
Prepare your decks and go on a pilgrimage through the wasteland! Nowhere Prophet is a unique single-player card game. Travel across randomly generated maps and lead your followers in deep tactical combat. Discover new cards and build your deck as you explore this strange, broken world.
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/day in the week to Aug 4 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
Build a loyal band of followers and survive the journey across a broken world. Barely.
Take on the role of a powerful leader and mystic. Empowered with the gifts of technopathy, the ability to sense and affect electrical currents.
You are the last hope to a band of outcastes and refugees. Lead them across the randomly generated wastelands. Pick fights with greedy slavers and crazy machines using the turn-based card combat. Can you survive long enough to reach the mysterious Crypt?

Card-based tactical combat system
New procedurally generated maps each game
Find loot and recruit followers to build your deck
Unlock new content across multiple playthroughs
More than 300 cards for you to discover
Indian infused electronica soundtrack

Nowhere Prophet is a single player card game with procedurally generated maps, a high difficulty and permadeath. At it's heart are two distinct parts of gameplay: Travel and combat.
TRAVEL
During travel you navigate across a procedurally generated map. Make sure your convoy has enough resources to travel as you pick your route. On your journey you will encounter strange places and even stranger people. You will be thrust into situations that put the fate of your followers in your hands.
If you're lucky enough to gain some rewards, maybe for helping someone - or robbing them, then you can invest those to improve your decks. Recruit more followers to have more and different units to put into battle. Equip your prophet or level up and learn new skills to have access to stronger action cards in combat.
COMBAT
You will have to overcome some enemies to keep your convoy and resources together. And sometimes you may even want to pick a fight for righteousness or just for loot. Once in battle the game changes to the turn-based card game mode.
Play convoy cards to put your followers onto the field and position them so you can overcome your enemy. Or play action cards to dramatically change the battlefield. But be careful: If you're wounded you will have to find a safe place to heal. And if one of your followers takes too many wounds, they are lost forever.

