
Takara Cards is a unique tactical deck-builder RPG about chasing space dragons in a sci-fi fantasy universe. Create your deck as you explore sectors, fighting your way in deep puzzly combat. Every decision you make affects your Ship and Character: Each new adventure offers new surprises!
Modeled estimate, not a reported figure. How we estimate →
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About

Takara Cards is a roguelike deck-builder where you create a Cadet and search for the legendary Space Dragons who stole from the Federation!
Choose from four unlockable races, each with its ship: The fearless Dwarves, the intuitive Humans, the mystical Orks, or the glamorous Elves!
Build your deck while exploring the Cosmos, and choose from a handful of Maneuver and Equipment cards earned in story events, level-ups, and stores.
Unlock new races, and create new characters and strategies:
Earn extra XP in combat by doing a chain of COMBOS!
Plan and make your turns never end: Defeating a wave of enemies recharges your batteries.
You might even resort to using your whole ship as a weapon!

Choosing what’s your starting reputation can be as important as your choice of cards:
What’s your Reputation?
Are you a fast learner, a Proud Genius?
Business comes easy for you, maybe a Born Seller?
Are you a gifted pilot, something like a Naive Prodigy?
Keep in mind Reputations aren’t permanent and are passive of change through events in your journey.
Your response to events influences your reputation and deck: Karma will be generated during your interactions.
Say you respond in a blessed way… you’ll get blessed Karma and Reputation!
You rather be a badass? Guts Karma is out there somewhere in the Cosmos!

Buy authorized equipment from the Guild or not-so-official ones from the Pirates.
Smuggled equip cards travel around the galaxy, and you could end up as a mule...
You might be able to steal cards if your reputation of Thief turns up, but be aware:
Your chances of being caught are also defined by your Karma!

Play cards in a DEEP, PUZZLY, and chill turn-based combat.
Over 140 cards and 40 units!
Create your character by choosing species, cards, and reputation!
Your Deck is your Pilot and your Ship: Build it by venturing through the Cosmos and Events.
Synergize between dozens of UNIQUE cards to clear the board of enemies in ONE turn.
Destroy enemies and recover resources that can be exchanged for various supplies - or use them as ammunition!
Exoteric Karma system that influences your Character and Events.
Events with voice acting inspired by tabletop RPGs.
Hand-painted artwork inspired by 80's anime!
Lore and strategies are accessible within the game in the Codex!

Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Portuguese - Brazil*, French, German, Spanish - Spain, Polish, Russian, Thai, Turkish, Ukrainian, Simplified Chinese, Korean +5 more
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
The game just doesn't communicate its mechanics well, and is very loud and colorful, so the screen isn't very readable. If you're willing to put the hours in, you might have fun, but its a slog initially to understand how everything but the most basic cards work.
This game had a good trailer, and I usually like these types of games, but I can't say any part of this game was engaging. The graphics are not fun to look at, the UI appears well-made but is clunky overall, and the gameplay is repetitive and even somewhat boring. Just nothing exciting to talk about. It's serviceable at best. 5/10, sorry I just couldn't get into this.
Cobalt Core if it was written in runes. It has a strong aesthetic and shows a lot of potential, but it struggles with communicating how it wants you to play, and how it wants you to play is a bit ideosyncratic. If you like mysterious card games, I think you'll have a pretty decent time parsing this one. There are *lots* of elements to the system that maybe do something, but it's not automatically clear what. And there are a lot of ways to screw yourself during play that the game doesn't telegraph. All of its menus feel tactile, like operating unfamiliar heavy machinery, and I don't think this is necessarily bad. I want to see this studio make more stuff, because the potential here is off the charts. And I don't mind having spent money here if it results in more cool neon jank in the future. But the everything else is not quite as strong as the visual presentation, and there doesn't seem to be any progression, so I don't feel terribly drawn to play much further.
O jogo é bonito e o texto em PT BR está muito legal. Mas tem duas coisas que não gostei. A primeira é que não tem uma progressão entre as partidas. Voce desbloqueia personagens, em encontros aleatorios, e é isso. A segunda é que voce passa a maior parte das batalhas esperando vir a combinação de cartas certas para poder atacar. A mecanica mais importante do combate é a movimentação no grid, mas para se mover para um local ocupado voce precisa ter um valor de escudo maior que a vida da carta/inimigo. E as cartas de escudo são bem raras, ou vem com um revés que inutiliza elas. As cartas de ataque sempre vem com uma movimentação tambem, então não da pra atacar sem ter escudo. E isso acaba fazendo com que a maioria das rodadas voce joga uma carta só ou passando de vez o turno.
I like this game! It was challenging at first, but I've figured out stuff by now! If you are struggling with this game, just keep playing! You'll get it. When I finally realized how to kill the dragons, it was all she wrote...
I liked the quirky universe and interesting combat (collecting shields and ramming into enemies mixed with firing weapons), but a lot of the systems are inscrutable and poorly explained (buffs, passives, card farming, etc). And after reaching the final boss several times, I still have zero clue how I'm supposed to beat it - it's some kind of conversation challenge based on a mix of choices and stats, with no indication of what stats matter or why I keep losing. I enjoyed the combat but feeling like there's no way to know how half the game works pushes it over the edge to the negative for me.
Bonito e divertido. A ambientação é muito bem pensada e a execução é excelente. O carinho com que o jogo foi feito fica nítido na atenção aos detalhes, que podem ser melhor apreciados por uma audiência brasileira.
É um jogo charmoso, bem dublado, bonito, interessante. A jogabilidade me parece não se expandir o suficiente dada a quantidade de recursos e adereços que o jogo oferece, um design simplificado teria melhorado muito a experiência. Mas é bom.
還滿好玩的,美術風格也很棒 遊戲的引導如果多加強會更好,很多機制我全成就了還是不太懂,遊戲裡的指南沒有很清楚
Takara Cards to rogulike deckbuilder z podgatunku gier o pozycjonowaniu. Można tu wspomnieć o takich tytułach jak Cobalt Core, Shogun Showdown, czy Fights in Tight Spaces. Oznacza to że oprócz złożenia odpowiedniej talii kart tak samo ważne jest również zarządzanie przestrzenią. Walki odbywają się tutaj na 9-polowym prostokącie. Projekty kart, czy rodzaje przeciwników są wykonane poprawnie i zgodnie z założeniami tej formuły. Prawie każda karta generuje jakiś rodzaj ruchu po planszy, zaś przeciwnicy zachowują się w zróżnicowany sposób. Pod tym względem jest naprawdę dobrze. Trzeba jednak zaznaczyć, że w grze brakuje różnorodnych bossów. Gra ma 2 główne wady. Pierwszą jest brak czytelności, każdy twórca którego obejrzałem na YT był zdezorientowany, a ja sam zorientowałem się jak nawigować w interfejsie po godzinie gry. Jest to dość nietypowe biorąc pod uwagę, że grałem w każdego większego roguelike deckbuildera jaki jest na steam. Takara stara się być bardzo wyjątkowa w układzie planszy, wyświetlanych informacji i układu interfejsu. Zawarty w grze 70 stronicowy Kodeks pełni role instrukcji, jednak nie oszukujmy się – nikt nie będzie tracił czasu na czytanie. Niestety nie ma tu wyświetlania podpowiedzi informujących o efektach, które wywołują karty i trzeba samemu sprawdzić czy np. „wygnanie' dotyczy całej gry, czy tylko konkretnej walki. Dodam, że wszystkie akcje mają własne nazwy, które dodatkowo komplikują grę w zbędny sposób. Przykładowo zamiast „walki” mamy „skoki”. Oczywiście można to uzasadnić settingiem. Tutaj się pojawia jednak druga wada produktu, którą jest polskie tłumaczenie. Wiele zdań brzmi bardzo dziwne i dezorientujące. Pewnie w wersji angielskiej jest lepiej. Setting jest naprawdę ciekawy ponieważ Takara łączy space operę z high fantasy. Mamy tutaj 4 rasy, każda z unikalną mechaniką, które wysyłają łowców aby pokonać smoki – wężowate istoty, których gniazdem są ogromne statki kosmiczne. Łącznie w pełnym podejściu trzeba pokonać 3 smoki. Ciekawy setting dopełniają świetne rysunki, które mają naśladować „anime z lat 80”. Jeśli twórcy Takara planują jakąś kolejną grę to zdecydowanie polecam im trzymać się tej estetyki i dalej współpracować z tymi samymi grafikami. Twórcy reklamują tytuł jako zawierający elementy RPG. Muszą jednak przyznać, że nie wiem na czym miałyby owe elementy polegać. Mamy dwa systemy walut – gold i exp – jeden wydajemy na kupowanie nowych ataków (modułów) do statku, drugi służy do zdobywania kart związanych z manewrami. Poza tym jest jeszcze zbieranie perków, które pełnią rolę pasywnego bonusu w sposób podobny do reliktów w Slay the Spire. Przy wypełnieniu slotów na perki możemy dalej je wymieniać na nowe, co jest dość śmieszne kiedy tracimy cechę racjonalności na coś innego. Wydaje mi się że w takiej małej grze powinny one być przypisane na stałe. No, ale właśnie. Pomimo oryginalności wizualnej i settingu to jest jednak niewielka. Przy idealnych podejściach tytuł można ukończyć na 100% w 5 podejściach. Pierwsze na normalu, a potem na hard mode każdą z ras i tyle.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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