
A single-player deck-building card game where mythologies unite. Construct your deck with deities, followers, artifacts, and blessings from Greek, Norse, and Japanese legends. Overcome each site's threshold through clever strategy, powerful combos, and unique card synergies.
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 Jul 21 → 0/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 deck using cards from different mythologies (Greek, Norse and Japanese) and battle through a series of challenging encounters to defeat the Primordial Forces.
Assemble your deck from a growing pool of unique cards across three legendary pantheons. Each card has its own Size, Power and effect, from summoning celestial warriors to blessing your field with divine energy. Some thrive in combos, others dominate solo. Every card is tied to two or more Aspects, allowing you to craft focused strategies or wild combinations. No two decks play the same.
Every encounter takes place across three distinct Sites, each with its own Power Threshold. To claim victory, you’ll need to win at least two out of three by having the highest total Power at a Site when it closes. But with limited space at each Site, you’ll have to think carefully. A colossal deity might crush the competition, but a team of clever followers might win through synergy.
Deckbuilding: Build your deck from four distinct card types: Deities, Followers, Artifacts and Blessings.
Three Mythologies at Launch: Greek, Norse and Japanese pantheons, each with unique themes, powers and synergies.
Site-Based Battles: Face off at Sites with limited card slots and unique conditions, requiring tactical decisions every turn.
Aspect-Driven Strategies: Align your deck with 15 powerful Aspects like War, Light or Trickery to unlock new synergies.
Favor Exchange System: Obtain new cards at Sacred Grounds and evolve your deck between battles tied to the game's mythological world.
Whether you're into mythology, tactical gameplay or just want a break from competitive matchmaking, this game offers a rich, replayable experience full of divine power, clever combos and evolving strategies.
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I played a lot during the demo too, and unfortunately the full release still has the main problem this game always had - synergy is what makes deck-building roguelikes fun. A combination of a few things make it hard for that to feel fun in THIS game: - Certain altars lock out entire strategies, meaning you can't actually win with synergistic building - you are forced into a sort of neutral good-stuff package to actually win, because runs are so long the chances of you hitting your hard-counter eventually are just too high. There is not a Balatro-style work-around for this where you have some advance time to see these future hard-gates and plentiful ways to try to work around them. - Having different card pools to choose from when you pick cards WOULD help make it easier to stack synergies, but almost all of the card pools are unrelated to the different synergies, they are thematic but not mechanical, and thus it's always an almost-random shot in the dark. - There is not enough UI. It is very hard to see what your deck is and to plan what it could be, I get why they went with a very minimalistic UI design but I don't think it works here.
The game is not all that interesting mechanically (it's alright) but lacks in quality in a few ways. The deities that appear talk strangely and with poor grammar. The UI is not very easy to use; you have to be pretty precise to play/discard/buy cards and some of the icons look like decorations and are not intuitive. Perhaps most frustrating is a bug I got where when I picked up from a previously saved game I lost all the upgrades I had made for my cards during the run. If the bugs and QoL stuff is improved the game would be 'meh', cannot recommend.
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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
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Interesting roguelike deck-building card game with beautiful artwork and well-designed game mechanics that make it both fun and challenging. The love put into the game is evident, especially in the new content since the demo. The mythological theme adds to its appeal, making it a highly recommended experience.
The game has really beautiful artworks and an overall great design. You can feel there was a lot of love and effort put in there by the team. I think the concept is simple but cool. Overall a great idea for a card game, very chill and smooth to enjoy. As much love as there is in it, i also think there still is some progression needed. What bothered me the most was the lack of informations given, in order to get what to do and to understand how exactly the game works. It was explained how i can gain some extra mana, but not in the first place how to beat the enemy. You have to find it out on your own by playing cards and if you are lucky you see that a number at the top of the enemy altar has changed. I think that this step was not obvious enough, i was also missing an explanation of the red and blue numbers on my cards or more informations about the card/character features. Two HUGE points would firstly be the readability of the cards and the effects that arise when you hover above them. Its way too small to read at all. Secondly the game really needs a sign or more feedback when a new round begins. You just klick the button and there it is - there should be some "Next round" title or something, otherwise you could think you are still in the same round and accidently mistake it for a bug for example. I still think the game has a nice concept and a lot of potential if these things are fixed.
