra de por medio. El juego me ha sorprendido por la cantidad de sinergias que tiene, tanto es así que hay una carta llamada "sombras y llamas" o sea que la carta funciona con ambas cosas. También puedes hacer una combinación para crear monolitos, luego destruirlos y que cada uno te dé más fuerza (el daño base de cada carta que haga daño físico subirá) o puedes destruir estos monolitos para que quemen, lo que se te ocurra, vaya. Las cartas de cosmos son las que dan mucho juego porque te permiten "recuperar" cartas que estaban en la pila de descarte para que vuelvan a la pila de robo y hacer locuras tanto en movimiento como en daño a tus enemigos. Es una pena que este juego haya pasado por ahora semi desapercibido por la comunidad jugona pese a su gran calidad (los dibujos de las cartas son magníficos y te sumergen en un mundo extraño donde eres un ser humano que por un naufragio acabó varado en un sitio extraño donde hay monstruos y al matarlos obtienes sus poderes. Como es un constructor de mazos te has de quitar principalmente la paja de tu baraja como por ejemplo tus cartas iniciales (que son los puños y los pies). Curiosamente a poco que te fijes para ser más fuerte vas perdiendo tu humanidad poco a poco. Es un juego de un solo desarrollador que cuando se le pregunta por las ventas no le importan mucho, dice que él no hizo el juego por el dinero, otro punto más a favor de él. El único punto flaco del juego es que no tiene traducción al español pero al ser un título de un solo desarrollador se comprende que no hay muchos medios. Si antes de comprarlo quieres echarle un vistazo a sus gráficas y mecánicas aquí puedes ver una partida: https://www.youtube.com/watch?v=DlkzKqcYwOs MUY RECOMENDADO.
It's really good. It has elements of Slay the Spire along with an interesting Movement-based system instead of Block Cards as your primary way of defending yourself.
Its a good indie card game set in a Lovecraftian setting. Nice visuals and sound, You basically gradually construct a deck out of 7 spell schools but there is also a small tactical grid to move on. A good part of the game is about evading when the enemy is making strong attacks while moving in and doing damage when there is the opportunity to do so. The cards you draw from your deck allow you to move or do damage, buff/debuff. There is also stuff like effects when you discard or a exile a card. Think magic lite but without creatures. My main concern is that in my opinion there are some colors (schools) which arent really that useful to pick outside of building them out big time. LIke it doesnt make much sense to splash certain schools into your deck because the main theme of a given schools doesnt offer synergies in other schools While a flaw in my opinion, it only applies to some schools. Good game nontheless. Also i wish there was some story or better fleshed out lore in the game.
fun roguelike with a good amount of variety.
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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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