
Stackflow is a hypnotically addictive strategic roguelike about the pure pleasure of fitting pieces perfectly. Discover unique blocks, create satisfying connections, and trigger explosive combos that release pure dopamine.
Modeled estimate, not a reported figure. How we estimate →
Media

About
Stackflow is a hypnotically addictive strategic roguelike about the pure pleasure of fitting pieces perfectly. Discover unique blocks, create satisfying connections, and trigger explosive combos that release pure dopamine. Overcome escalating challenges in each level by hitting target scores through clever strategies and perfect timing.
Unlock unique blocks with devastating powers! Indestructible Obsidian with permanent multipliers, Stone that explodes into points, and much more. Every choice redefines your strategy and opens infinite possibilities for insane combos.
Powerful advantages that completely revolutionize your playstyle! Smart automation, explosive multipliers, and unique mechanics that make every run unpredictable and addictive.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Turkish
Engagement
Hours played at review time, across 58 reviews with recorded playtime.
Reviews
Themes across 58 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
poorly designed scoring system that punishes you by design, regardless of your Tetris skill.
It’s a very basic idea: “what if Tetris was a deckbuilding roguelike?” The premise alone is taking three mechanical concepts, all of which have kinda been done to death by this point, and then smashing them together in a way that one hopes would make the result feel like more than the sum of its parts. The problem, simply put, is that while it does work, it doesn’t work well enough to be called “fun.” All of the block types seem like they add more problems than solutions, the scoring system scales out of hand for all but a few reliably good block types that one should ideally always specialize in, and the boss stage “challenges” are depressingly unimaginative. This isn’t a bad game, it’s just a boring game, born of trying to be a carbon copy of very specific things that other games have done a far better job of being. It feels lifeless and uninspired, and every “huh, this seems interesting” moment is soon undercut by the realization that it only sounded interesting in theory, or in the case of a golden few, was so easy to lean on that it basically becomes a guaranteed win condition to be aimed for at all times. Play it if you want to, it has heart. It definitely tries. It’s not a bad game in the slightest. But don’t expect much from it, either. Because the sad truth is, if you’re looking for a Tetris clone, a deckbuilder or a roguelike, there’s far better alternatives on all three fronts.
After playing a couple dozen runs from Early Access to full release and having half of them wrenched away from me due to something beyond my control - from not getting crucial pieces in time to getting frame-perfected by The Puppet Master and screwing my run - I think I'm done. Far too much of your success comes down to RNG in such a way that your actual skill and ability to pull a build together stops mattering; many pieces rely on being played early, and only a handful of them scale well into the endgame. You can be as clever as you want putting together pieces from contrasting themes and getting something out of it, if a crucial "scaling" piece like the Queen Bee or Reactor doesn't arrive in time, you're doomed. And the less said about the several pieces that can transform [i]other[/i] pieces on the board (especially those who do it at complete random, like Mimic and Bookshelf), the better. The economy system was a great addition and alleviates a lot of the frustration I had with earlier versions when it comes to [i]attaining[/i] the pieces you want or need, but even the best runs can be shot down because the game didn't feel like giving you an I-Block when fighting The Perfectionist. And pivoting your build is a joke, you can only remove pieces from your deck with a single perk unless you feel like giving up the ability to Hold pieces... which breaks the game in its own right. That's not to say that StackFlow's take on "Tetris but Balatro" is any kind of bad idea; there are many builds that can give you the same hit of dopamine by means of block-retrigger spam sending your score into the stratosphere, but that doesn't imply your build is viable for any stage past 20 where point targets suddenly accelerate into multiple millions. Some of the bosses are fun; The Warden works the best, I'd say. But so many of them are obnoxious and frustrating, disrupting the flow of the game at best (such as The Defiant, The Mirror) or making it a chore to play outright (The Oracle, The Thief, [i][b]The Puppet Master[/b][/i]). And some of the piece effects are fairly imaginative and fun to use, especially as you complete sets of related blocks and watch them all interact. I just wish the game surrounding it was more enjoyable than haplessly frustrating.
