
Investigate your own death, find ways to break free from a time loop, choose a hero who will ascend to the throne and rule the Northern gate! The fates of whole nations of the land of Midian depend on your choices.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 10 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About






Sums Steam only; PlayStation, GOG, Epic 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 | 2.9Kreviews | 84% | — | $1.8M |
| $34.99 | 143ratings | 81% | — | 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 66 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
If you're willing to play only a 20-30 hours, its an OK game. I tried to play longer, and to see all of content, but that is impossible... the game became insufferably bad very quickly, for no clear reason (for multiple smaall reasons, really). For example, after you unlock all 3 heroes, each new run is very boring... The story structure of the game insists that you replay the game dozens of time with each hero, but the replayability of the gameplay is very poor. If steam had a "neutral" or "mixed" recommend, I'd give that instead of "No". But since there is no such thing, its a "No" from me. In short: The game starts strong, and is interesting for a while, but the longer you play, the worse the game becomes.
Final boss is a real time quick time event, doesn't use the deck you built. Fix it.
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Every market we collect.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Russian, English*, French, German, Spanish - Spain, Simplified Chinese, Korean, Polish, Japanese*languages with full audio support
| $12.49−50% |
| 25ratings |
| 88% |
| — |
| not modelled |
| $24.99 | — | — | — | $0 |
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 66 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Игра имеет очень приятный визуал. По началу мне она очень понравилась. Но вскоре приходить понимание того, что сама игра абсолютно нечестная и дело не в рандоме. По сути в игре не меняются маршруты и чтобы пройти игру тебе нужно идти одним-двумя выигрышными маршрутами. И то же самое с билдами. Вы не можете собрать что-то веселое и победить. Есть определенные билды и маршруты. И только они побеждают. И многие говорят, что без прохождения испытаний пройти игру в принципе нельзя. Я начинал на тяжелом, потом сменил на нормал. Но увы, ничего не поменялось. Игра всё так же тебя дрочит. Поэтому желание продолжать играть нет.
I picked this game up during the deckbuilder sale and I really wanted to love it. It has some amazing ideas, but the execution ruins it. The good: -The game is very beautiful. It looks hand drawn and I love all of the enemies and card art. - The story is fairly simple but it is superior to most deckbuilder stories - I love the idea of unlocking more options in events as you experience more each game. The Bad -Class balance is awful. Some classes are godly with their starting decks and some are next to useless. The second character you get is downright terrible. The prevailing advice seems to be that some classes and the second character require you to beat the game (through challenges) or get certain equipment for them to be viable. - Enemy balance is awful as well. Some bosses are leaps and bounds harder than their counterparts. - The final enemy is a quick time event and memory game (I'm not kidding) The Verdict -This game has so many great ideas, but they are just not executed well. They focused so hard on all of the other aspects of the card game that the devs forgot you need to actually have a decent card game to implement everything else. If you like the idea of this game but prefer it to have a decent execution, I strongly recommend Griftlands which has story with actually decent gameplay.
There is plenty of criticism in the reviews which is valid, but I would absolutely recommend this game for 30 or so hours. There are a lot of events and they are different depending on your character and choices which keeps things interesting for a long time, but I do find that there are certain builds or deck styles which are so clearly stronger than others.
