
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
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]
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
텍스트 퍼 먹는 게임. 취향만 맞으면 이거 엄청 오래 할 것 같은데, 내 취향은 아님. 근데, 몇시간 해봐도 딱 호불호 미친듯이 갈릴 게임인데, 이게 어떻게 매긍 게임이지. 이해가 안된다. 게임적으로 보면, 고정 이벤트인지 반복이 너무 질리고, 이게 이벤트가 자율롭게 뭐를 할 수 있는 것처럼 보이는데 몇 번 리트 하보니까 그냥 정답이 정해져 있는 느낌임. 이상해. 자유도가 있는 것 같은데, 없는 것 같아. 그리고, 생존 일자 늘어나면 카드가 쌓이는데 정리가 너무 불편함. 스토리도 내 취향 아님. 이 게임은 태크에 RPG, 카드게임, 전략 이런거 있는데, 그냥 껍데기만 있는거고 사실은 스토리 퍼먹는 포인트 앤 클릭 게임인데, 선택지인 척, 카드게임인 척 하고 있음. 아마 몇가지 정해져 있는 엔딩을 보기 위해서 정답이 정해져 있는 이벤트를 클리어 해 나가는 게임 같음.
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
honestly most of my time is spent restarting the run because Im a ♥♥♥♥♥♥♥ perfectionist but it's ok I WILL ASCEND TO BECOME GOD I SWEAR WHILE ALSO BEFRIENDING ALL CHARACTERS AND COMPLETING ALL QUESTS I CAN DO ITTTTTTTTTTTTTTTTTTTTTTT
整体是推荐的,美术风格别具一格((对厚涂油画风没有抵抗力)音乐以及音乐插入的时机非常契合游戏内容,UI上有一些交互比较反人类且不够易用的,但好在可以通过易用性增强的MOD解决。 机制上比较有挑战性,如果是从来没有接触过AVG或CRPG类的玩家,上手可能有很大的难度。但是由于引入了现在市面上Rogue游戏的局外增强内容,多打几遍也会显著提升没接触过类似游戏玩家的体验。 自由度很高,没有明显引导玩家的强制性内容(不过这也许是CRPG的基本功?),单纯体验游戏而不是通杀的话,其实可以玩的非常舒适和随意。对比太吾来说,个人会认为自由度更高(是玩家主题的自由度,不是玩家角色的自由度)。 ——————————————————————————————————————— 主要吐槽点,集中在剧情台本上。 剧情内容上“借鉴”来的设定实在是太多了,可吐槽的地方也实在是太多了。游戏和电影电视剧等动态媒体作品还是有差别的,在一个游戏里看到过多“借鉴设定”的内容,并不能让我感到惊喜,又或者是惊叹于“作者竟会如此NETA这个内容。把游戏做成《头号玩家》去做egg huntting并不是什么好事情。 某些线,其走向内核和底特律如出一辙;其中的种种叙事,则是完全魔戒+底特律的merge; 某些角色,其人物设定对流行文化熏陶很深的我们来说,几乎是看到人就知道后续会怎么发展。比如异国商人和异国公主、后巷话事人和它的匪帮等等。 台本上,剥除掉涉两性、同性等话题元素之外,剧情内容言之无物,但是主创的文笔非常不错,多出的文本量完全是在文笔上,而不是扩展叙事的深度和逻辑的关联程度。但是这可能是原著小说本身的问题,并不是游戏台本主创们的问题。 要我说,整个剧情和台本的叙事风格可以称之为“不那么堆砌辞藻、更清新一点的小四风”。所以期待游戏剧情叙事深度的玩家可能会失望。 ———————————————————————————————————————— 抛开以上,总结打分,10分制我愿意给7.5分。
Odd game that I gambled on during a sale. I ended up enjoying the gameplay loop. There is a lot of trial and error, just FYI if you don't like that sort of thing. You could always use the wiki, but that takes half the fun out of the "choose your own adventure" style of how you want to play the Sultan's Game. I would sum the game up to: Repetitive (trial and error), Stat chasing (to better overcome the challenges), Strategic (which followers do you invest in and assign to tasks), Dark themes.
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!!!!!!!!
can the witch stop giving me carnality, i dont wanna anger maggie
shi
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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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