
Relief is a deckbuilding roguelike featuring a post-Journey to the West urban legend setting! In a bizarre world of corrupted deities, harness overpowered tech to enhance your deck and forge custom affixes onto your cards. Combine over 1,000 cards and 300 artifacts to create your ultimate OP build!
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): 0.86/day in the week to Sep 1 → 0.29/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
Relief is a deckbuilding roguelike set in a post–Journey to the West world. As the awakened heir of the Green Bull Demon (Azure Ox), you'll fight alongside five unique spirits, collect cards and artifacts, and craft powerful builds to carve out your own legend.

Each features its own cards and brings a distinct combat style to the fight.
Lu Wei: Transforms troublesome status cards into cards with random special modifiers.
Cui Beibei: Summons all manner of lovely feline spirits with a variety of abilities to aid in battle.
Chechi Rocket Team: Seamlessly switch between the tiger, deer, and goat captains to adapt your strategy mid-battle.
A.Lian: Features a unique Tribute card fusion mechanic. Cards with Blessing gain additional effects when placed at the far left or right of your hand.
Mrs.Luo: Wields three elemental forces that combine into devastating chain reactions and intricate builds.


The Roc presents a choice midway through each of the first three acts, each powerful enough to alter your strategy and deck direction. Play it safe with reliable boosts, or go all-in on high-risk, high-reward effects to create game-breaking builds with the potential to steamroll everything in your path.
Roc's Aid Powers (24 total):
Rebuild: Remove every card from your deck. Gain that many choices.
Glass Cannon: You have only 10% Max HP and gain only 10% of any Max HP increases, but deal 250% damage.
Less is More: Card removal costs 50 less gold. +1 card removal at the Black Market.
... ...

Complete quests from the Roc to earn Incense, then offer it at shrines to grant your cards random powerful affixes (12 total). The right affix can turn even the most unremarkable card into a force to be reckoned with, while strong cards can become downright broken, unlocking wild new build paths.
Blessings (14 total):
Combo: Play all copies of this card in your hand and draw pile.
Overdraw: Play this card for free. At the start of the next X turns, lose 1 Energy (X = its cost).
... ...

Over 1,000 cards and 300 artifacts: Character-specific cards, general cards, and Black Market options combine with a massive pool of artifacts to create near-endless build variety! No two runs ever feel the same.
Unique 14-day cycle: The game unfolds across five acts, built around a repeating 14-day cycle. While in town, strengthen your build at the Shop, Hot Springs, and Shrine, then venture beyond its gates to explore the unknown. Plan your days wisely and work your way toward the final boss.
Curious encounters: Over 50 random events steeped in Chinese folklore and urban legends await. Will you accept an offering in a dim, shadowy corner, or awaken something... unknown? Every choice shapes what comes next.
If you enjoy roguelike deckbuilders, deep strategy, and game-breaking synergistic combos, or if you love any of the following titles:
Slay the Spire | Monster Train | Griftlands | Inscryption | Chrono Ark
...then you will definitely love Relief! Step into a post-Journey to the West urban legend world, and experience the same highly addictive card battles, insane card modifiers, and limitless deckbuilding possibilities!
Engagement
Reviews
Themes across 72 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's not a bad game. But after my first run, I'm not really motivated to do another one. Still contemplating a refund. The game feels rough and unpolished, has taken some questionable design decisions and overall needs more time in the oven.
