
Mori Carta is a handless deckbuilding roguelike. Choose left or right on every card to adventure through stories. Simple decisions lead to rich and rewarding gameplay. Four dramatically different characters with their own unique card sets, more than 1000 playable cards, over 185 unique enemies.
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About
Genres
Sums Steam only; Xbox, PlayStation publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 85reviews | 71% | — | $37.8K |
| $12.49 | 17ratings | 84% | — | not modelled | |
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Been liking this game since the beta. Definitely loving the replay value of it.
Fun card game in general, but I feel it lacks certain things to make me say it is good. To anyone who likes card games I would recommend Mori Carta just because of its simple but interesting 'swipe left/right' mechanic. However, I did want to mention some of the negative aspects of the game that I have experienced. If not for the possibility to ignore certain bosses, the game would have extreme balancing issues. Focusing on a certain strategy means certain death when encountering specific enemies/bosses and the only way around that is to reject a specific boss before every run/stage. It would be nice to have other ways to survive those bosses apart from just ignoring them. Because if you can't, getting your run ruined because there is that one enemy/boss that completely counters the point of your entire deck does suck a bit. There also is very little control in the order you get your cards which can often create annoying situations where you just lose because you keep drawing enemy cards first and block cards last and you can't really do a lot about it, especially at the start of the run where you didn't get many options to modify the deck. Often it feels like you have to add as many cards as possible to dilute the enemy cards in your deck as much as possible just to be outsmarted by the enemy that counters exactly that strategy. After playing for much longer you would probably know how to manage certain bosses better, but after getting stomped on by a boss, I feel like quitting the game more than wanting to have another go. The gimmick of the game is that you can only swipe left and right. I feel like swiping up and down could have been added too to add another dimension to the game that might make it less monotone after a while. Even though mentioned in the disclaimer there is a lot of use of AI in the game and it shows. Most art and dialogue looks and reads really AI-like which feels creatively empty. Due to this, the art styles between the cards or enemies differs at times. The story (if there really is one) is not compelling enough to follow due to really vague dialogues (more like poetry lines) coming from an inanimate piece of AI art. You don't know who you are or what you are fighting. Sometimes you're fighting a random wolf in armor, then a smiling child, then a menacing shadow skeleton, then a cute little dragon creature and you don't know why. I might not have played Mori Carta long enough to truly get the right way of playing it, but the art style and story do not compel me enough to find out. The art and name of the cards also don't often align with each other. For example, 'Cautionary Tale' shows the character holding their head like having a headache. 'Burden of Life' shows the character holding fire. 'Last Word' shows the character in a certain pose. It's just a bit meh. A comparable game, Slay the Spire, does a lot of things better i find. There are more choices (potions, relics, paths to choose from, shops, random events,...), the characters are animated and 'voiced' and playing a card is visualized a bit more which makes you feel like you are really fighting someone, all bosses are beatable with every strategy if handled correctly. I might go back on my words after playing the game for a longer time, but this was my impression after 6 or so hours of playing, watching several gameplay videos and hearing other people's opinion about the game.
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Languages: English
| $12.49 |
| 10ratings |
| 76% |
| — |
| not modelled |
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 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
There are so many cards in this game, and I can sense that there are definitely some exploitable balance issues, but that's the whole fun of this game. Finding ways to draft an insane unstoppable deck with different characters. I also love how every challenger has a different theme and unique cards of their own. Really fun game, I'm glad I got it. I only wish it was more flexible to pause a run, and come back to it later on desktop.
Love the game and concept. It could use some balancing and some counters are not fun to play against imo, but even me, not best card game player, have beat the boss twice already (still at the first character). For me its a missed opportunity from the dev not to have proper steamdeck support or a mobile version. But fair enough.
I really wanted to like this one. Like a lot of other reviewers have said, it's got some great ideas, but the implementation is just so janky. It's just too frustrating to spend an hour playing a run, start feeling like you've got a good deck built, and then run into a boss that hard counters your entire strategy and auto-kills you. It's out of Early Release now, but I'm still seeing art placeholders. There's virtually no help interface outside of the actual fights-- the progression map is unclear and inaccessible. The English language localization is... not amazing. I try not to ding a publisher too much for that, English is difficult for non-native speakers, but on top of everything else it just tells me that they should have stayed in development longer. Possibly a lot longer.
