
You journey through the haunted forest of Neverwood in board game orchestrated by a dark and mysterious game master named Bella. The game blends grid based combat with deckbuilding roguelike mechanics in a dreary yet somewhat cozy Halloween themed atmosphere.
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About

Your heart has grown cold, yet the winds of the forest remain colder. You venture east into Neverwood seeking to uncover its secrets, yet it is surely where you will meet your end. Watch a dark and mysterious story unveil with each run.

Battle through grid based combat encounters in this roguelike deckbuilder and make your way through multiple combat encounters to reach the heart of the forest.

Build a deck of cards that each represent unique movements and attacks, and manage your hand carefully during combat to leave enough options open to assure victory.

Randomized runs
An absurd amount of dialogue
Multiple playable characters
Deckbuilding roguelike elements
Strategic grid based combat
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
It has good visuals to admire.
The game is rather fun for what it is and for how little it's been out on Early Access. The gameplay, while it has a few flaws (early-game balancing feeling too rough, card-pulling being RNG making some turns unplayable and sometimes forcing you into a losing scenario, to name a few), feels good and is snappy enough for me to not have any mechanical complaints. The story feels vague enough that the player doesn't have much of an idea on what they're doing, but it's serviceable and works to guide them. 'Your blood has turned into oil. Play my game- I will turn your blood back to normal.' It sets a realistic goal for the player, and motive to actually play the Gamemaster's game in-lore. The OST is also quite enjoyable, and I find myself hearing all of the songs on Spotify more often than I'd like to admit, so that is a huge plus, for me. Finally, I find the art style to be cozy and comfortable, and so is the rest of the game. While maintaining a certain horror-esque theming, it manages to be a rather cozy game to back to every now and then, play a run or two, and maybe give it some more time to develop. It definitely has great potential, and I'm excited to see how far it goes. Mysterious game dev, if you're reading this: Haiii!!! Hope you're having an amazing day, no matter when this review may reach you <3
i still have no idea what the games about
Huge issues with the game so far. So let's start with a steady breakdown of what doesn't work and maybe some fixes. First off I feel like if there's no achievements, make the costumes unlockable by beating the game or getting past a certain point with the respective class. Note: In my play through I tried the Witch, Traveler and knight. (nurse & zombie just feel like a death sentence) all the other classes seemed like the exact same thing but with different titled cards. I found the knight to be the most viable. Also remove 1 enemy for the first 3 levels at least, 3 is too much for the basic cards you get in the game, give players a chance to not get trapped in the corner because you get surrounded, cards cost too much and do little damage and to be honest if there's no plan to add armor to the enemies like "for the king" where there's physical and magic armor just remove "magic & physical damage" as a whole. I get maybe adding more customizations or immersion but it's a damn puzzle piece there is no immersion. especially when all the pieces look alike. This isn't slay the spire CARDS The way the game gives you cards per turn in a RNG order is not fun or viable. I was not able to get past the 2nd stage because I kept getting random attack cards when I wanted to move away. maybe make it so you have 3 cards to choose from per turn or are guaranteed 1 attack card and 1 movement card for a max of 6 cards in hand, BUT I think just making it so that move is a basic feature in the game (Like for the enemies) (UPDATE: Teleport is just OP and so is the Draw 2 cards, fun to use but should cost more in shop. Upgrades are really strong +1 dmg or +1 hp/ permanent +1 dmg made the game a breeze, maybe have it for 1-3 turns? or upgrade a single card) The dash only going Horizontal instead of both horizontal and vertical is a huge mistake and makes the card pretty much useless a majority of times. The torch only being able to attack up, down, left, right when the last thing I wanna do is rush enemies with a collective 9 health only to do 1 dmg is a spit in my face. make the torch attack on the four corners of the character instead so we can properly run away and not get sandwiched. If the cards per turn are going to be limited to at least make them viable, I found the “gain a new card” lvl to be useless as it gave me a wand, spiderweb both of which had the exact same stats and attack pattern as anything else and lastly a fireball which is decent. MAPS More maps like Boon if nothing changes, put items directly at the center of the map not the corners I'm trying to run too. I found the maps had either not enough space especially for the start or too much vertical space. UNDO *update* Undo should redo your last selected card, not your entire turn or add the option to put the card back please. lots of times I click a card to get a better view and cant put it down without restarting my turn *I have two concussions and forget I reset my turn so I end up skipping my turn a lot by accident causing a ended run* skill issue sure but convenient all around. Also pressing Esc should not end my run and close my game lol, SHOP Beat 1 lvl get 1$, all cards cost 1$ in the shop. Maybe certain cards 1-2$ increase Other than that the game has great potential and was fun before getting railed. not gonna return it because I'd like to play the full release and support the games development. (UPDATE: I tried the nurse again and immediately got confused which nurse I was, adding a bit more differences other than a blue base would be nice, but I was so wrong about the nurse, she is actually OP. Because the way the game limits the amount of cards by what you have it's easy to manipulate what card you'll get next due to it not giving you dupes unless you pick them later on. I was able to spam heal because it stacks and isn't based off of what you assume is your max HP of 3, *she has two hearts instead/ might be a visual bug because zombie had the same health but took 3 hits before death* Which allows you to have up to 8hp *as far as I got maybe stacks more* and tank the enemies. There is no boss at the end and its the same 3 pieces as usual the entire play through *missed opportunity for a new enemy with special abilities or unlockable character. Boss should have his own set of new cards like a rush attack similar to a castle in chess and takes 4 space slots instead of one. just spit balling ideas I don't want to ruin or change the vision of the game. Would also be nice if the game tells you what abilities the enemies use when they attack, I was taking dmg from across the board before I realized the enemies *knight in this case* have the exact same cards as you do i.e. he was using the horizontal bow to snipe my ass, which may confuse new players. Also learning Card manipulation honestly makes every class feel viable, beat 1 lvl, get the shop or chest with the right card you need and all of a sudden your invincible. Lastly Balancing with the nurse is a nightmare, there has to be a limit to how many hearts a class can have otherwise she's just too strong and the game should have an endless mode) Game is actually easy once you learn the strategy, beat every class just to prove to myself it can be done
peak game unironically really fun
первый русский отзыв:) игра хорошая но короткая телепорты как и в демке слишком имбовые атаки так же не дамажат ну всё остальное понравилось
I like supporting indie games so I bought it and I really like it. It is in its really early stage but I think that the current state of the game is in is still better than some games today so good job!
Good game, excited to see where it goes
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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.
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