
Spellstone is a fantasy card game with beautiful hand-drawn art and rich lore! Collect hundreds of striking cards to battle through a compelling story and unravel the mystery of the Void.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
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Languages: English, French, German, Spanish - Spain, Russian
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
es una buena experiencia como el animation throwdown
Не работает на территории РФ.
kötü
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This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
love this game the art the ease of play the combat mechanics all of it give it a try i promise you wont be disappointed!
Habe ich damals über 100 Stunden aufm Handy gezockt und dachte mir weil ich meinen alten ACC auf dem Handy nach Jahren nicht wieder fand ist es eine gute idee spellstone auf steam zu zocken. Das Problem dabei war das es in dieser Version so hart verbugt ist das es keinen Spaß macht. Karten werden nur mit nem weißen Rechteck angezeigt (keine Ahnung welche karten man zieht oder bekommt). Des so weiter man im Spiel kommt des so weniger texte werden einen angezeigt ( irgendwelche error files stehen dann dort) und und und... sehr sehr schade
Very fun at first, but doesn't take too long for it to become extremely pay-to-win
Buen Juego de cartas
I have nonexistent play time on this Steam, but I have played this game and its predecessors (mainly War Metal: Tyrant) excessively on Kongregate and Android back when I was younger and less discerning. In short, it's a fun junk food game to click around and watch your numbers go up, but utterly messed up by power creep and exploitative microtransactions. You have a deck of 15 cards (originally 10 in Tyrant) and a hand of 3. Each turn you choose one to play. They have 0-4 wait, meaning they sit that many turns in play, vulnerable, before they activate and start doing things. Played cards go in a line and while they are active, your first card activates its 0-3 abilities and attacks the opponent's first card, and so on, and if the opposite side is empty they attack the opponent's face. You can see this in the store previews. In early Tyrant this played surprisingly well despite being so simple, with all the interplay between faster smaller cards and heavy hitters, and abilities that could heal, prevent or directly deal damage, or perhaps stun cards for a turn. In Spellstone all this is vastly overshadowed by ridiculous numbers creep. To illustrate, the common 1-wait card in your starting deck is a 2/3 with no abilities. Fully upgraded it becomes a 3/10 with Empower 2 (each turn, for that turn, one of your cards gets +2 attack). You can probably see that with this difference in numbers there's little room for strategy, a deck with cards of the fully upgraded power level will outclass the base level ones regardless of any strategy. Here's what an endgame 1-wait card (runed and fully upgraded Little Kawosha) looks like: 12/30, Hex all 5 (for this turn all enemy cards take +5 damage for each instance of damage dealt to them), Bolt all 3 (deal 3 damage to all enemy cards), Frostbreath 4 (deal 4 damage to the opposing and diagonally adjacent enemy cards if present). So if you add all that up and ignore potential mitigating abilities on the other side, this dude will deal 34 damage to the opposing card, 17 to the its diagonally adjacent ones and 8 to all others. Not only is this comically far apart from the starter cards, when every card looks like this except half of them with similar defensive abilities instead, the board becomes ridiculously messy too. There's no way to balance this. Most single player content becomes trivial pretty quickly and you'll just farm it on autoplay. There's some strategy and matchup considerations in very endgame play where you can assume people are at least pretty close to the same materials, having either kept grinding for a decade or sank obscene amounts of money. Even then, there are premium currency only card sets that are commonly a step above the grindable ones. Now imagine having cards halfway between my previous examples - you'll be untouchable to the newbies, and vice versa to the endgamers. That's what the pvp is like, sometimes you autowin, sometimes you autolose, and even when there's a real game to be had there's always a thumb on the scale. I recently got back into this for a bit and it's still fine junk food, but you cannot approach this as seriously at all. I do like the core systems and occasionally daydream about putting together a clone with a balanced card set, but unfortunately this and Synapse's other still maintained games are about milking the p2w crowd with forever power creep.
There is not much point in getting into the game nowadays, but I appreciate that it is still playable.
Funciona para pasar el tiempo
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Where this game's players are, estimated from review languages.
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $671.9K | 1.7K | 81% | $9.99 | |
| — | 33 | 45% | — | |
| $0 | 0 | — | Free | |
| $0 | 3.5K | 77% | Free | |
| $0 | 112 | 72% | Free | |
| $0 | 0 | 100% | Free |