
The deckbuilding roguelike with no energy – play cards using physical space! Slot cards together, manipulate the shape of your cards, and create overpowered combos to break the game!
Modeled estimate, not a reported figure. How we estimate →
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): 0.71/day in the week to Jul 30 → 0.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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

Experience a roguelite deckbuilder without energy or action points: there's no limit to how many cards you can play, as long as they fit! Every card is a sigil you place on a grid, each with its unique shape, keywords, and effects - turning each combat into a tactical optimization challenge.

Create powerful synergies through rune positioning, adjacency, overlap, and persistent effects. Place the right sigil at the right time to trigger devastating combos. Beyond spatial strategy, Moonsigil Atlas is about creative deckbuilding: draw infinite cards to deal infinite damage or make ten copies of your strongest card.

A fully modular, player-driven upgrade system. Every card can be modified as you see fit: reshape them, inscribe runes, add keywords, and more. Spread power across your deck or invest everything into a handful of unstoppable cards. With tens of thousands of possible combinations, even the simplest cards can become build-defining centerpieces.

With 250+ cards, alternate starting decks, unlockables, forbidden cards, 3 characters with radically different playstyles and a fully randomized map, every run offers new, game-breaking possibilities.

Battle dozens of astral entities and three Titans that reshape the board itself. Hostile zones, shifting grids, and unique win conditions turn every encounter into a test of adaptation and mastery. A powerful deck is only half the battle…
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 68 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
燒腦、好玩! 基本上如果你喜歡殺戮尖塔而且喜歡推塔的高難度, 那這款很適合你! 算是類殺戮尖塔類型的卡牌裡面玩起來很不一樣的, 加上拼圖的概念之後有很多機制可以玩, 有興趣的推薦可以玩玩看DEMO, 存檔也可以繼承到正式版, 非常有趣
Très peu de temps sur le jeu, mais ça fait tellement de bien d'avoir un peu de fraîcheur dans un deckbuilder que je me devais de donner un avis pour pousser la sortie du jeu. J'en ai testé un paquet des deckbuilders qui sont sortis récemment, mais j'ai souvent été déçu, car il s'agissait souvent une pâle copie d'un des grands noms du genre avec un petit twist, dont la saveur s'étiolait au bout d'une seule run. Là, on est toujours sur du deckbuilder, mais le fait de ne plus avoir d'énergie et de réfléchir en terme de bloc à positionner dans un espace limité, ça change tout. Aussi bien la réflexion pendant le combat que lors du build du deck. Hâte de continuer à découvrir le jeu, merci aux devs pour cette belle découverte !
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, Japanese, Korean, Simplified Chinese, French, German, Spanish - Spain, Portuguese - Brazil, Spanish - Latin America, Traditional Chinese, Polish
Hours played at review time, across 68 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The game is a fresh approach to the deckbuilding genre. I like the creativity of the card combos and tile mechanics and also appreciate the courage of the devs to try something new.
Nothing wrong with the game that I could see yet, I simply don't like it. I don't think this game does anything actually different from the usual spirelike formula. Superficially it's different, but the underlying mechanics are exactly the same. If you're looking for something different, I don't think this is it. I've recently played Vault of the Void, which I think does something different, despite the similarity to spirelikes. Your deck is always 20 cards, you can modify your deck before battle, you don't auto-discard your hand at end of turn. These simple changes completely change how you approach it I think, improving consistency within battles and within runs. But in Moonsigil, you still draw 5, auto-discard and do the same motions as in Spire. Your energy is now simply the board space. I think they went a bit overboard with all the board-changing effects. In general I consider these "play less"-effects. You know, when difficulty ramps up, you find less rare (=interesting) cards, you lose pathways etc. This game applies that philosophy to the combat encounters quite frequently. Like: If you don't fill up the board on your first turn, you're