
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 →
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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 64 reviews with recorded playtime.
Reviews
Themes across 64 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
If you enjoy Tetris and rouglikes, just get this game. Even though it's in early access, it's still a ton of fun and can be very satisfying. They are regularly adding new mechanics--but even with where it's at now, it's a fun little game for $7. This is something that every Tetris fan should have in their library.
Awesome addition to the Balatro/Rougelike Steam library, highly recommend
bom
Tetris + roguelite + balatro = stackflow!!! Originale, velocissimo e divertente! Da perfezionare l'anteprima delle carte una volta ottenute. 8/10
I never knew that addictions can get more addicting
remove the cursed chests. they do nothing but randomly destroy your run. something happened where my stacks went to -50000 and i dont even think i can come back from that. REMOVE THE CURSED CHESTS!! REMOVE ANYTHING THAT IS RANDOM, OR ANYTHING THAT PUTS A MINUS IN FRONT OF BIG NUMBER!!!!!!!!!!! now i dont even want to touch MIMIC BLOCKS (get this, THEY TURN INTO A RANDOM BLOCK! what's the chance it turns into a FREAKIN CURSED CHEST???), and freakin CURSED CHESTS!!! (these SUCK, 50% CHANCE to SUBTRACT 100 STACKS (which, multiplied by, lets say 500 flow (=-50000, FREAKING STUPID)), and 50% CHANCE TO ADD 100 STACKS (good, I GUESS??? thank you???))
If I could I would currently maybe give this game something in the middle of a yes and a no. I do really like tetris games and a roguelike tetris style game sounds like a cool idea. Sadly, currently I feel like this game is lacking a lot from both a pure game perspective and from a visual flair perspective. On the game side, roguelike + “insert game” type games can a lot of the time be very very fun games. And how these two things complement each other play a big role in how fun that game ends up being. In this game's case, my biggest gripe is that I do feel like I’m missing the fun of regular tetris. And I think I’ve read some reviews of people saying something similar. It feels kinda strange to not be encouraged to play tetris like you normally do with using the hold and stuff. And more about thinking of what piece you place. Maybe it can be fun if you fully rewire your brain to forget normal tetris. That aside, if we just talk about the added blocks with different effects. It did not really feel like I could have too much of a plan, and the best action was usually just to buy new blocks no matter what to just have more blocks to play. It’s missing something that games like (sorry to mention it) Balatro has, or Raccoin, or Dice with Death. I do believe this can be a fun cool game, but for me it kinda needs to head back to the drawing board a bit and rethink the core. Now on the visual flair angle… I hate to sound so harsh but… grey on grey on grey? Boxes with dropshadow? Like… cmon? A little more than that would be nice. Like on the visual front this looks very much like a bare bones prototype of a game to test a game idea. It’s lacking a lot of an identity and feeling. Like for example, Tetris: Effect Connected is a tetris game not maybe everyone likes, but it does feel really nice to play, and just playing tetris in a cool music visualizer in a sense just feels cool with the game reflecting what you do etc. I’m not saying you need to go that crazy with this game, but just give me some cool feedback when I clear rows that makes me wanna clear more. And something nice to look at. I don’t know how many you are working on this, or if it’s just a solo thing. So I hope I don’t sound like I’m asking for too much. Now lastly real quick, the music and sound just don’t feel like it’s made for the game. I do believe if you remake the look of the game first you can get some music that fits the visuals in mood. So, I hope this game changes over time. Currently it did not make me wanna play much more than an hour. But I do find potential in the idea and I really hope it changes to something fun. At its current state, the price is way too high for what it is. But if you read this a couple of months from now and you see big changes to the game, hay, for sure it can be worth it if not even more, who knows. But as it is it feels like a 2,5€ game.
