
Neurodeck is a psychological deckbuilding card game to challenge your fears. Build your deck & capacities by answering personality tests, visiting rooms or meditating. Face your phobia and defeat them through the power of life-inspired cards.
Modeled estimate, not a reported figure. How we estimate →
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Japanese, Russian, Simplified Chinese, Korean, Traditional Chinese
Engagement
Hours played at review time, across 49 reviews with recorded playtime.
Reviews
Themes across 49 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
I wanted to like this game, I love deckbuilders and I'm a psychology lecturer. I didn't have any illusions that these topics could be covered very effectively in this form, but figured that there would be space to put across one or two interesting ideas. The game isn't really properly finished. There are only two characters and the second character's story is copy-pasted from the first character even in places that makes no sense at all. The gameplay is alright but overall lackluster. I wish they'd done better with this one.
I gave a very small indie deckbuilder a shot, and this turned out to be a fairly mediocre game overall. I can name plenty of other games in the same genre that aren't regular streaming fodder, and none of them disappoint me quite like this one. You will be fighting the exact same enemies over and over again, with concrete patterns, which makes them compelling threats once, and then either enemies you avoid or enemies you easily take out every other time you see them. If you're here for some quality writing, this game doesn't have that either. Nothing seems to be explained about the Neurodeck, nothing of narrative consequence happens about the Neurodeck, nobody explains why they keep sticking their minds into the magic trauma iPad repeatedly. No, the dialogue about dreams or binge drinking or whatever does not change depending on character or emotion, it's the same static message for a 20something and a grandma going to a massive rager. You want difficulty sliders? Here's the most toothless one imaginable. You want interesting card archetypes? There's maybe two you can make work, and battles are over too fast to shuffle your deck more than once. You want to fight your fears? Here's a fear of childbirth (which neither character, including a mom, remark on), and a fear of sharks (which just explains they watched Not Jaws as a kid), and a fear of gnomes, which gets zero exposition whatsoever, just like the fear of religion and the damned PLAGUE, which are final bosses with outright RNG elements you have zero say in, which from a narrative perspective is fair enough, but still not good game design for. Whoever the audience of this game is. It's clearly not for me, an avid fan of roguelikes, it's not for psych students, who will gain basically nothing from this, it's not for people trying to buy therapy for 3 dollars, because it's so shallow story-wise, it's not for beginner players, because it will definitely hit you with unavoidable no-win scenarios, and it's not for people looking for art in their games, because the package just has no connective tissue, and roguelikes aren't an easy medium for concrete, linear storytelling. I feel like I paid three dollars for the alpha build of an early access game.
Neurodeck : Psychological Deckbuilder is a somewhat simplistic console game, it's a console ported 2D minimalistic cardgame where, instead of the usual, interesting plot of attacking bad guys or defeating an enemy or going on a dungeon crawl, you live your life as someone with mental issues. Trying to address social issues through the medium of video games is misguided and can be harmful. While it's plausible to suggest the intention was noble, this can do more harm than good. Game developers are not professionals in areas of mental health and social problems, and when they use video games to pretend they are, this can cause far more harm than good. It's my opinion that it's improper to use video games to push political or social agendas. Apart from the harm such hamfisted attempts at addressing social problems can cause, this offers zero benefit to PC gamers. People suffering from health issues or other social problems should seek out professional help rather than going to crap shovelware video games attempting to get sales by exploiting such problems for their own benefit, as is the case here. Case in point, the developers