gimped. If you don't cover some areas, take damage. The board gets broken into pieces. It gets filled with blocks. Etc. Not sure there's a single encounter where you can simply test your deck freely. The game plays quite slowly. This probably improves as you get more familiar with the shapes, but the bosses especially are a total unfun slog. Then there's the RNG of course. Enemy dealing megapunch and didn't start with blocks? Sucks to be you. An innovation to me would be how to fix the inter-run and inter-battle consistency (for example by not auto-discarding hand). It still seems like you hope for good cards on the card-removal path, and if it doesn't happen, sucks to be you. Sadly this seems to be a completely accepted design nowadays. But in actual rogue-likes the design was generally that if you don't find the Armageddon Sword in the first room, you can play more cautiously and still succeed. In rogue-lite deckbuilders the option to run away was removed and now there's this. And the players simply seem to say that it's cool. I admit though I only started thinking about this more after playing Vault of the Void. Perhaps I never should have. But if you don't mind any of that, get this game. There are interesting effects and interactions and the characters seem different enough. Each has three starting loadouts, which also make them play differently. Just don't expect anything radically far out. And also, I only played a little bit, so...
Le jeu m'a été offert par un ami qui a raid ma whishlist. Moonsigil Atlas réussi à vraiment bien exploiter son concept central : le plateau plutôt que les points d'action. Cette partie là est très réussie : le puzzle spatial qui en découle est ingénieux et les variations d'effets de cartes sont nombreuses et intéressantes. C'est aussi rafraichissant, et pour les amateurs du genre c'est vraiment bienvenue ! Les combats contre les ennemis sont eux aussi réussis, chaque (groupe) d'ennemis a une logique propre, certains sont très retors, certains déplace la difficulté la ou on s'y attend pas... Les découvrir et apprendre a les vaincres fut un plaisir. Chaque personnage (couleur de deck) apporte une vraie variété dans le gameplay, et ont également différentes approches viables en terme de deckbuilding pour vaincre une partie. Il y a des decks plus exigeants que d'autre pour vaincre, et donc on peut un peu "choisir" sa difficulté. Point faible : la structure des parties reste très convenue, il n'y a pas vraiment de rencontre intéressantes comme un Slay the Spire, pas de mécanismes révolutionnaire pendant un run. A titre personnel, je trouve également que le thème astral du jeu est un peu insipide en terme de narration, bien que très sympa visuellement ! Conclusion : A jouer si on veut se confronter à un gameplay nouveau dans un roguelike deck-builder, pour la profondeur du gameplay réellement plaisante en combat !
I love it because it scratches that traditional puzzle inlay scratch in me. Based on the setting, I feel that those who likes the manga/anime witch hat atelier might actually enjoy this game's premise.
Combines rogue like deck building with a triangle grid placement that "matters". It matters where you place your stuff in relation to your other stuff and the grid itself and the defend zones. Great steamdeck game too.
Jeu particulièrement addictif, il mêle Tétris, Hearstone et RogueLike ensemble.
A card game in the StS tradition but with a twist in that the cards you play are shapes or 'sigils' that need to be artfully combined on the game board. I have been having a good time with this.
Slay the Spireをエナジー形式ではなくマス埋め形式にしたゲームです。3キャラの特徴も明確で、攻撃力を伸ばしていくのか、マス目を全て埋めるのか、デバフと即死or連続炎上で攻撃力を爆増させるかという具合にキャラごとにプレイスタイルが全く異なるのも攻略し甲斐があります。 カードのアップグレードも 「形を削る」 「形を入れ替える」 「攻撃力を増加させる」 「防御力を増加させる」 「1ターン目に配置する」 とバラエティに富み、プレイヤーのデッキ構成と戦略性が試される仕組みになっています。敵のデバフも、多様性があり、ゲームシステムは非常に独創的で優れている点は本当にすばらしいです。 ただし、「月蝕」という8段階の難度向上モードの設計が微妙です。難度が上がるほど超マゾな運ゲーと化します。本当にツマラナイ。評価を「おすすめしない」にしようか迷うくらいにつまらなくなります。 初期カードはほぼゴミ同然のため、早い段階で主力カードだけでなく、それと相性の良いカード、さらに防御力カードまでもが揃わないと1層目のボスにすら到達できない確率が高くなります。月蝕6からは、そうしたカードが揃っていていも、毎ターン配られるカードが良い組み合わせでないとザコ戦で死にます。しかも1層目のザコ戦で死ぬと、次回の初期ボーナスの選択肢が「最大HP上昇」か「最初の2回の敵を倒す」の2択で固定されてしまうため、1層目を突破できないループから抜け出すのが難しくなります。 戦略ゲームとして遊ぶならば「月蝕」は1~4に留めた方がよいでしょう。 総評すると、定価で買う価値はないというのが正直な感想です。半額くらいになるまで待てばよかった。ゲームシステムは独創性があって本当にすばらしいんですけどね。
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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