
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 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
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
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.
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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
need chinese
Art Style hat mich direkt gepackt. Finds cool, dass verschiedene Mythologien vertreten sind und das Gameplay dazu fühlt sich auch sehr smooth an. Ist schwerer als ich anfangs dachte, was ein gutes Zeichen für ein Roguelike ist.
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!
I am a big mythology fan and playing with mythological figures is a lot of fun. I like the design of the cards visually as well as gameplaywise. Since I played the Demo and now on release the full version, I realized there are a few decks which are superior to most of the other decks (because there aren't soo many options). I wish for more cards as well as more challenges in terms of requirement to set the cards. The wisdom-and-light-cards-only challenge favors the japanese mythology, so I would like to see more variety to compensate that. But as I said, I really love playing this game and I'm looking forward to see new updates :)
Simple and straigthforward deckbuilder. Building synergies to gain points against locations with special effects. No combat or active opponents. Somewhat limited card pool but it is pretty cheap.
Hab nun gut 2 Stunden gespielt und bin echt positiv überrascht. Das Design sieht super aus, jede Stufe bringt neue Kniffe und beim Deckbuilding entdeckt man ständig coole Kombos. Braucht ein bisschen Eingewöhnung, auch da ich zuvor noch kein Spiel dieser Art gezockt hab, macht aber richtig Laune. Ich bin gespannt auf die neuen Karten und neue Combos welche durchs leveln freigeschaltet werden.
Really cool twist mixing a card game with Rogue like elements ;D I love the art style and the mithology twist is also nice! Some more tooltips/popups or mouseover systems to explain certein mechanical details would be nice. - like a list with all "elements" like wisdom and light etc. - interactive indicators when hovering the site or cards to see whats connected - an explanation what makes certain sites better then others? - filters during the match would be cool too After a short time of grasping the mechanics the goal became clear and i had lots of fun. Can't wait to go back playing! With some more quality of life improvements and this game will be even better!! Great Job!
It's definitely an interesting concept. I like the theme and playstyle. I want to be sympathetic to a single dev/publisher, but I've had the game crash without fail every time after 30 minutes of playing.
My review was positive when I played the game because I thought it was a work in progress - and a very promising one at that. The way it is now feels like a demo to a great game. Gameplay's super interesting and original, but very narrow with current cardpool, super short, with low replayability and not particularly well balanced. Do not get fooled by my playtime - I played 12 hours trying to unlock more cards in hopes things would get progressively better. Instead, every run felt pretty much the same as the ones before. One could argue it's on par with its pricing, but it is truly a shame to leave this great idea half baked like this. Do not recommend it if this is the final product.
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Players by region
Where this game's players are, estimated from review languages.
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