
System Crash is a story-driven cyberpunk collectible card game inspired by Blade Runner and Neuromancer. When corporations own everything and the line between man and machine is blurred, your only option is to fight to survive!
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Sep 10 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game is basically a cyberpunk themed indie card battler. I'd recommend this one myself since I happen to be fond of both card games and cyberpunk stuff. The story is average at best, but the game-play is brilliant. Cards are divided into a few categories, you have Agents, Support, Modifier, etc. Moves are limited by Credits. Each turn you gain 1 extra Credit and a card. You gotta learn to set up the board and spend the Credits carefully to win. Opponents use random Decks with different styles (with some just way more broken and OP than the rest). I personally played other card games such as Yu-Gi-Oh! and Gwent before, so the game itself wasn't too difficult for me. Now I'll list out the good and the bad as follows. The Good ・ Cyberpunk themed cards with various factions and archetypes (good if you're a fan of these). ・ Simple to understand (and memorize) rules. ・ The story itself is kinda cliche, but easy to follow. Elements like mega corporations, corporate conspiracy, body augmentation, betrayal, gangster and psycho drugs, etc. are all in this game. ・ Relatively easy to get achievements. The Bad ・ For some reasons, the game would sometimes randomly glitch out. If you're in the middle of an animation, and you impatiently click on it while the animation is still playing, you might encounter a glitch where you cannot play any cards anymore even if the conditions allow it. I encountered this several times already, can't even concede (surrender); the only way out is to just close the game and re-launch it. Read the community section too, and I did find out later I was not the only one with this issue. If the Developer is reading this, please consider looking into this issue as it's so close to perfection (at least for me). ・ Balance. Some factions and effect types are just way stronger than the rest of the card pool. I guess most card games do face this problem. In my experience, the best deck to use in this game is either "Haste Deck" or "Hacker Deck". Deck list is available in community section. Some Decks are really expensive to build, but once you get it, it's smooth sailing all the way to the last mission. If you're passionate enough, there are also multiple factions to explore. Examples: Mechs and Law Enforcement have high armor if multiple of them are present on the field, Corporate discard cards from Deck to make themselves stronger and quickly gain Credits, Mercenaries with card destruction effects, Yakuza have low summon costs with high attack points, etc. Overall, I recommend this game on sales to everyone who likes either card games or just wants to collect Cyberpunk themed games on Steam. TL:DR - A cyberpunk-themed card game. Nice varieties of cards, easy to get achievements, though a few glitches here and there occasionally. Recommend this game if on sales.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Step one, buy an inconspicuous cyberpunk CG. Step two, read the prologue done as a love letter to the legendary Blade Runner's foreword. Step three, browse through many absolutely gorgeous portraits for your main character, listen to the first sounds of the elegant, spot-on cyberpunk soundtrack (the hights thereof would be something an AAA production would have problems achieving), and after that having a cool, little fixer-vs-muscle AV conversation featuring simple, yet well-thought out reactions. Step four, proceed to post a positive review on Steam immediately.
Not a bad game, but a boring one. I would probably have rated it Yes if it was not so long for no good reasons. You will be literally forced into multiple combats that are all the same, for the sake of making the game last longer. This is usually not a good idea. This game, with a total duration of 5-8 hours would have been fine. Longer is not better: it's just boring!
Fun game, shame the developers only made one.
TL;DR version - Grab if you're super into card games or cyberpunk. Narrative's good, gameplay's familiar and smooth. Balancing and flow and repeatable content have issues, but it's not enough to detract from a diehard's appreciation of what's available. Not quite worth its retail price, so only get on sale. For everyone who isn't super into card games or cyberpunk, this is better than most Steam offerings, but it's not remotely on par with a moddable, polished, rich offering like Slay the Spire, or past online PvE-heavy online card games. Gameplay's accessible and well-tutorialized, but the cyberpunk may feel a bit confusing to those not already familiar with general concepts. Get only at bargain, but do consider it at such. Way-too-long-version (sorry!): Excellent, but note the following unfinished elements: Neon Arena, the game's currency farming/standard random opponent match setup, has three difficulties: Easy, Medium, and Hard. Hard sometimes fails to give rewards (at least, for my copy of the game)- once the initial currency reward screen appears, it may instantly vanish, without providing the currency nor progressing to the bonus reward screen (nor granting any bonus reward). The game's card management UI (Black Market) is a disaster of counter-QoL elements, with a style that could date back to late 90s~2003 designs. There's no type filtering, no search input filtering, no rarity filtering, and filtering selectors are exclusive rather than inclusive (meaning you're going to be tapping a lot more selectors than you'd normally need to). It takes far, far, far, far longer to manage decks than it should. Oh, and editing a deck auto sets it to active for some reason. Good luck catching that before the next match. In matches, cards are weirdly packed together, considering how much available space there is. And if a card is selected, no indication