#買う前に気になっていたこと テトリスとしての操作はかなりちゃんとしている。 回転法則はクラシックルール準拠(わかる人にはわかるよね?) 複雑な回転入れもちゃんとできる。ただしTスピンなどのボーナスは無し 左右移動の感覚も特に問題ない上、速さと長押しの具合はオプションで調整できる。 ただし何故かソフトドロップだけは異様に遅い。なんで?難易度調整のため? 操作に関して不満点はこの1点しかない。それ以外は全く問題なし。
テトリスとローグライクを掛け合わせたパズルゲーム。 手持ちのブロックを配置して一列に並べて消し、規定のスコアを上回るとステージクリア。 ステージをクリアするとランダムに提示されるブロックを購入して手持ちに追加していく。 アイデアが良く出来ていて、積み上げること自体に価値があるブロックや配置がスカスカになっても増殖して間を埋めてくれるブロックとかがあって楽しい。 要求されるステージスコアが加速度的に増加するので、ブロックのシナジーを考えて入手していかないと後半あっさりと詰む。 スコアには獲得式があり、スコアと倍率を掛けた値になっている。 入手するブロックは大抵の場合、消すとスコアか倍率のどちらかを提供してくれるので、両方を上手く入手しないと片方の数字だけ高くしてもスコアが伸びない。 また、後半の要求スコアを満たすためには実質必須のような強力なブロックがあったり、単独ではクリア困難そうなタグがあったり、バランスが優れている感じでは無いのだが効果自体がハチャメチャだったりするので楽しくはある。 これを書いている時点でクリアはしているものの、完全にブロックの仕組みを理解出来てはいないので、やりこむとまた印象が変わるかもしれない。 3ステージごとに妨害入りのステージが挿入されるが、それは個人的には単純にストレスだった。 ブロックを消すたびにスコアや倍率が跳ね上がっていくのを見るのが楽しく、昨今の多種多様なローグライクの一つとして良く出来ていると思います。
been following this game for a while now and the 1.0 release lives up to the hype, massively underrated gem
ENGLISH BELOW Stackflow est un mélange de Tetris et de rogue type Balatro. À chaque niveau, vous devez atteindre un certain score en multipliant vos Stack et vos Flow. Pour cela, des blocks aux différents pouvoirs vous aideront, ainsi que des améliorations débloquées en battant des boss. Quant au gameplay façon Tetris, il ne vous met pas la pression : il n'y a pas d'accélération au bout de quelques secondes, contrairement au jeu original. Il existe même un "multijoueur", qui est en réalité un simple défi quotidien où vous comparez votre score à celui des autres. L'idée de départ est sympathique : un Tetris-rogue à la sauce Balatro. Beaucoup essaient de copier le maître, mais peu rivalisent avec lui. Hélas, Stackflow ne fait pas exception. Son principal problème est le contenu. Là où on attend de la générosité dans un rogue, ici c'est très limité. Certes, il existe beaucoup de blocks (même si les "mages" sont clairement trop puissants), mais il y a peu d'améliorations (équivalents des jokers ou reliques, avec peu de combos possibles), peu de boss (cacher le prochain block ou la prévisualisation de la chute change à peine le gameplay), peu de "decks de départ", une progression répétitive, aucun shop (alors qu'on possède une monnaie qui ne sert qu'à acheter des blocks ou reroll...) et une roadmap sans choix, contrairement à Balatro ou Slay the Spire. À cela s'ajoutent quelques soucis techniques : un jeu qui se veut compatible manette mais où certains éléments nécessitent la souris (cadenas, défilement des textes), un bruit de décompte après l'achat d'un block alors qu'il n'y a aucun timer, une traduction française approximative ("Lancer" au lieu de "Relancer", par exemple) ou encore l'impossibilité de quitter le menu multijoueur sans faire ALT+F4. Bref, l'idée est bonne mais le jeu manque de contenu pour vous challenger ou vous retenir longtemps. La majorité des hauts-faits s'obtiennent en moins d'une heure. C'est dommage, car les bases sont là, mais insuffisantes pour rivaliser avec Balatro ou d'autres rogues du même genre. Cela dit, le prix reste raisonnable : moins de 7 €. À vous de voir si cela les vaut. Personnellement, j'aurais aimé pouvoir répondre oui, mais ce n'est pas encore le cas. En revanche, je pense qu'une grosse mise à jour pourrait tout changer : une cinquantaine d'améliorations supplémentaires, davantage de combos, des objets (potions, reliques...), plus de boss, un shop, de vrais choix (défis contre récompenses, par exemple) ou encore un véritable mode multijoueur en temps réel. Là, Stackflow pourrait enfin commencer à regarder Balatro droit dans les yeux. En conclusion, je devrais probablement laisser un avis négatif, car le jeu ne m'offre pas assez pour son prix. Pourtant, je trouve la promesse intéressante et j'ai envie d'encourager les développeurs. Avec davantage de contenu et plus de soin apporté aux détails, je suis convaincu que Stackflow pourrait devenir un excellent jeu. Bon courage ! Stackflow is a mix between Tetris and a roguelike inspired by Balatro. In each stage, you must reach a target score by multiplying your Stack and Flow values. Different block abilities and upgrades earned by defeating bosses help you along the way. Unlike classic Tetris, there's no increasing speed, so the game never puts you under unnecessary time pressure. There's even a "multiplayer" mode, although it's really just a daily leaderboard. The concept is appealing: a Tetris roguelike with Balatro's progression. Unfortunately, like many games inspired by Balatro, Stackflow struggles to match its depth. The biggest issue is the lack of content. There are plenty of block types (although Mage blocks are clearly overpowered), but very few upgrades, very few meaningful synergies, very few starting decks, very few bosses (hiding your next block or the landing preview barely changes the gameplay), repetitive progression, no shop despite having an in-game currency, and a roadmap that offers no meaningful choices unlike Balatro or Slay the Spire. There are also several technical annoyances. The game claims to be controller-friendly, yet some interface elements require a mouse. A countdown sound plays after buying a block despite there being no timer. The French localization is rough, and it's currently impossible to leave the multiplayer menu without pressing Alt+F4. Overall, the foundation is good, but there's simply not enough content to keep you engaged. Most achievements can be unlocked in under an hour. That's disappointing because the core idea has real potential, but right now it doesn't offer enough to compete with Balatro or other roguelikes. The price is reasonable at under €7, but I still can't say it's worth it in its current state. That said, I genuinely believe the game could become excellent with a major update: dozens of new upgrades, stronger synergies, more items, more bosses, a proper shop, meaningful choices (such as optional challenges for rewards), and a real multiplayer mode where players compete directly. So while I probably should leave a "Not Recommended" review because the current game doesn't offer enough value, I also want to encourage the developers. The concept is promising, and with much more content and polish, Stackflow could become a truly great game. Good luck!
