
Grab your cards, it's time to swap! Battle your school pals in this roguelite deckbuilder where you'll trade for new cards when you win defeat them and rip open booster packs looking for rare cards. Conquer everyones dungeon decks to become Critter Champion of the Playground!
Modeled estimate, not a reported figure. How we estimate →
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Japanese, Korean, Simplified Chinese
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
Will update when the game balances the cards further. Enemy scales unfairly. They can have nearly double your hp towards the end and more atk, and the only way you can achieve that is getting RNG lucky with your stickers. Sometimes enemy will use 2 energy cards first turn without ever playing an energy card. So is their deck full of rare energy cards that dont require a card turn? Terra decks feel underpowered as well. Some cards are way too niche and just pointless for the cost vs effect they activate. There are also a lot of overlapping effects that basically do the same thing but with different element so the mechanics dont feel as varied as they appear to be.
Fun at first as a new player but due to the "Forced boss battle" mechanic.. it becomes very rage inducing..losing makes you lose a card each time and because you *can't* choose any other battle in order to become better at the game and *can't* collect more cards to come back to said boss.. Because of this mechanic I cannot recommend this game.
好玩归好玩,但是卡牌描述怎么感觉跟实际效果不符? 电系的暗影袭击可以在对面有躲避的时候移除躲避并造成伤害,实战中用了四次全都没有达成效果 同样是电系的接地,可以将对面所有6层电以上的生物眩晕,也没有达成效果,不知道是翻译的问题,还是我理解不对,很困惑,网上讨论度太少,也没有可以询问的地方 ---------12/26更新------ 破案了,翻译的锅,这张卡是自己有闪避状态时候才能用,用完移除自己的闪避状态 在六小时左右,也就是在打第四个人物的肉鸽线的时候,感觉重复度已经很高了,期待后续的更新,目前的内容相对还是少了
Cute! Not huge or too complex (100%ed after about 20 hours), but this game very much captures the nostalgic appeal of gradually amassing a collection of trading cards. The game's biggest strength is that you're rarely locked into a strategy. You can (usually) see the elements of the next opponent, and can change your entire deck between every battle, which very much encourages making a dragon hoard of cards. Other pluses are the adorable critters (with artist credit!) and clear element identities. If the cards had flavor text, it would hit all of my weaknesses. The biggest miss is probably the sheer randomness of battle turns. You can see what moves your opponent will make, but sometimes an enemy will burst you down with 3 attacks on turn 1 before you can set up, and other times they'll use a card that does literally nothing. Losing to a fluke is made all the more painful by the fact that you lose a critter if you lose a battle, and then have no choice but to try the same battle again. Other minor gripes are with a lack of polish in some areas. I had a few overlapping menu glitches, and hiding the ability to click a button to move through the binder (instead of swiping) in the settings menu is awkward when there are so many pages to flip through. Overall, I enjoyed my time with it! If you don't already like roguelike deckbuilders and don't have any connection to the feel of old playground TCG gameplay, this probably won't make you fall in love, but it hits the mark pretty well for me.
[h2] お手軽DCGでローグライクと構築戦 [/h2] モンスターカードを最大3枚、スキルカードを18枚、ステッカーカードを15ポイント以内で設定してデッキを作る。 ・モンスターカード アタック値、ディフェンス値、属性(弱点、抵抗)が設定されている。 属性が一致するスキルカードだけ使える。 アタック時や移動時に何かをおこなう特殊能力があるモンスターも存在する。 ・スキルカード エネルギーをチャージや、エネルギーを消費して技を行う。 アタック値やディフェンス値を参照して攻撃や回復を行う。 フィールドに影響を与える技も存在する。(留まり続けるとダメージ 等) ・ステッカーカード デッキには加えず、ローグライクでいうところのレリックのような役割をするカード 使用しているモンスターのレアリティに応じて、使えるカードのポイント上限が変わる。 状態異常を与えたときにより多くの効果を与えたり、単純に最大HPを上げるものなどが存在する。 デッキの方向性を決める部分になる。 スキルカードを駆使して、相手のモンスターをすべて倒すと勝つことができる。 火属性であればバーン、雷属性であればショックといった状態異常を扱える。 状態異常にかかっている場合に強く使えるカードもあるので、そういったカードを使ってデッキを尖らせていくと気持ちよく戦える。 [h2] ゲームモードについて [/h2] 大きく2つのモードがある。 どちらもキャラクターを選択して開始することになる。 キャラクターごとに特殊能力が付いているので、能力を生かして進めたい所。 ・チャレンジラン 3体のモンスターから1体選択して開始する。 野良バトル・トレーナーバトル・ショップ 等がランダムで表示され、選択して進める。 8回行動するとボスバトルとなり、2回ボスバトルを突破できればクリアとなる。 ゲーム終了時に内容に応じてカードをマスター化することができる。(マスター化については後述) ・クリッターチャンピオンシップ マスター化したカードを使ってデッキを構築し、3戦突破するモード ※ 「チャレンジラン」の終了時や、「クリッターチャンピオンシップ」の報酬としてマスター化が可能となる。 ある程度のカードが必要なので、最初は「チャレンジラン」から始める必要がある。 思い通りに作ったデッキで戦う構築戦となる。 [h2] まとめ [/h2] ローグライクとDCGがうまいこと融合していると思った。 また、それだけでなく構築戦も楽しめる形になっていて良かった。 キャラクターやカードも可愛く作られていて、取っ付きやすいルールも良かった。🙌 ナズロックモードやランダムモードなど、縛りを加えた遊びもできるので長く遊べそうな印象。 ルール自体はわかりやすいが全体に効果があるのか対象の1体だけに効果があるのか分かりにくいカードがあった、使ってみて確認するぐらいの気持ちで遊んだほうが良いかも。
It's very close to the feel of the Pokemon TCG while having very different rules. Even the Critters feel really well done! Highly recommend you try if you're a fan of Pokemon.