is given of which it is. Meaning you can sometimes misplay cards. The game's got a great foundation for cards, but there's so many obvious archetypes or gimmicks that are missed, that are both standard to such card games, and well-suited for the game's design and balance. Moreover, existing archetypes feel somewhat underdeveloped, and while overall gameplay is mostly balanced, individual cards do feel off-balance. Campaign balancing takes too long to get out of casual, guaranteed win setups, and then once you make it to having an actual challenge, it's due to needing you to build counter-decks or themed decks that you need to grind currency exhaustively for (as basic gameplay hasn't given you enough funds by then to build a cohesive theme deck). This keeping in mind that Arena's gold rewards may not credit, and preceding difficulties give the kind of return you'd expect from a paid microtransaction game (ie, 5-10 matches before you can afford a single decent card), which doesn't quite fit this game's balancing. (Conversely, the game's initial 'pay back your loan' quest was far too easy to complete. Maybe make that a bit tighter a demand, and card purchases less so? That'd help balance early game earnings to the incredibly easy difficulty, while smoothing out late game grinding.) The game's introduction wall-of-text narrative screen disappears before more than a few words can be read, and has typos in the initial sentences, to boot. May as well just remove that if you aren't going to make it matter, neh? The game's gameplay feel is very much like a standard CCG/TCG (rather than, say, modern roguetype card games like Slay the Spire, or like more original concepts that stray far from core M:tG structure). It does however have enough personality to hold it up, and a smooth and pleasant gameplay flow. The gameplay UI is solid, and it's just got all-around excellent foundations. The narrative may bother those who find continuous dialogue screens annoying to click through, but thankfully for the narrative-oriented the dialogue is clever, crisp, and grounded into a realistic, engaging plot structure. The narrative and plot twists and developments aren't up to par with dedicated narrative games, but it's far better than one'd expect from a game like this, and continuously gives a pleasant, cohesive cyberpunk feel to its setting. Again, not amazing writing, but the writing's still far better than you'd expect of a game outside of rpg, adventure, and vn genres. Ultimately, it's a game I've enjoyed, and am still for the most part enjoying- but not one I can RECOMMEND, unfortunately, given that "multiplayer-style card game but without the multiplayer or the card building depth or the heavily tested/player-feedback produced balancing of a multiplayer game" is a pretty hard sell to anyone who isn't as obsessed with card games (or even just cyberpunk- really, this game hits me solidly) as I am. A month of added polishing, balancing, and card introductions- and maybe getting the AI to be a bit more considerate in which cards they bounce back to hand, they more often help you than hurt you thanks to mostly targeting heavily damaged units (that then heal for free by going back to hand)- and you'd have a game I could easily recommend, even without multiplayer or more complex PvE side-modes [eg, PvE draft or similar] (as have been the norm for any better online card game within the past decade). But at the moment, it's too generic on gameplay to stand out more than for its nuances, the balancing flow is problematic, the game's unpolished in places, and the game's lacking in depth. None of these things alone would kill a recommendation, but in total, it's a bit.. Well, the game has the narrative and tried-and-true format to otherwise carry it. If you're not looking for something to really invest in, or just really need something to scratch your card game and/or cyberpunk itch, it's not a bad game to get for a couple of dollars or less. As long as you don't go in expecting the game to stand out for anything other than how it's writing exceeds genre (though not industry) expectations, it's worth whatever scratching your itch is worth to you. If the developer polished all the elements I mentioned, however, it'd not only be more generally recommendable, but I'd consider its value to be several times greater than present. If it's currently a "yeah, 50 cents a bargain, $1.50's an alright deal, and maybe stretch to $3 if you're really desperate" kind of game, it could easily become a "$3 bargain / $8 baseline / $12~15 stretch" game, totally validating its $15 retail price; All the developers'd need to do is polish the elements in question and add a bit more longevity through side-modes, unlocks, and added cards/gameplay concepts. Of course, we're talking several months of added work, there, but, well- it's really a pity to leave such great foundations from achieving their full potential. (Note, the game does have a single content/narrative expansion at just $5 [on discount, only a bit over $1], so to some degree the game does already balance off its cost-to-content value through the cheap expansion price. That said, the game's currently limited to just that one offering, which doesn't really do enough to overcome the game's issues of depth, nor of course does it help with its polish issues.) Of course, woefully, this isn't remotely the first game I've felt that way about, on Steam. At the very least, this game still has a lot to offer, and isn't completely overshadowed by its polish and/or balance issues. That already sets it far ahead of most games on Steam. Again, absolutely grab it if you're a diehard. If you're instead looking for something with the depth and polish of Slay the Spire, or of woefully discontinued highlight online PvE-heavy card games like Hex, and you don't have the easy sell of being a diehard, then this is one to get at $1 bundle pricing, nothing more. That is to say, still worth consideration, but not worth taking money away from other games you'd be more sure of.