⚰️🩸🃏 [h3]Knock on the Coffin Lid[/h3] — мрачная карточная история, где почти каждый выбор может аукнуться позже. [b]Один из лучших (но так и хочется сказать что Лучший) карточных рогаликов вообще. Очень интересный, огромная реиграбельность, развилки сюжета, море доп.квестов, билдов, сложных но прикольных ачивок и т.д.[/b] Наверное буду играть до усрачки, потихоньку закрывая все ачивки и события. Тем более что отлично играется и на Ноутбуке и на Steam Deck. Здесь есть интересный сюжет, запоминающиеся персонажи, куча решений и достаточно причин пройти игру больше одного раза. Карточные бои поначалу кажутся простыми, но постепенно обрастают механиками, колодами и возможностями для экспериментов. Атмосфера мрачного фэнтези тоже на месте: интриги, предательства и ощущение, что доверять здесь нельзя даже собственному отражению. 🎯 Итог: Не самый простой и не самый быстрый карточный рогалик, зато с хорошей историей и реиграбельностью. Отличный вариант для тех, кто любит собирать колоды, принимать сомнительные решения и периодически выяснять, что всё пошло не по плану. https://steamcommunity.com/sharedfiles/filedetails/?id=3716779330
Всем привет. Идея - класс, рисовка супер. но как всегда мы не можем ограничиться ложкой дегтя. Надо бахнуть всё ведро. Самая первая проблема это бесконечный забег по одной и той же схеме. и его нельзя ни пропустить ни ускорить. Типа кагбэ в этом смысл рогаликов. вот только в хорошем рогалике потиконьку открываются тайные проходы (shortcut) и разные умения которые либо позволят пропустить, либо ускоряют однообразное ....лово. И тут мы подходим ко второй части которая многократно усиливает этот отрицательный эффект. Полное абсолютное тотальное отсутствие логики. Просто надо методично тыкаться во все подряд. тоже без логики. Просто надо убить персонажа три раза подряд. и вот на третьем убийстве мы заметим свиток, а на четвертом мы его прочитаем, и узнаем то что мы и так уже знали из другого события что надо найти непонятно кого непонятно где. а цена этой попытки - очередной забег в котором надо заново проходить каждый бой. потому что те варианты которые можно пропустить идут по веткам которые уже пройдены, а надо искать новые пути. И ты никогда не знаешь ценность своего забега потому что ряд событий ещё и рандомно происходят. хотя по логике игры персонаж уже наизусть знает что в какой момент будет происходить. Короче, есть такой пример из древнего программирования называется спагетти код. Когда у тебя куча вечно прыгающих ссылок на одни и те же куски кода. Так вот это оно. Ну и баланс. С одними сборками забег пролетается на раз плюнуть, ну а если даже на средней сложности не фортануло с картами\снарягой - проще (удалить игру) начать заново. В ту же бочку меда ещё и пригоршню гаек. Как на счет слотов сохранения? их нет. поэтому если вы заходите на другом устройстве, то убедитель дважды что сейвы подгрузились. иначе стим синхронизирует новую игру поверх старой. мммм вкуснятина. Последней каплей для меня стал способ убийства финального босса.... Резюме. нужны шоткаты, система "отпрыгивания" назад. хотя бы один два раза за забег. да пусть она откроется после например второго прохождения. когда сам персонаж уже говорит "задолбало пускай быстрее все закончится". и систему внятных подсказок. потому что среди тонны пустой болтовни понять что ОКАЗЫВАЕТСЯ это треп был важной сюжетной подсказкой от том о чем и так ясно но что теперь дальше делать-то. Интересно ли мне что задумал Мортис? да. Вернусь ли я ради этого в игру? нет. Управление->удалить с устройства
Knock on the Coffin Lid is a captivating fusion of roguelike deck-building and narrative-driven role-playing that delivers far more than a traditional card battler. Developed and published by RedBoon, the game opens with a striking premise as the protagonist awakens inside a coffin with no memory of how they died. Guided by a mysterious figure, the journey becomes one of revenge, self-discovery, and political intrigue across a fractured fantasy realm. While its card combat immediately appeals to fans of strategic roguelikes, the game's greatest strength lies in how every battle and decision contributes to a larger, evolving story where actions carry lasting consequences. The narrative is one of the title's defining achievements. Rather than simply moving players from encounter to encounter, the game presents a living world filled with rival kingdoms, competing races, and influential leaders whose futures are shaped by the player's choices. Every important decision has the potential to alter alliances, determine the survival of entire factions, and ultimately influence who controls the Northern Gate. The branching storyline encourages multiple playthroughs because different decisions reveal new perspectives, alternate events, and additional endings. Instead of relying on simple good-versus-evil morality, the writing explores complicated political conflicts and personal motivations, making every choice feel meaningful and often morally uncertain. Combat is equally rewarding