
Venture into None Shall Intrude, a roguelite deck-builder with tile-based combat where you become a powerful Raid Boss. Epic battles, intricate strategies, and the ever-present threat of heroic challengers seeking to vanquish your reign. Will you conquer all or fall to valiant heroes?
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): 0.14/day in the week to Sep 3 → 0.71/day in the week after.
Reviews, worldwide (the counter carries no country): 18.25/day in the week to Jul 16 → 1.14/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 2,400 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
Engagement
Reviews
Themes across 73 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's kind of alright but it feels pretty slapdash, like nobody's made an effort to balance anything, just "here's a power that would be cool" and bam it's in there. Some cards are clearly worse than no card at all, some starting powers make most of the game a breeze (especially "hit everything with a fireball every turn", makes everything except hero battles trivial - and many of the heroes have "summon more guys" powers which is a wasted turn when the summoned guys get immediately erased with automatic fireballs). The interface also feels slapdash in the same way, for example when you're doing stuff in the shop menus, hint text from the stuff behind pop up and follow the mouse (luckily tucked behind the shop so it's not a big deal). The rage meter didn't appear at all for my first couple of games, and apparently that's not intentional - and is extra weird because that's one of the few things that's explained in the tutorial (it also seems to be completely unimportant except for the non-dragon guy, the rage activation is rubbish). And then it seems to have some sort of a Hades-style "turn up the difficulty with some knobs" thing (again poorly explained) - but there's no progression so I don't feel like there's any reason to play it on a harder mode, unless, I guess, you really really want to play more of the same thing. I tried the non-dragon guy which was at least a bit different, and a second dragon, which was not very different. I'm very sympathetic to "I'm sick of making this game now so I'm calling it done," but not sympathetic enough to recommend a game that just isn't that great.
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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, French, Italian, German, Spanish - Spain, Czech, Japanese, Korean, Polish, Portuguese - Brazil, Portuguese - Portugal, Romanian +7 more
Hours played at review time, across 74 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Очень визуально перегруженная игра, неудобное и неотзывчивое управление, интерфейс. Локализация крайне кривая и временами текст багуется. Удивительно, что игра в релизе, со всеми составляющими ей место в бете. Идея игры неплохая, реализация - говно.
I've noticed the lack of reviews that were backed by fair amount of playtime, I'll scribble my own things down now that I've completed the game entirely In the shortest form NSI is a niche rogueli-k-t-e deckbuilder that requires field management aside from the deck, this alone is what makes it feel different than other roguelike deckbuilders Generally gameplay representation looks a lot different from any other by design choice, for example you conquer some map regions in this to progress, and every X fights intervals you face a core boss, but technically it's actually pretty same with any other deckbuilder mapping system, just visually served differently, I think it was a nice change of pace. You begin your runs as a big bad dragon with massive health pool and absurd damaging cards, you have limited healing sources throughout your run and your goal is to refine your deck and maybe get some relics before facing the last boss to conclude the run, this part is pretty familiar, right? Then comes the field management system. It's not mandatory to play into this, but I can easily say this is the intended way to play the game. There are some elements, each dragon (there are multiple!) has some extra unique element too, and whenever you cast your abilities on any portions of your battle field, you leave traces of these elements, and when multiple elements are merged magic happens, be it shielding, area damage, poison, burn, you get it. Playing in this fashion, it requires more of the active 'thinking' as you are required to keep up your management during the fights (this may feel overwhelming to some) and more often than not it'll be you instead of rng that decides the fate of your encounters. Now the cons: Can get buggy at times, it's not horrible, but can be annoying time to time There are several 'cheese' builds you can follow, these will likely trivialize the need of field management part of the game Meta-progression is a necessity to use in order to succeed in higher difficulties Overall it's a nice and different game, if you are one of roguelike deckbuilder addicts, you should give it a go, but be warned, field management requires active thinking so it might not click with everyone
I got to try None Shall Intrude after it's recent Project Unknown patch with the bug fixes and new boss Red Core. I'm normally not interested in deck builders but the premise reminded me of a board game I used to play just called Boss Monster so I gave it a try. Playing it after the patch, I didn't notice many if any bugs so I can trust the developers are taking feedback seriously. I enjoyed the game quite a bit though I only tried it as the new boss Red Core and didn't get to try any of the boss mechanics yet since I started from scratch. The enemy types are varied so that it does not get stale and the champions do pose a challenge where you actually need to consider your resources. It took me a second to understand the mechanics (this is why you shouldn't skip tutorials) but once I got the hang of it I was thoroughly engaged and almost made it to Act 5 except I got too greedy and fought one of the champions early. I look forward to trying it again with the boss mechanics I've now unlocked and I still need to go back and attempt with the base boss dragons.
Feels very flat at first impression. bit dragged out with boss animation and it just doesn't keep me engaged. there seem to be content and interesting ideas with terrain and what not but it's just not quite there.