Русик был анонсирован в бетта тесте. И присутствовал кривенький перевод. Игра показалась интригующей. Купил. А на релизе разраб отморозился и сказал что русика не будет, а сделать промт или вернуть хотя бы тот что был - не хочет потому что боится претензий игроков к плохой локализации. Ну что сказать...
Isle of Swaps is an unusually warm and imaginative take on the roguelite deck-builder, weaving together the childhood joy of trading cards with a surprisingly strategic combat system. Developed and published by Fuzz Force, the game distills the excitement of ripping open booster packs, swapping cards with rivals, and experimenting with new combinations into a looping progression structure that feels playful without sacrificing depth. Its premise—battling fellow students to become the “Critter Champion of the Playground”—sounds light and whimsical, but beneath that simplicity lies a tightly constructed system where careful deck shaping, elemental synergies, and resource management all meaningfully affect your survival from one encounter to the next. A run in Isle of Swaps begins with a modest starter deck: a single critter, a sprinkle of attack and utility skills, and the energy cards needed to power your moves. From the moment you step into a new region, the game makes it clear that every decision, from which opponent you challenge to which shop item you purchase, influences the final shape of your deck. You battle rival trainers, meet wild critters, crack open booster packs, and engage in swaps that fundamentally alter your build. The central mechanic—swapping cards with defeated trainers—keeps every victory exciting, because you’re not just adding cards but actively reshaping your deck’s identity. Even early on, you feel the tension between keeping your current strategy consistent and experimenting with tempting new synergies that appear along your route. The combat system elevates the experience beyond a simple collectible card game. You field up to three critters at once, each with its own elemental type, health pool, and unique abilities. Energy cards dictate what you can actually play on your turn, and the restriction of three card plays per round forces you to think carefully rather than spamming your strongest moves. You can discard and redraw twice each turn, allowing for tactical maneuvering, and crucially, you can see your opponent’s next intended action ahead of time. This predictive element transforms every match into a small puzzle: do you sacrifice offense this turn to shield your critters, or gamble on an aggressive play knowing what’s coming? As your deck evolves, so too does your ability to craft satisfying combos that hinge on timing, synergy, and card sequencing. Progression outside of combat is just as thoughtfully designed. The game’s map is structured into themed regions with distinct identities and card pools, and each run presents a different order of areas to explore. This variation ensures that even familiar zones feel fresh due to their changed position in a run’s pacing. Between battles you’ll visit shops for stickers—powerful passive bonuses that nudge your deck in a particular direction—pick up coins, trade with wandering NPCs, or simply choose alternate pathways that carry different risks and rewards. Every step contributes to a sense of discovery, and no two runs feel identical thanks to the ever-changing card pools and trade opportunities. At the end of each run, successful or not, any new cards you’ve acquired are added to your Master Binder, steadily expanding your future deck-building options and encouraging experimentation on subsequent attempts. Visually, Isle of Swaps embraces a bright, cartoonish aesthetic that suits its schoolyard theme. The critters are charming and expressive, the card art is whimsical and easy to read, and the interface remains clean despite the variety of card types and effects. The playful tone carries into the environments as well, giving each region a distinct mood without overwhelming the player with visual clutter. Though the game doesn’t aim for cinematic presentation, its cohesive art direction reinforces its nostalgic heart, reminding you of the feeling of flipping through trading cards during recess or swapping favorites with friends on the bus ride home. As engaging as the experience is, Isle of Swaps does have limitations inherent to its genre. While the variety of cards, stickers, and elemental interactions is substantial, the core loop—battle, swap, collect, repeat—can begin to feel familiar during very long sessions. Some elemental paths are clearly stronger or easier to manage, making certain strategies feel more rewarding than others, especially for newer players who haven’t unlocked many binder cards yet. A handful of encounters can spike in difficulty, and less experienced players may find themselves overwhelmed until they understand the nuances of energy management and synergy stacking. Still, the game’s design encourages learning through play, and each run, even the unsuccessful ones, contributes to a deeper understanding of how the systems fit together. Ultimately, Isle of Swaps succeeds by capturing what makes deck-building roguelites so compelling—the thrill of shaping a strategy on the fly—while adding a refreshing twist with its trade-based mechanics, playful theme, and accessible combat. It delivers a sense of progression that feels satisfying without being grind-heavy, and its emphasis on creativity makes each run feel like a new opportunity to discover clever combinations or unlock a powerful critter. For fans of card battlers, for players who love discovering synergies, or for anyone who remembers the excitement of swapping trading cards during childhood, Isle of Swaps is a delightful and rewarding experience that stands confidently alongside the best in the genre. Rating: 8/10
I enjoy singleplayer TCG games, this one is well designed and simple
Cute game! The rules and effects take a few playthroughs to understand (after the tutorial). After that, the game is very enjoyable and challenging. The "Swaps" in the title refer to two things: trading cards, and cycling cards in your hand. Each turn you can play cards, swap cards, and move critters. Once you get the basics down, it's a matter of optimization. My favorite parts of the game are: 1. Team Raccoons (or whatever their non-copyright-infringement name is). They even rhyme and blast off! <3 2. The critter names are punny. 3. The feel of an animal elementary school, where they trash talk you yet actually agree to trade if they lose. If you liked the Pokemon TCG or Magic the Gathering, I would highly recommend this game!
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Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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