
Survive a mad Sultan's reign in this brutal resource management RPG. Draw a card every seven days and complete its challenge. Make dreadful choices to stay alive: will you die a loyal servant, become a kingslayer, or call down the gods' judgement?
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About
Sultan's Game is a dark fantasy resource management RPG inspired by the extravagant beauty and brutal intrigue of the Arabian Nights.
As a lowly minister serving an insane Sultan, you are trapped in a deadly game. Every week, a card is drawn: Carnality, Extravagance, Conquest, or Bloodshed. You have seven days to obey its demand — or face the executioner's axe.

Time is your enemy. Allocate allies and manage resources before the sand runs out. Accumulate wealth, secrets, and influence to survive the court's deadly politics. Every hour wasted brings the headsman closer.

Survival demands sacrifices. Will you slaughter innocents in the name of a Bloodshed Card? Will you betray your marital oaths for the Consort's favour? Watch in horror – or glee – as the consequences of your choices ripple through the story.
With 50+ endings, determine your legacy: die a loyal sycophant, rise as a dragon slayer, or summon the apocalypse.

Strategy, not luck, dictates your survival. Build a deck of allies, deadly tools, and dirty secrets. Deploy assets wisely to counter assassins and supernatural threats lurking in the palace shadows.

The Sultan is not the only horror here. Ancient gods watch from beyond, promising power and salvation. Piece together the cosmic truth across multiple lifetimes. Claim powers no mortal should. Bring down the apocalypse. Kill a god.
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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, Simplified Chinese, Japanese, Traditional Chinese
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 621 reviews with recorded playtime.
Reviews
Themes across 621 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
你看到自己的无数次死亡,你看到自己与无数人相爱,你看到自己在编织无数种密谋,你看到自己千姿百态的失败,千万次的悔恨都涌上心头。但你知道,回到那一刻,你仍然会站出来,站出来反抗:苏丹的游戏
非常好玩,支線豐富,感覺玩了50個小時也會是新手。。。就是前面選錯了結果達不成結局。。。心累
This game is so addictive! My recent run is 20 hours long and I can’t even win it (it's a compliment). I didn't even take this long when playing a single run in Civilization V. I really love the art style and the mechanics of the game. Its replayability is so high, I don't even get bored with my fifth run. The characters are so unique and charming, and the boon system is so rewarding. Literally no down side at all.
매우 매우 매우 재미있는 게임입니다 진행 방식이 신선했고 매턴 어떤 이야기가 나올지 궁금했습니다 50시간 가까이 정신 없이 했는데 정가로 사도 아깝지 않을 게임입니다 한글 패치로 이런 멋진 게임을 즐길 수 있게 도와주신 분들 고맙습니다
确实很好玩,但是但是太肝了。。。
認認真真玩了15hr不查攻略 結果被一根黃金大雞雞給害死 人生第一次玩遊戲竟是因為雞雞太大被害死!!!!!!!!
I wish to support the developer so ill be criticizing the overall design - because i can tell a lot of love has been put in here by a small team, but like any rng gambling-style loop games goes— I don't want it 'going down the wrong path'. The game idea based on One Thousand and One Nights have so much potential to shine OUTSIDE of Roguelike, procgen (etc. maybe not full gacha mobile here but similar loop addiction etc.). Using Rouguelike and RNG psycho-exploits design just buries all the game passion and design along with it. Characters, music, choices, the lore, the creativity — are Great. Whatever the sales incentives or development limitations are to using roguelike system procgen endless time-sink (just like Hades, STS, LOL, Dota etc.) really limits the core essence of this game. Praise and sales incentives are important but good games naturally attract these without basing the entire game on a debated flawed design, some even on low budget (see good examples with SV, Undertale, also see CT, FF canon series, RDR, crosscode, Zero Escape Franchise). Cards games that truly really work are the YugiOh (physical) collections, and Solitaire xd Commodified card games with RNG don't really get much respect they should in the long-term (see HS, Hades, STS, brotato, Balatro, MTG etc.) because monetization and exploitative RNG to manipulate replays often bury the genuine passion design in roguelike games. After thinking through: Giving a 'no' recommend because tough love— Loop Roguelike procgen design limit caps it into 'Good game to have for addiction' [strike]VS 'Up there with the GOAT'[/strike]
好玩的,打不同mod又可以重新开档,混邪爱好者天堂。【给制作组一个建议】卡牌管理能不能在设置里多其他管理选项,比如按颜色(石/铜/银/金)在右边直接选颜色出相应卡,或者按类型(人物/物品/书籍/情报/动物)这种选择相应的类型项,要不然所有卡都在一排真的太难找了,后期动辄近百张卡,成堆的情报卡在中间,很难找到对应卡,这一个模块绝对值得优化一下,完全能改善游戏体验。
无论如何,我很享受这一场苏丹的游戏! 70+小时一共过完了2次主线剧情,解锁了弑君的计划/革命的计划后的新日之坠、新日之书、一国二王、站着的苏丹、无数次、命运之剪、伟业/贤者之国、长夜将尽。 游戏过程中最痛苦的部分就是不停sl,为了留下想留下的人;最畅快的部分是后日谈,众生百象因为每一个决策走向不同的命运,那些善举和恻隐都能得到反哺。 我经历的所有高改革结局,几乎都没有完全善终的结局,比如[spoiler] 只做了77天苏丹的新日之坠 [/spoiler],是我打出的第一个结局,也是我开出的最惨的结局。但我在这个结局里面,[spoiler] 认识了倒在30多叛军尸体前骄傲战死的哲巴尔[/spoiler],我的好兄弟;我还记住了那些把这一段史诗传唱到后世的年轻人们,和流落到下城区的猫猫。 再比如高改革的结局命运之剪,和新日之坠不同的地方在于[spoiler] 我和奈费勒得以存活[/spoiler],是在许多黑暗中帮助我们的人手下活下来的,那些曾经受惠于我们的人,都在默默为我们剪断不幸的命运。但同样是这个结局,却迎来了[spoiler] 盖斯的毅然赴死,也成为法尔达克国家成为闭关孤岛命运[/spoiler]的源头。 奈费勒,可以说我的二周目就是为了让他做苏丹才开的,能开启贤者之国的人心怀天下苍生,孩子们的未来,祖国的发展,朝堂的争论......他是我们背后永远支撑的国家信念。 阿迪菜,屠龙少女,一周目为了让她留下来不停读档,二周目后期才开屠龙线。她说[spoiler] "我发现我爱梅姬"[/spoiler],我一时震惊。她还说“我杀!我杀!我杀了那条让我做女人的龙!"我眼泪汪汪。 苏丹,很可惜二周目都没能撅到他。本色鬼参军后把剑四顾心有苍生,非常无奈但是我想做一个好人。 可以看出主角阿尔图是一个非常有魅力的人,这一点让大家愿意追随他。在兴盛的王国,他们有的凝聚在一起,有的在自己领域发光发彩;在覆灭的王朝,他们散是满天星,在街巷、在苗圃、在异国的家园、远方的王国,传唱着关于阿尔图的故事。 而我很喜欢这些波澜壮阔的故事!
デジタルTRPGの傑作、これをきっかけに新しいジャンルが流行ってほしい
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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