This is the first time I've seen such an interesting game with exciting gameplay, and I highly recommend it.
If you love card games and escalating violence, and dragons!, this is for you! Highly recommend, I had a blast, I enjoyed it until I died, then I wanted to play again! Kinda confused on the mixed reviews, its a good variation on the classic cards > ap > smack do damage to enemies!
Effectively a roguelike deckbuilder, I do have a particular bias in favor of the setup of this one, where you are a raid boss dragon who battles heroes and destroys villages. The game is fun and quite solid, especially in its current state. I do kind of wish that some of the attack effects were more dramatic, especially for the bigger cards like Supernova, but overall, I will still recommend it. We need way more dragon games like this.
有中文 有成就 全新元素联动与紧急修复 各位玩家,本次为小幅紧急更新。 漏洞修复 修复突袭战斗与角色界面背景音乐无法播放的问题。 修复胜利后奖励界面无法正常弹出的多项故障。 增加兜底机制:如果遭遇卡死问题,从主菜单点击继续游戏时,若已击败敌人,会直接跳转至奖励页面。 修复蓝龙化身进化后,最大生命值偶尔无法继承的 BUG。 修复蓝龙怒气技能可以无消耗反复释放且不造成伤害的问题。 平衡性调整 僧兵卡牌的触发条件,由 “同时满足” 改为 “满足其一”。 例:达成 X 次攻击 或者 打出 X 张元素牌即可触发反击,不再需要两个条件同时生效。 骰子角色 —— 元素联动机制更新 能量 + 疾风:抽 1 张牌 能量 + 飓风:抽 2 张牌 能量 + 碎石:获得 1 点核心值 能量 + 巨石:获得 2 点核心值 能量 + 余烬:造成 100 点攻击伤害 能量 + 熔岩:造成 200 点攻击伤害 希望这套联动机制能丰富骰子的构筑流派。 平衡性改动、三张新卡牌与紧急修复 各位玩家,本次骰子迎来大规模平衡性调整,新增三张卡牌并附带多项 BUG 修复,具体内容如下: 三张全新卡牌 熔炼厂:生成 2 张随机火系元素牌。触发条件:手牌骰子总数小于 7。耗尽(2 行动力) 三核引擎:随机生成火系、风系、土系元素牌各一张。融合值:2。耗尽 活金属:本回合每耗尽一张卡牌,获得 3000 点护甲 本次更新为骰子增加了更多获取元素卡牌的途径。下一轮版本会再次优化能量格子联动效果: 能量 + 疾风:抽 1 张牌 能量 + 飓风:抽 2 张牌 能量 + 碎石:获得 1 点核心值 能量 + 巨石:获得 2 点核心值 能量 + 余烬与熔岩保持原有效果,造成 100 点伤害。 数值平衡改动 齐射的伤害段数由 2 次上调至 3 次。 炮火轰击的伤害段数由 4 次提升至 6 次,单次伤害由 1000 下调至 500。 终焉触发条件改为两枚 1 点骰子,伤害由单次变为三段打击。 灌注技能额外增加 2 点核心值。 合成触发条件改为两枚 3 点骰子与两枚 6 点骰子。 连锁伤害从 1500 上调至 3000。 净化伤害由 3000 提升至 8000。 加固获得护甲由 1000 增至 3000。 猛攻伤害由 1000 上调至 2000,触发条件改为骰子总数不足 10 枚(原为大于 10 枚)。 复制效果由复制一次改为连续复制两次。 脉冲伤害从 500 提升至 1000。 湮灭伤害由 5000 上调至 10000。 改造伤害由 500 提升至 1000。 三阶能量威力伤害由 500/700/1000 下调为 400/600/800。 编译首领机制的核心获取量由 + 2/+3 上调至 + 4/+6。 鞭挞不再要求骰子总数为 15,改为同时拥有 1 点、2 点、3 点骰子。 超载首领效果由三倍能量收益改为两倍。 杂耍师首领效果全阶段生效,伤害由 1000 下调至 500。 程序首领三阶段伤害由 2000/3000/5000 调整为 3000/4000/6000。 缚夜者谜题挑战失败不再触发负面惩罚。 冰川巨兽生命值由 50 万削减至 40 万。 玩法机制改动 优化融合规则,核心值不足时无法打出融合卡牌。 漏洞修复 修复部分音效中途中断问题。 修复首领战 BGM 播放异常。 修复在骸骨奖励界面长按鼠标导致游戏卡死的故障。 齐射与炮火轰击会稳定锁定敌方目标。 修复快捷卡牌,现在可以配合三张奇数骰子正常生效。
Para min, foi um bom jogo de turno. Um jogo onde você esta na pele do vilão ao invés dos heróis, e com isso você precisa derrotar aqueles que estão perturbando seu descanso. Um bom jogo, bem elaborado, com muitas temáticas de elementos e construções de cenário para se resguardar mas ainda faltou algumas musicas em batalhas finais, no caso na batalha após conquistar o território
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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