Okay, not played long but already this one has caught my casual end of day itch. RNG can be harsh but who cares when nothing's lost for a wipe out but a short period of play time? And that's what casual games are about anyway; a few quick win or lose match-ups with no lasting consequences to ease one out of a long day's gaming. Standard Bladerunner/Neuromancer card types and RPG set up to missions. Thumping tecno soundtrack upsets my canary so I wear headphones when playing; may upset the parents or wake the kids too if played too late or too loud without - you've been warned. In short, little to dislike or rave about, just enjoy the slick quickness of matches in campaigns that keep going. Pick up on discount. EDIT: After a further 30 odd hours play, grinding via tournament play is quick and easy way to pick up elite cards and extra gold to purchase whatever one needs. Can be addictive as games are short with immediate reload. Storylines are engaging. Still waking up the kids...
System Crash is the genre mixture I didn't realize I needed. Not only do you need to think and adapt when building and playing the card game aspect of this game, but also in the cyberpunk dystopia day to day living aspect. Do you spend what money you have for better gear (Cards) so you've a better chance of getting the plethora of jobs done, or save what you have, and hope you can skate by with what you already have. Each mission gets steadily harder, and more jobs keep popping up as things go on, so you feel that pressure of what you do (and almost more importantly what you don't do) more and more. The soundtrack, art, and overall aura this game drips is breathtaking, and I highly recommend it to anybody who loves TCGs cyberpunk as a genre, or both.
hi ive played this game for hours and hours offline, and i cant believe i forgot to leave a review. even though the game is 10 years old, its still amazing :o) my fav challenge after completing the game, is to play a game where i have to add as many copies of each card i can get my hands on - its probably the ultimate challenge because you dilute the pool of cards, but you can still win :)
Like others said, this game is absolutly boring. Don't buy, even with high discounts it is not worth it. My rating 3/10.
It's a neat idea for a deck builder card game with cyberpunk narrative, but the balance is just too awful to enjoy. Short version: going 2nd is a crippling disadvantage, not taking simultaneous damage is a mistake, and getting better cards takes far too long. Mostly, it's that it has no idea how tempo works, and the reasons other card games do what they do to create a fair experience. Winning the coin flip for 1st turn is a MASSIVE advantage, because you get to place minions first and are always 1 mana/resource point ahead. In a game like Hearthstone, the 2nd place player gets one extra card plus a card that gives 1 mana so they get one turn of being on parity with the 1st player. Despite this, going 2nd in Hearthstone is still a significant disadvantage. System Crash 2nd player? Gets an extra card and that's it. An already significant disadvantage in other card games turns into a MASSIVE one here. It's to the point where you might as well keep restarting a match until you go 1st, because going 2nd is a waste of time and will result in a loss the large majority of the time. Compounding that is that attacking minions take no return damage when hitting an enemy minions; they only dish out damage. So going 1st gets yet another advantage of not only being 1 mana ahead all game, but one attack round of free damage as well. This also makes the haste/charge ability (attack the same turn a minion is played) super overpowered since it's a free hit. In Hearthstone, not only does the charging unit still take return damage, but its stats are weaker than a typical non-charge unit of the same cost. System Crash? All the haste/charge minions are the same stats as non-haste units. Nobody balanced this. Then there's the way targeting works. Instead of any minion being able to target anyone, they are divided into 4 rows and only attack the minion in the same row. What makes this a problem is the VERY widespread "hacking" ability, which automatically fills up your victory points every turn the minion simply exists. Just plunk down your hacking minions across from the lowest damage enemy minions and you're almost untouchable as you rake in free victory points every turn. Try to get around this, and there are still cards that grant the hacking ability to ANY unit. The hacking units also aren't that fragile even if you do hit them. So just build a good deck on these terms? That's the final nail in the coffin. Getting new cards is GLACIALLY slow. To the point that it feels like this started as a free to play pricing model designed to push you towards spending real money to skip the grind, but at the least minute made it a paid commercial game. Do you want to grind out 40 matches for a single good card? I sure don't. Worse, there are a lot of themed cards that show how rushed and unfinished the game is, because for every themed group that gives bonuses for every matching themed minion, there are only ever 3-5 cards in that group in the ENTIRE game. Trying out any themed deck means doing the above grind 3-5 times. Think that sounds fun? I sure don't. Finally, while there's no direct proof that the computer cheats, it seems to ALWAYS have good cards to play every turn. Out of the nearly one hundred matches I played, I think the computer had ONE turn where it couldn't play anything. I suspect that its "hand" of cards is a lie, and that it simply has access to its entire deck to play one every turn. It will always have good low cost cards to play in the early turns, and high cost cards to play in later turns. That's not simply good deck construction. Even the best decks will whiff on a draw from time to time. To only whiff ONCE out of 600-700 turns? There's something fishy going on. And it would be one thing if the game got this difficult in the later campaign missions, but it's like this from the THIRD mission. Immediately after the two tutorial missions, you're thrown into the cheating deep end. I really wanted to like this for the setting and narrative too. But dang it all feels like a cargo cult understanding of card game design.
Players by region
Where this game's players are, estimated from review languages.
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