I rewrote this review, which originally listed some obvious issues, after the developer responded and quickly pushed out a patch addressing them. If you see the developer response, it's referring to those. [h1]Verdict[/h1] I recommend this game to anyone who enjoys card games and the process of discovering new systems/combos (so long as they're not put off by the art and content warning, so I won't be recommending this to anyone I personally know...). I believe there's enough there to enjoy enough for long enough to justify the price (at least on sale - I got it for $12). If you were only interested in buying one roguelite deck builder and playing it for hundreds of hours, I'd probably recommend Slay the Spire (STS) instead if you hadn't already played it, but I found this fun even though I've already spent hundreds of hours across STS and its sequel. [h1] Wait, how is it fun even when you've already played STS?[/h1] This game has a different take on act progression. Acts are divided into 14 days. On each day, you can pick any one thing that passes time, regardless of location on the map. The shop is always available, with goods refreshing each day. Resting or card upgrades are also always available, but only up to a certain number of times per act (2 by default). There's also an enchanting system / periodic mission (for enchantment currency) that can be kinda fun when it works out. One example is a buff that plays all other copies of that card when the enchanted card is played ("synergy"). Another gives a 0-cost copy when played. Additionally, the characters all feel distinct from STS characters, even if there are similarities. I find it a lot of fun to get to know a new character's kit and discover synergies or cool combos. [h1] More on the characters[/h1] [h2]The fox idol[/h2] I spent most of my time playing the fox idol, failing most of my runs after the first, because I really liked the kit. There are two main themes: [olist] [*] Status creation and transformation [*] Kin cards (cards created by other cards, with certain powers ("abilities" in this game) that grant bonuses to them) [/olist] Even though status creation and synergy is not a new concept (ironclad in STS1 and defect in STS2 both have it), it still feels distinct from those precedents. Probably because automatically transforming up to 2 statuses per draw (though sometimes it doesn't transform them, for reasons I haven't figured out) is distinct from having to exhaust them using other cards and the cards they transform into have other synergies. Certain kin cards give energy when drawn or played and others give you card draw when playing kin cards, so you can imagine the neuron activation for random BS go. Of course, you're not shoehorned into that even with that character. My first run where I was successful revolved around a card that gave stacks of permanent block each turn (think metallicize and plating from STS) and an enchantment that gave me a free 0 cost copy of it. I could outscale just about anything during that run. [h2]Green mage lady[/h2] I've only used her a few times, but one of those runs was successful with a pseudo-infinite revolving around an artifact that gave a free 0-cost card when exhausting a card. The first mid-act reward gave me the chance to re-draft my deck completely, so I built a deck that completely tailored to that artifact. The 0-cost card pool contained: [olist] [*] A card to exchange the costs of the highest cost card and lowest cost card in my hand for that turn. I used this to play my expensive abilities (which in turn gave me cost reduction via another artifact). [*] A card to recover 2 energy when energy is at 0 [*] A card that exhaust and shuffles the discard and draw piles, then draws a few