If you enjoy roguelikes such as Slay the Spire, Guild of Dungeoneering or Dungeons and Degenerates, than this might be something to check out. My only gripe is I wish there was a mobile version so I could play it on the go. There's a huge variety of cards and styles to play. And there's even more variety in the foes you face. But this also means there's a bit of a learning curve and at times the game can feel extremely tough/unforgiving. But that was part of the magic for me. Learning all the different foes and cards. And figuring out how I wanted to approach trying to beat them. I highly recommend trying it out.
> There's an issue that some enemies hard-counter some decks. So building a fun deck just doesn't work and you feel like losing is inevitable when you encounter these enemies > The devs make a mechanic to swipe left such fightsso you have some choice in which enemies you fight. Problem solved? > The mechanic doesn't let you skip 75% of fights, so you randomly lose most runs to this garbage anyway. Maybe you can build a deck so that it does a little bit of everything and does nothing interestingly and somehow survive all the hard-counter fights... But: 1. That's not fun. I want my mana-stack deck to win! I don't want to avoid all the best mana-stack cards because they lose to some random non-boss enemy 2. Being countered by random non-boss enemies is laaaaame This game had amazing potential and I actually found it very fun... at first. Then I realized it feels like the runs feel like a coin toss on whether or not you get hard-countered with little counter-play. 73 reviews right now. 1 reddit thread mentioning the game. Empty subreddit about the game with 1 post by the devs. 1 and a half videos about the game. Literally 0 Steam guides. Nobody cared about this game, and it's just so unfortunate, I wish the game was better because it had such potential
The Dev's have stated that the base idea is for you to use synergies to overcome the vastly better cards your enemies use. However to do this, you have to get lucky on card pulls between fights AND card ordering shuffle after shuffle during fights. And whatever synergy you come up with, the enemies WILL have a vastly superior card that synergies with your desk against you. And that's not even counting the "silver bullet" enemies (enemies focused on punishing a specific synergy) Each hero has a schtick that you will enjoy, right up until the silver bullet enemy you *will* fight ends your run because of your schtick sent it into overdrive. To be successful in this game, you need to magically draft the right cards to synergize, but not too much; to use your schtick, but to not use it at a moments notice. And your desk needs to beat the enemy in 3-5 reshuffles, so by endgame you're looking at needing to do 60ish damage a cycle. Aka, your schtick and synergy are just trap dead end paths. Build the best stupid punch face desk and don't get fancy. Edit: forgot the mention the abominable shuffle algorithm. Game after game, you'll see the same 3 cards will be in the same order and same back to back placement in the deck turn after turn. With another 6 months of tuning, this coulda been a good game, but it's now been a year since any updates and the dev's Discord is gone. This is a dead game, and I hope the devs learned lessons before their next one.
After playing the game more and together with a friend of mine, we cannot recommend it anymore, as it doesn't allow you to BUILD your deck. You can just RNG your deck mostly. Also, the amount of cards you can get/choose is low, adding to the luck factor and removing the build-your-deck factor. So in boss fights but even other fights too there is often an extreme mechanic that will just kill you off if you didn't luck out. All in all turning this potentially awesome game into a very frustrating experience. What's great about this game are the totally new and fresh takes on card mechanics: 1) enemy cards are mixed into your own cards and you draw them. 2) cards have mostly two alternative ways of usage, with implications. 3) you play only one card at a time and actually want your deck to grow instead of excising cards. The biggest disadvantage of this game is that you gain few cards and all card gain/upgrade rewards are heavily obscured, as in, 1) you cannot see your choices in advance, 2) upgrade aren't even upgrades but result in cards that have nothing in common/to do with your original base card, 3) some cards will just turn out forcing you into suicide at some much latter boss fight because the boss decides to use some very obscure mechanic that a specific card you picked up on the way unfortunately exactly happens to trigger w/o counterplay.
Video: https://youtu.be/QXaBO681wWM As a dude who doesn't play a lot of card battler style games, the fact that it kind've sucked me in for about 4 hours is pretty rad. Each of the characters you play as feel unique, which gives the game a large amount of replay value I'd say. As you play you unlock new cards. Getting new cards means you typically make it further each run. Earning cards. Rinsing, repeating, and it was surprisingly addictive. Overall, really cool card battler/deckbuilding game.
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