The user interface is quite elegant, Art is gorgeous, Gameplay proves to be a pretty good brain teaser. Above all, you get to have arsenal of gods, epic. Greek and Norse mythology, usually gets paired up alongside Egyptain and Hindu Pantheons, But here we see Japanese mythology, and that is pretty cool too. (All I would ask is to have a even more developed gallery view. Like magnifying the art and the lore when you right click on the cards, That would add so much to my enjoyment.) Other than that: 10/10
I've tried to Join the discord server 3 times to report a bug, each time I was booted within minutes without an explanation, sucks to see because I've really enjoyed the game so far. Ui is simple and clean and cards are flavorful. a little room for desire but it's fresh out the oven and that's to be expected. I recommend nonetheless, unless the same thing happens to you all with the whole server thing. I however am getting a refund.
Cardgame set in the ancient mythologies. Wonderful mix of strategy with rogue-like elements. Difficult and fun!!
A unique approach to a deckbuilding game with roguelike aspects. In each run you try to conquer three sites, each with a seperate condition that changes in every encounter. As you upgrade your cards, the thresholds to conquer a site become more difficult to achieve. You have to build your deck synergies appropiatly and from what I can see there is quite a bit of depth to the game. Worth a try for anyone interested in strategy, cardgames with a deckbuilding aspect.
Disclaimer: I have played a lot more hours than shown here (offline), around 3~4 hours, and that was enough to see pretty much all content. On that same note, I really wanted to like this off of the concept alone. I've been waiting for something along the lines of an offline Marvel Snap, and this is the closest thing to that. First off, artwork. This game had a LOT of potential for gorgeous art, instead, the art direction it takes is "pale white person looking at the camera with blank expression", the three pantheons can barely be distinguished from one another, the characters look bland and washed. This game had the perfect opportunity to do something incredible, maybe on the same vein of Hades 1/2 or even Disney's Hercules, and yet, it ended up with cards that look generic and samey. On a second note, content. This does not feel like 1.0 game, it feels like an early access that didn't get tagged as such because they knew it would impact sales. You don't have any unlockables (other than being able to unlock cards to be in your starting deck) and the card variety is honestly kind of sad. You will see everything this game has to offer within the first hour. On the topic of unlocking new cards to be in your deck, this game not having deck slots (as far as I could find at least) is a criminal oversight. Third, mechanical depth. Most cards don't have any meaningful synergies to be found, unless they are the exact ones spelled out for you in a "put this card and this other card side by side" way, which really, really sucks. You want to do a "fire" build? Not in the game, there is one card that scales with that and, as far as I could find, no other small fire cards to go with it. Then there are some big gods that scale off of war and thunder, and one that scales off of love, and... that's about it. I may be missing one or two examples but not much more than that. There's just not enough meat on the bone, and the meat that is here can't really be used in creative or out-of-the-box ways. At the best, the design is "number get big if X". From my experience, this game needed to have at least twice as many cards to be enjoyable and replayable as a roguelike normally should. And I definitely agree with the other review that said the sites are far too restrictive, because they are. A lot of builds are just dead in the water right from the get go if you just so happen to roll the wrong challenges. And then, a more minor observation, is that the writing is borderline cringe, to the point where the game would be better off without any speech bubbles in it. The last boss literally hits you with the "I am inevitable" banter. As others mentioned, this has a lot of mechanical potential (even if just because it's copying Marvel Snap's framework), but it just isn't realized in any of the fronts, from art, to gameplay, to synergies, it's just not here. Anywhere. One good thing about it is the prince point, I guess, the game is really cheap, but making good game design isn't more expensive than making bland and shallow design, so budget and price point were definitely not the bottlenecks for this project. Ultimately, if this was an early access title, I'd cut it some slack, because you could at least look forward to more content being added. As a full release, it is not a good game.
Needs a bit more depth but the potential is really strong. I can imagine them adding in other pantheons in the future which would really take the game to a new level. Also needs a bit of QOL (you cant view your deck whilst in the midst of gameplay for example) but otherwise its very fun!
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Players by region
Where this game's players are, estimated from review languages.
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