cards [*] A card that tutors any other card from your draw pile [*] A card that does damage and then increases its own cost and returns to hand [/olist] Now, you might be thinking that sounds horrifically unbalanced, and you might be right. But even as strong as that was, the final boss proved a bit dicey. It had too much hp for me to finish in one turn with my pseudo-infinite and I actually ran out of self-exhausting cards. It then debuffed me to lose hp for every card I played (bypassing block), meaning that it was a difficult race against time from there. She has other interesting mechanics like different elemental types on spells, where heat and frost consume each other, but I haven't successfully built around those cards yet. [h2] Ghost cat lady [/h2] Unfortunately, this character is one where I think the balancing could use work. She has two main archetypes: [olist] [*] Summon (creates ghosts, which are similar in many ways to defect orbs in STS) [*] Backlash cards where they're typically stronger than other cards at the same cost, but do self-damage as well [/olist] Unfortunately, the deck starts with one self-exhausting summon card and no other way to summon. If you get offered abilities or skills that rely on summons, but don't get any summon cards early or in the shop, you're completely out of luck. They're also a bit weaker than defect orbs in STS since they apply at the start of your turn (though you have more ways to "command" them to do things immediately). The starter relic that can restore up to 6 hp per combat can be nice once you get enough ways to summon, but it feels very weak early due to the above and proportionally much weaker than the fox lady's, for example. Having it summon once at the start of combat would probably go a long way (making command and evolution usable even without drawing the one starter summon card), especially if it triggered the hp recovery itself (making it easier to pick the backlash cards early). Maybe I just haven't given this character enough of a shot and the weak early game is compensated for somehow, but it felt rough enough that I lost my motivation to play her more. [h2]Rich lady [/h2] Her kit reminds me a little bit of some mechanics from Magic the Gathering, but not any other characters from this game or STS. She starts with an "idol" card (thankfully with retain) that can consume "tribute" cards to become stronger. Feeding it one card increases the damage, another makes it deal that damage in AOE, and a third changes the cost from 1 to X and does the damage X times. I haven't played her beyond my one or two failed runs. I haven't seen whether there are any idol cards beyond the starter one - maybe I just didn't come across one, maybe there are more that can be unlocked for play using the rogue"lite" aspect of this game, or maybe there just aren't any - but it was fun and I do intend to spend some more time with her before I move on from this game. [h1]Room for improvement[/h1] The enchantment system I mentioned earlier can be fun when it works out well, but it has too much variance to be worth playing around in my opinion. For instance, quests to beat an enemy without playing skills often result in taking a ton of damage (depending on your character and deck, at least), but all you get is an essence that might fail. Even if it succeeds, you don't know which of the many enchantments the card will get. Some might be useless to you while others might be amazing. I don't think that letting players control the enchantment is the right move, as it might homogenize runs and make certain things too strong, but it would be good if it felt like it was worth actively engaging with. There are also a ton of unique buffs and debuffs to keep track of and it can be a bit overwhelming compared to a game like STS, where each enemy typically only has one unique buff/debuff beyond the basics. I don't necessarily mind the complexity, but it can be very easy to miss an effect caused by an enemy. [h1]tl;dr[/h1] For ~$10, the game offers enough to be worth a shot. I'd like to see it refined and iterated on, but you could buy it today and have fun binging it for a bit before moving on.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Traditional Chinese