genuinely send the message that if you are suffering from psychological problems, these can be cured by having a good night's sleep and eating pizza. This is a completely hamfisted and arguably harmful position to take... at the very least it's trying to make light of real human social issues in an utterly disrespectful way, and with only one clear goal: To get your money. Gameplay itself is tolerable but the theming on the cards, as mentioned, is problematic. The gameplay lacks depth and interest compared to deeper CCGs like Slay the Spire, and is an overall shallower experience, but the primary goal of this game is to be an armchair psychologist for console gamers, so we shouldn't expect too much. From a technical perspective, the game doesn't meet basic minimum requirements that most PC gamers expect as standard. The game features mostly static, barely animated 2D images, the kind of thing you expect to see in browser/flash games. While the artwork itself, while mediocre, might be considered passable, the visual presentation here is negligible, it might as well be a slideshow or a Youtube video. Pac-Man, Space Invaders and Asteroids had more advanced animation and visuals going on than this game does. The game features no proper level design and only very limited game/story flow/plot, as they opted to try to use samey repetitive procgen algorithms as a substitute for adding such content to the game, to avoid doing the important job of level and encounter design. As a result, the game doesn't actually have any content worth mentioning, just endless, boring, repetitive, soulless algorithmically generated sameyness every run you do. Developers must learn that procedural generation is not an acceptable substitute for content. This looks and feels like a mobile app, but I wasn't able to find it on the app stores, just on consoles. Maybe it was removed, maybe it was rejected by Apple and Google (they do have more rigorous quality standards than Valve does for Steam, after all). Regardless, for all intents and purposes Neurodeck : Psychological Deckbuilder might as well be a mobile app, it has the same limitations and dumbed down qualities. It's impossible to recommend such a game to PC gamers. We don't spend all this money building gaming rigs so we can pretend they're iPhones and play games that might as well be mobile apps. These technical defects push this game below acceptable standards for any modern PC game. Neurodeck : Psychological Deckbuilder has the farcical, insulting price of $14 USD, for which you could easily get any number of older AAA games. This is also competing with over 9,000 free games available on Steam, many of them far better than this paid product. Given the defects and quality issues with the game, coupled with the unrealistic price, this is impossible to recommend. Because this is the kind of game you can just play for free on mobile phones, it's impossible to recommend anyone should pay money for the same experience on Steam. This costs more than you can get Slay the Spire for, and you can play serious cardgames like Hearthstone and MTG for free, and they don't pretend to be psychologists.
跑路半成品。 把社会焦虑、心理压力和卡牌抉择相结合的类型,在桌游里已经有成功案例了,说明这么做并不会无法兼顾游戏性与社会意义。很可惜,本作只停留在了“把这两种概念扯到一起”的阶段,卡牌战斗东拼西凑抄了个不好玩的壳子,所谓克系更只是焦虑异化的披皮,再为了避免太像换皮游戏而在关卡之间,强塞诱导和指向性明显的心理测试(这不会给本来就焦虑的人增加负担吗?),可以说是哪儿哪儿都没做好了,又没有坚持完善,哦豁。 —————————————————— 我从10年前开始接触独立游戏,目前从事独立游戏发行工作已经超过8年。时至今日,或许我们已经无法再清晰定义“到底什么是独立游戏”,但我们永远都可以从独立游戏中寻找到惊喜。目标是把我玩过的几千款独立游戏都装进来,欢迎朋友们来赏玩我眼中的独立游戏世界. 鉴赏家地址: [url=https://store.steampowered.com/curator/45072988-%25E7%258B%25AC%25E7%25AB%258B%25E6%25B8%25B8%25E6%2588%258F%25E5%25B0%258F%25E7%25AD%2591/admin/curator_edit]独立游戏小筑[/url]
[h1]Кошмары не в этой игре, а ПОСЛЕ этой игры[/h1] [h2]Позор карточных рогаликов[/h2] Всё так плохо, что сложно найти подходящие слова. В первую очередь скажу, что здесь полно [b]багов[/b], особенно в плане интерфейса: Описание некоторых карт [b]не прогружается[/b], вместо механики может быть написан незакрытый тег из кода, а подсчёт, который должен показывать сколько вам снимает адекватности (местной НР) постоянно пишет не правильное число, из-за чего вы умираете. Текст налазит поверх другого текста. Отвратительные ожидания окончания ненужно анимации (даже в режиме ускоренной игры). Будто игра сделана исключительно [b]синхронно[/b], а не асинхронно, что, скорее всего, и является правдой. Про [b]QoL[/b] разработчики не слышали, а подходы к [b]UI[/b] не изучали. Буквально всё сделано халтурно