■良かった点 ・シンプルだがコンボが決まってスコアが計算されていく瞬間の効果音と視覚効果に爽快感がある ・良くも悪くも複雑な事を要求されないので思った通りにゲームを壊すことが出来る ■気になった点 ◯見た目が違うだけでやってる事が同じ 大きく分けて場に貯めて直接は壊さないシナジーか、貯めて壊すシナジーの2種しかないのでどのビルドを選んでもゲーム体験に大きな差が感じられず作業感がある。 当然この2種のビルドがシナジーする事がほぼないので選択肢の幅も狭い ◯一部のスキルが強すぎて調整ミスを疑うレベル スタックに倍率をかけたスコアが目標スコアに到達していればステージクリアになるのだが、最後の息吹(最終ピースを置いた時に目標スコアの10%をスタックに加える)とハイローラー(レベル間継続でこれまでリロールした回数を倍率に乗算する、これを10倍以上になるようにリロールをしておく)だけでどんなにインフレした目標スコアであっても最終ピースを置くだけでクリア出来てしまう。(目標スコアの10%に10倍をかけるので当たり前だが…) この手のゲームでこういう壊れたコンボがある事自体はまぁ良いのだが、問題はリロールにかかるコストがずっと1コインで軽くスキルの数が少ないせいかスキルを揃える事も難しくもなんともないので再現性が極めて高いという点 追記)一応ボスのスキルで「4行未満を消すとスタックが0.5倍になる」と「10秒毎に破壊不可能な床が迫り上がってくる」があるのでハイローラーは20倍以上(適当にリロールしてるだけで何百倍になるのであまり気にしなくてもいい)最終ピースが時間内に置けるようにヒットマンでデッキ圧縮(そもそも最終ピースを置くのが目標なのでデッキにブロックを追加する必要自体がないが…)はしておいたほうが良さそうだった ■総評 800円(セールで600円)という事もふまえると値段分は遊べて深みはないもののそれなりにこの手のローグライク+αゲームの面白い所には触れられるゲームなのでギリギリおすすめ出来る範囲のゲームという感じだった。 気になった点のビルドの幅が狭い事も、スキルが強いうえに簡単に揃えられる点もv1.0時点でまだゲーム内要素が少ないせいでおこってる節があるので今後のアプデや追加要素次第ではもっと楽しめるゲームになる可能性はあると感じた
v1.0時点でのレビューです。 操作がシンプルで、遊びやすい。そして何より演出の爽快感に力が入っている感じがする。気持ちがイイ。 ゲーム部分は、今のところは値段相応で若干荒削りなところがあるが、それを差し引いても遊びたくなる中毒性がある。 本格的なデッキ構築ゲームがやりたい人ってよりは、カジュアルなデッキ構築をサクッと遊びたい人向けにお勧めしたい。 それはそれとしてゲーム部分気になったのは下記 ・一点特化みたいなシナジーになりがちで、軸の架け橋となるようなものも少なく、軸Aに決めたら軸Bや軸Cのものはほぼ不要……みたいな感じになる。 ・どの軸でデッキを組んでも、見た目と属性が違うだけの似た効果を持ったデッキになりがち。 ・3ステージ毎に妨害があるステージが発生するが、それらにプレイヤーのミスを誘発させるためだけの妨害(画面の上下反転、操作左右反転、一定時間毎に勝手にテトリミノを回転させる)が少なくない数あり、煩わしいだけで意義を感じない。 今後も更新されるなら、この辺の改善を期待したい。
はっきり言って最高に面白いです。 テトリス系のゲームは触るのはこれが初めてですが、2~3時間ほど遊べば慣れました。 オヌヌメのデッキはハニー軸と楽器軸で最高に脳汁でます。上手くブロックの特性を利用して連鎖できれば「oh my pppppppccccccc」ってなるんじゃないかってくらい点を積めて心爽快ストレス解消できます。 買ってからほぼこれしかしてないくらいハマってて死ぬほど時間が溶ける。ヤヴァイ。 正直まだ発売してすぐなのでボスレベルのデバフのバランスや勝利報酬、ブロックの特性は理不尽であったり微妙だったりありますが、アプデ重ねていって特性増えたりバランス調整上手くやればスレスパ2よりハマれるポテンシャルは十分にあると思う。言い過ぎかな?
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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.
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