Nowhere Prophet is set on a far off planet called Soma. Your story begins many years after the Crash, a complete technological collapse. Civilization has broken down and the lack of resources made everyone turn either bandit or madman.
In this world inspired by Indian culture you lead a convoy of outcastes. These desperate men and woman following your vision of a better future. Under your guidance they travel with you through the wastelands. Your goal is the Crypt, a mystical place that promises untainted technology and safety.
If you can survive long enough to find it.
Sums Steam only; Xbox, PlayStation, GOG, Epic, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 1.2Kreviews | 71% | — | $662.5K |
| $24.99 | 791ratings | 60% | — | not modelled | |
Engagement
Reviews
Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
这游戏设计完成不合理,就是折磨玩家的,不建议入手。 1、给的资源少,操蛋的战斗机制,攻击敌方不管有没有杀死对方都会被反击,很容易死掉,站不住脚,而且对面ai的卡还比你强,轻松就能把你前期的布置清场,只要是当局死亡的角色,下局开场就是重伤状态,这个状态下被召唤上场再被击杀就会永久死亡,这种情况还说啥构筑啊,就没几个角色能培养起来。 2、只能打快攻,拖的越久,阵亡的角色越多,下一场战斗就越容易被撕卡,玩着玩着就成孤家寡人了,因为资源给的少,然后还要顾及食物和希望点,电池根本不够用,还得要治疗,阵亡人员还得补充,补给的设置极度不合理。就算我能撑到安全区,还不是能全部治愈,治疗是有次数限制的,那就很搞人心态了。 3、能量要一回合一回合的慢慢往上加,但是对面敌人很容易解你的大哥,每一行只能最前面的角色能进攻,决定了只能能打快攻,铺再多的场都是没用的,而且前期能量还不允许。 4、障碍物的设计也是没啥用,如果我方前面有障碍物,那么敌方是不会管的,反正有障碍物在,我的角色就不能跳过障碍物危险敌方角色或者跳脸,如果我摧毁了障碍物就会暴露在敌方火力,然后就被解决,这样看障碍物就成了个无用的设计。 5、高费卡手,只能先把低费的当做耗材先撑场,然后慢慢展开,导致每一场战斗都异常耗时间,而且战线拉的久就容易产生更多的伤员和阵亡,给的东西又少,一点正反馈都没有,不如组个能直接攻击对面领袖的卡组。 6、装备能拆卡,获得的卡直接进卡组,而不是能自由安排是否上场,删卡难,卡组就变得臃肿,再搭配开局能量少,要铺场,角色卡牌会永久死亡,非常搞人心态。
根本没有平衡,牌还没对面的AI好,恶心的一笔。
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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*, German*, Simplified Chinese*, French*, Spanish - Spain**languages with full audio support
| $24.99 |
| 98ratings |
| 89% |
| — |
| not modelled |
| $24.99 | 36ratings | 76% | — | not modelled |
| $6.24−75% | — | 90% | — | not modelled |
| $24.99 | — | — | — | 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 49 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Definitely start on easy mode, because the game doesn't pull its punches and it plays differently to a lot of deckbuilders out there. That said, this game slaps. You can change your deck composition freely, but each unit card is one of your pilgrims, and they suffer injuries or outright death if they die on the board. You can heal injuries before your units are removed from the deck, but injuries also reduce their energy cost, so you'll constantly be balancing how much you need certain units in play and how afraid you are of them dying. You'll lose people, you'll gain people, and you'll manage your deck as best as possible within that as it mutates to reflect what you have available. The aesthetics and flavour are just as rad. The strategy layer takes heavy inspiration from FTL, letting you double back and explore the world as long as your supplies permit. When you do, you're rewarded with relatively short flavour snippets that ooze lost technology, mysticism, compassion and weirdness. Once you complete your pilgrimage there's a remarkably high number of endings depending on what you do. There's just enough flavour to intrigue and not so much of it that it wears out its welcome. At 9 hours of playtime I don't know if it will hold up forever, but so far it might be my favourite game in the genre. Feel it out, approach your early defeats with a sense of curiosity and you'll (I hope) have a wonderful time.
Battles take...forever. So long. I found them to be tedious and uninteresting. I've never made it past the first run. The boss spawns so many enemies, and has armor, that it makes things last for so long that I lose interest. It's painfully slow. Absurdly so.
Fresh and difficult roguelike in an immersive postapoc world. Great events with evocative descriptions.
It's ok to play. Mechanics of not rotating your deck but instead taking damage is not really expected or well documented. Minor problems with usage of equipments as described on them, but at least they can be used once per batlle usually.
炉石最好玩的还是慢速控制卡组,各种离奇combo的搭配天花乱坠。这个游戏的机制只适合快攻,战损机制下你不得不慎重考虑每个怪的使用,慢一回合就可能掉大血。加上一些离谱的数值设计,简直处处掣肘,高难度下毫无快感可言,真是去其精华了。boss战对面全是硬身板橙卡,你就像一个穷酸白嫖快攻屌丝(倒不是看不起快攻),问题是我还真付钱了啊?
Review: Good for an unpolished, borderline incomplete game. It feels like there are fairly basic revisions that would have made the game significantly better. Positives: core gameplay is enjoyable, the combat is generally fun and adding units to your deck is rewarding Cons: runs aren't varied enough, meta-progression is un-fun an makes it feel like you have to grind for unlocks, the combat scenarios become repetitive, too much text, menus lack speed and are "dirty" at times, pacing / runs take too long
Let me start with the conclusion: this game brings an extremely unbearable sense of frustration. As a deck-building game, it does not allow you to choose specific units. You can only buy them in the shop, and the options are very limited. The number of rare or powerful units available to the player is small, and units die permanently, which leaves very little room for mistakes. It’s basically impossible to build a consistent strategy or archetype. Meanwhile, the opponent—or rather the AI—can easily tailor its deck to counter you, using all kinds of annoying tactics. The most important point is that the game has no rewind or rollback feature. This means you only get one chance; if you fail, you have to start over completely. Even quit in the middle of a battle and reload the game is not work. With all these layers of malice stacked together, it feels as if the developers have a personal grudge against the players. Even Silksong and Elden Ring never made me lose my temper ,but this one succeeded. To hell with you, developers.
Having sunk a lot of hours into other deckbuilding roguelikes, hearthstone and MTG, this game is good but has one or two big issues I can't get over. Basically, enemy cards in hand is hidden information. In games with hidden information like Hearthstone and MTG, you still usually can intuit what deck they are playing and play around what you think they might be doing. You just can't in this. Yeah sure, there are factions that you fight with slightly different playstyles, but they also play each others cards often enough that you can't really get a read on them. It's enough of a variance that it has made me view most fights as generic, as they just kinda throw whatever random stuff at you. My one win (being my 2nd or 3rd attempt) was basically stockpiling every Rare unit and then giving my leader a bunch of removal options to kill enemy units. You are best off building generically good slop without falling into a specific playstyle. This is because your units will get permanently removed from your deck if they die twice. So go for big stated units, and removal/kill spells. ANYWAYS Good until you get in deep with the gameplay. Feels like rng is why you lost and not your own skill.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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