[h1][b]新式花式爆炸俄罗斯方块[/b][/h1] [h1]游戏介绍[/h1] 俄罗斯方块相信没有人没玩过吧,不过爆炸类的俄罗斯方块还是比较少见的。本作有点Boomliss的影子,不过玩法上有更多的创新元素。 [h1]玩法与游戏性[/h1] 本作的玩法是以经典俄罗斯方块为基础,用各种功能的方块来达到各种特殊效果以通过超过关卡的目标分数来破关。前期难度小,后期目标分数陡增,这一点不是很友好。每三关都会有BOSS关卡,即随机带一个Debuff,通过BOSS关卡后会给予一个相当不错的增益。每解锁一种方块,都会在方块百科里呈现。当然并不是所有方块都是有增益性的,玩家需要与之前获得的方块来互相搭配来取得收益最大化,有些方块甚至是坑方块,所以还要权衡利弊。另外本作还有多人模式,不过也就是共享排行榜而已。 [h1]设计与特点[/h1] 本作最大的特点是在设计上有很多种方块。爆炸类、海盗类、蜜蜂类、和弦类、辐射类、矿物类、赌狗类等类型的方块各有特点和响应的属性,玩家通过每一关结束获得随机选择的类型方块来在接下来的关卡中组合以达到最大的分数。在各种类型的方块设计上,脑洞大开,给玩家游玩途中的多样性体验不错,基本不会有游玩疲劳。在分数设计上,本作还需要平衡,前期很简单,后期突然分数很多,而且如果后期BOSS如果是城堡的话,基本可以说完蛋了。另外一个比较致命的平衡就是方块太少,其实可以参考FC和SFC上的BPS的俄罗斯方块2炸弹版,基本每一关都是99个方块,这样就没那么快速破关或者快速失败了,希望之后制作组会在这方面有所改进。 [h1]画面与音乐[/h1] 像素画风很不错,颜色搭配充足,带有动感的音乐恰到好处,而且复合本游戏的题材。视觉效果上趋于普通,也没有特别炫丽的烧眼场景,很是不错。另外音效也和特定方块搭配一起,非常丝滑。 [h1]综合体验[/h1] 作为一款休闲的小游戏还是很不错的,如果喜欢俄罗斯方块的玩家当然是很推荐游玩这款游戏了。 [quote] 我的游戏真的有那么好玩吗? 关注[url=https://store.steampowered.com/curator/34823631/]“我的游戏不可能那么好玩!”鉴赏家[/url],这是你从未体验过的船新版本~ [/quote]
After about 20 minutes of playing I saw all this game had to offer. The "Boss" levels are extremely dull challenges that are either hardly a challenge at all (Hold piece disabled, garbage rising from the bottom) or just plain obnoxious (piece auto rotates, mirrored controls, upside down). None of the block types do anything particularly interesting. Even the current sale price of $5.24 as of this review is a steep ask for the amount of gameplay this game provides.
Tetris + Balatro = Stackflow! This game plays very well on Steamdeck!
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Null Vector | $27K | 268 | 96% | $4.99 |
| Witch Please: Sex Service | $27K | 90 | 73% | $7.99 |
| Arcane Assembly | $27K | 130 | 72% | $7.99 |
| Gemini | $27K | 155 | 84% | $7.99 |
| dEskape | $27K | 87 | 59% | $9.99 |
| Sky Resort - Delphi & Jessy | $27K | 87 | 61% | $9.99 |
Related
| Factorio | $140.6M | 232.2K | 98% | $35.00 |
| Slay the Spire | $80.1M | 216.5K | 97% | $24.99 |
| House Flipper | $65.8M | 110.8K | 94% | $24.99 |
| Prison Architect | $63.1M | 73.6K | 89% | $29.99 |
| Dyson Sphere Program | $56M | 83K | 97% | $15.99 |
| Balatro | $55.5M | 195.3K | 98% | $14.99 |