thanks to its deep deck-building mechanics. Each run revolves around collecting cards, relics, equipment, and powerful upgrades that gradually transform a basic deck into a specialized combat strategy. Victory depends on understanding card synergies, resource management, defensive timing, and adapting to enemy behavior rather than simply acquiring the strongest individual cards. Encounters remain engaging throughout the adventure because opponents introduce distinct mechanics that force players to rethink established tactics. Experimenting with different combinations becomes one of the most satisfying aspects of the experience, especially as new cards and equipment continually expand strategic possibilities. Replayability is another area where Knock on the Coffin Lid excels. Multiple playable heroes, branching story paths, randomized encounters, unlockable content, and numerous deck archetypes ensure that each campaign feels fresh. Even after completing the main storyline once, there are still alternate routes, hidden lore, and different political outcomes waiting to be discovered. Unlike many roguelikes where repeated runs focus almost exclusively on improving gameplay efficiency, this title rewards players with meaningful narrative revelations that deepen the overall experience every time they return. The visual presentation effectively reinforces the game's dark fantasy atmosphere. Character artwork is expressive, monsters are creatively designed, and environments successfully capture the bleak tone of a kingdom plagued by conflict and uncertainty. Combat animations remain clear despite the growing complexity of battles, allowing players to track card effects and status changes without becoming overwhelmed. The soundtrack complements every stage of the adventure with moody orchestral themes and tense battle music, while the overall sound design helps maintain immersion during both exploration and combat. Despite its many strengths, the game does have a few shortcomings. The sheer number of mechanics introduced early can feel overwhelming for newcomers unfamiliar with deck-building roguelikes. Understanding the interactions between cards, equipment, artifacts, and status effects requires patience, and some encounters can become unforgiving if players fail to build an effective strategy. Randomized elements occasionally create difficult situations that are hard to recover from, although experienced players will often appreciate the challenge and the need to adapt. Fortunately, the rewarding progression system and compelling story provide strong motivation to continue learning the game's deeper mechanics. One of the game's most impressive accomplishments is how seamlessly it blends storytelling with gameplay. Narrative decisions are never disconnected from the mechanics, and character progression feels directly tied to the unfolding mystery surrounding the protagonist's fate. Every successful battle contributes to a larger journey of uncovering hidden truths, while every setback reinforces the harsh and unpredictable nature of the world. This balance between strategic gameplay and meaningful storytelling gives the adventure a sense of cohesion that many games in the genre struggle to achieve. Knock on the Coffin Lid stands out as an ambitious and polished roguelike that successfully combines tactical deck-building with an engaging fantasy narrative full of branching choices and political consequences. Its challenging combat, extensive replay value, memorable world-building, and strong emphasis on player agency make it a rewarding experience for those willing to invest time in mastering its systems. Although its complexity may discourage some newcomers, players who enjoy thoughtful strategy games with rich storytelling will find an experience that remains compelling from beginning to end. Rating: 8/10
The actual combat itself is pretty fun, but don't buy this unles you want to bang your head against an unkillable boss at the end of every run
It's alright. I wouldn't get it at full price. In a lot of ways, it is unquestionably a DIRECT knock-off of Slay the Spire, down to the exact cards and even damage numbers on those cards. Knock on the Coffin takes Slay the Spire and adds an equipment inventory, more varied events and choices, and a pretty decent mystery-vibe. Its art direction can be a bit of a hard sell at times, depending on what you like. The biggest main gameplay difference to StS from the deck-building aspect is that in StS you try to play the strategically optimal cards to minimize the damage you receive. In Knock on the coffin you ultimately want to overwhelm the enemy by building up massive status effects. This can turn battles into accidental slugfests, and keeping an overview of the fight is not easy. In the end, this got to be pretty draining on me, and playing this for more than one run at once wasn't a lot fun.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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