Hours played at review time, across 72 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Did you like Slay The Spire? Well if you did, i have great news. They made Slay The Spire 2. Play that instead. The game is budget slay the spire, plain and simple. some kinda neat Ideas, some even pretty fun ones. but very quickly you realize it is JUST slay the spire. to the point where the ghost girls "summoned ghosts" are quite literally functionally identical defect Orbs. but i dont want to be only negative. it has potential and if the devs continue to develop and work on polish it might eventually become a decent sidegrade to slay the spire. but for now, just play Slay The Spire 2
评论区的好评都是刷的把?
“后西游+都市怪谈”题材的卡牌构筑类肉鸽游戏。 背景设定在神佛异化的世界,扮演觉醒的青牛精后裔,听从自称“唐僧”神秘人的委托,运用卡牌之力除恶扬善。 本作封面很吸引人,估计有不少人都是冲着这个腿来的吧(手动狗头)。包含封面角色在呢,总共有五位妹子登场,在游戏里,她们被称为魂灵,是辅助主角战斗的角色,并非由玩家直接操控。话虽这么说,但是卡牌都是围绕着这些魂灵妹子进行设计的,每位角色的卡面都绘制得很精美好看,没有廉价感(我是不会说部分卡牌还有擦边球的设计)。 游戏共五幕,每幕14天循环(天数倒计时结束后打BOSS),玩法跟同类卡牌构筑类作品大差不差,还是进行各种战斗,获得各种卡牌进行构筑,不断闯关,直至通关。特别的是爬塔模式从多条路选择变成了城市探索,玩家可以自由选择是先事件还是先战斗,战斗的普通怪跟精英怪也一目了然。不过到头来都要经历的,只是时间安排的顺序不同罢了。 此外,该作的卡牌构筑自由度也比较高,除了传统删卡外,玩家还能使用完成任务获得的“香”来给卡牌打上随机的强力词条(任务由大鹏颁布,任务是随机,刚开始比较简单,比如防御敌人的攻击,不使用技能卡牌等,后面会越来越苛刻,比如连续打出3张一样的卡牌,一回合内使用能量5点等),这些词条强度很大,像是一张牌当作两张牌打出的共振,打出牌后能检索卡组前三张牌并自由排序的预见,打出后能获得0费复制牌的镜像等,结合大鹏之助(大鹏会在前三幕的每幕半程中提供能改变对敌策略与牌组走向的效果强力的助力抉择)、丰富多样的卡牌跟法宝效果,带来了花样繁多的打牌体验。 总的来说,内容量大管饱,卡牌爱好者可以一试。 [quote] 加入[url=https://steamcommunity.com/groups/ADZZW]爱の榨汁屋[/url]&关注[url=https://store.steampowered.com/curator/34815366/]爱の鉴赏家[/url],用爱品鉴世间作品,用心流淌真情实感。 [/quote]
评论区的好评都是刷的吧,游玩时长有超过5小时的吗?游戏质量不好第一时间想的不是提高质量而是控评吗,也是没谁了 本来尖塔玩腻了想玩玩别的DBG来换换口味,结果倒了血霉买了这坨答辩,真的有人能玩的下去吗?劣质的UI和美术,僵硬的操作手感,几乎抄袭的遗物和药水效果,哥们,这质量你卖十块我不挑你理,怎么好意思卖40啊,塔1史低八块八,你是觉得价格是它的四倍,质量也是它的四倍咯,搞笑呢,我说白了尖塔创意工坊里随便拉一个出来都比你这好玩 真的,你这游戏最大的用处就是重新让我认识到了杀戮尖塔是一款多么优秀的游戏,我想我再也不会玩腻了,真的。哦对了,作者你要是愿意给我报销一下这40块钱我也是可以考虑改成好评的,反正都买了这么多水军了嘛,笑
很差劲,内容少build差。不知道的还以为是demo版呢。
被封面吸引来的,只能说看着这封面能不心动的也是神人了……进游戏后感觉跟心里预期有差距,不过至少是能玩的水平吧。总体上就是仿着尖塔来的,相似度高达80%,画面有一丢丢乱,不过UI信息展示还是挺到位的,除了不太清爽,倒也能称得上美观。 玩法方面有让我感到惊讶,毕竟这年头「尖塔like」连起来可以绕地球两圈,本作却在模式上少见地进行了创新,摈弃了传统三幕式结构,而是用「日流程+大循环+大本营+地图点位选择」进行替代——说人话就是把地图套了个日常管理的皮,但是外出战斗后能回城补给,卡组构筑性更强。 游戏还加入了「贪/嗔/痴」的buff管理设计,虽然这种强行上debuff的做法不一定能讨玩家欢心,不过我觉得至少是跟叙事主题相吻合的,这也让玩家在日常决策中更加注意三位数值的管理,从而避免负面buff的产生,总之是给游戏的决策带来更多思考量。 难能可贵的是游戏在世界观上还比较有特色,套用了西游的母题,但进行了都市魔改,跟游戏的核心玩法衔接在一起也比较自然,在主题上做的比较统一,为数不多在肉鸽卡牌里做出了叙事性的——哪怕是尖塔本身,玩家其实也只能通过一些碎片信息来补足叙事,这还是在2代里被进一步完善的结果。 总体来说我觉得是款非常有想法的国产游戏吧,美中不足的是卡牌BD还有待加强,虽然1000+卡面听上去很美好,但是卡牌之间的连携可以继续强化下,进一步提高游戏的爽感。 [code]双语评测,认准我们: [url=https://store.steampowered.com/curator/35263058-Bilingual-Curator/]双语评测[/url] Make Chinese and English speaker feel at home: [url=https://store.steampowered.com/curator/35263058-Bilingual-Curator/]Bilingual Curator[/url][/code]
就这也好意思卖50块?
Good game with multiple characters with multiple ways to play but getting rid of cards is expensive and some of the late game bosses screw you over for playing certain ways and the greed, hatred, ignorance meters punish you to much for how hard they are to manage especially sense they change what bosses you fight so if you want to play some way but the game does not give you ways to decrease the meters you can end up fighting a boss that goes really against your play style.
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