и будто спешили скорее выпустить ради непонятно чего. Банально анимация босса может быть в шакальном качестве, потому что кто-то загрузил условную гифку в сжатом виде. Причём анимация состоит из двух цветов: чёрного и белого. Тут можно было даже векторной графикой навалить, чтобы при масштабировании не изменялось качество. Даже если отбросить баги и было бы всё технически всё ок, то в игре нет никакого баланса и разнообразия. [b]Механик почти нет, персонажей два[/b] и у них не сильно отличается геймплей. Карты приметивные и банально не интересно применять всё. Боссов очень мало, очень надоедает постоянно одно и то же, буквально за каждые 2 рана ты встречаешь ровно всех боссов. Промежуточных мобов даже не добавляли. Даже сделав такую интересую тематику фобий, как можно было так запороть всё. Ты будто не с фобией дерёшься, а смешной мультик смотришь. Никакого накала, никакой атмосферы, ничего. Я, как [b]обсасыватель вообще всех карточных батлеров и рогаликов[/b] подряд, стараясь набрать все ачивки и пройти игру на всех доступных механиках и усложнениях, и даже так не задушившись в других проектах, здесь уже в первые минуты [b]ощутил стресс от убогости[/b] исполнения. Ещё вспомнил, что на [b]Linux[/b], даже с указанной нативной поддержкой, запустить не удалось, потому что оно не может правильно организовать каталог игры при установке, и создаёт ненужный подкаталог, а исполнительный файлы отдельно. Через [b]proton[/b] уже без проблем запустилось. [b]upd:[/b] Спустя два часа, после написания обзора, закрыл навсе ачивки. Они очень скучные оказались, но это единственное, что заставило просидеть дольше пары часов. [h2]Я крайне не рекомендую эту игру к прохождения, тем более покупке.[/h2]
Well I would rate this game higher. I was going to recommend it. But the Plague Doctor final boss is so unfair. I was sitting there with -50 stamina and no cards left to draw while he healed himself to full HP. What balance is in this game? And the "mental health" aspect is just a gimmick. I thought it was cute that all the cards are named after coping skills, and the art tracks with the phobias but, that's it. Gimmicky and unbalanced.
It's a neat concept, has some good sound design and art, but it's incredibly boring, feels easy, and lacks content. Already beat a run in less than an hour and I just don't see myself coming back to it. Something important for roguelikes is the replay value and there's very little in this. I've done 3 runs now and each time have faced the same enemies. Seeing that there are 35 achievements and that I already have 13 of them (one for each enemy defeated) tells me that there's just not going to be much variety in runs. Just so dang boring.
Наверное, самый главный недостаток этой игры - в устойчивом ощущении её "сырости" на протяжении всего прохождения. Даже если можно закрыть глаза на чёрные экраны в переходах между окнами, стабильные зависания после нажатия на любые кнопки, то когда вместо описания карты игра может взять и выдать символы кода... Уже сложнее. Я, конечно, пыталась обосновать сие явление тем, что здесь попросту плохой коннект с русским шрифтом (что, кстати, всё же не исключено), но это не объясняет все остальные лаги. А сколько раз игра у меня своевольно вылетала... М-да. В общем, неприятно, но ко всему привыкаешь, однако помимо технической составляющей та же недоработанность читалась и в геймплее: я прошла игру и собрала все ачивки буквально с помощью одной и той же колоды на 9 карт. :) Конечно, тестила разное, и если захотеть - вполне можно усложнить себе жизнь, и ключевое слово тут - "захотеть" . Игра никак не обязывает, даже сюжетно не подводит игрока к каким-то затруднительным, крутым манёврам с колодой, просто с каждым рангом боссы жирнее, плюшек меньше, и в моём случае бои просто длились дольше. Тем не менее, задумка крутая, процесс прохождения залипательный. Очень надеюсь, что игру доведут до ума, поскольку пока что рекомендовать её лишь за идею... Мне сложно.
didnt give it long but 1 "boss" type match took probably about half my playtime because i couldnt do enough damage to pass his shield and actually hit his HP had to let the boss eat my cards(removed from play) just so i'd always have damage to actually win the fight but dragged way too long to be fun
It's an okay Deckbuilder with limited replay potential. I recommend it because it triggered my PTSD and games rarely do that for me.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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