
The Corpsmen is a deck-building roguelite where you build and lead a team of creatures to fight, hunt and harvest other monsters. Your creatures will grow and learn new skills according to how you construct them. Craft unique creatures and decks, and venture forth into the unknown.
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About
The Corpsmen is a deck-building roguelite where you build and lead a team of creatures to fight, hunt and harvest other monsters. Your creatures will grow and learn new skills according to how you construct them. Harvest and collect parts to create new creations and explore the abilities of the creatures you create. In The Corpsmen, you are encouraged to develop your creations and see how they perform, mission after mission.
The City of Somerley. The last bastion of mankind. Protected by its walls and its Corpsmen. You are a Corpsmen; charged with assembling together creatures from the very monsters you fight against. They will grow as you fight for the city. They may fall, but your city will not. You will make them better, faster and stronger than those before.
Stitch together creatures you have harvested. Tailor them to how you play.
Use your creations to brave the frontiers and see the world. Harvest new samples to take back to make new creations.
Grow your creations. Watch as they develop new skills and improve old ones.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
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
[code] [url=https://store.steampowered.com/curator/36948155-Card-Game-KING/] FOR MORE CARD GAMES FOLLOW US [b]CARD GAME KING [/b][/url] [/code] Unfortunately, there are a lot of hurdles to overcome to get to the fun part of the game. And there are fun parts: The deckbuilding and cardplay is well done. The game features a system where repeated use of attack or defense cards strengthens them over time, which I found both interesting and fun. Cards can be upgraded multiple times and each upgrade has a choice of two upgrades which adds a lot of flexibility. However, there are a lot of things pulling the game down. For instance, the main draw of the game is the body building. I thought that "Cool, body parts give you special passive abilities or cards and you can create all sorts of wild op combos". In reality, body parts limit which cards can be added to your deck later on. But since you don’t know early on which cards correspond to which parts, it ends up feeling irrelevant. That's disappointing but doesn't make the game worse. What I did found as major drawback is that the game wants you to build new creatures and replace old, but because creatures level up you end up sticking with the same trio of creatures. You ABSOLUTELY don't want your creatures to die. Unfortunately, the game has serious balance issues and often times they will die, and they you will need to level up from scratch again making progress exceedingly slow. You will often have to escape the region just to save them, but then you lose on body parts and rewards you made so far, slowing progress again. Speaking of rewards, they feel extremely underwhelming. Killing an elite just gets you more gold or some body part (that don't do much) and it's the same with bosses. There are no permanent relics or potions, so what you can be rewarded with is a very small, uninteresting pool of mundane rewards. There are more negatives to mention (and will list them below), but most are fixable. I do think there is a good game underneath but some systems would need to refined, rebalanced or removed. As it stands now, the bad gets too much in the way of the good. [h1][b]The positive[/b] [/h1] + Well-designed card mechanics and deckbuilding + Each card can be upgraded three times, with two upgrade paths each time, offering more deckbuilding choices [h1][b]The neutral[/b][/h1] * Body building system is too shallow. It only puts restrictions on deckbuilding, making it mostly irrelevant. * One deck multiple creatures. While this isn't mostly a problem, sometimes you will draw only cards of your stunned creature missing an entire turn which can be devastating. * Card tooltips don't explain everything. Some cards would add new cards but there is no explanation on what the new card does. [h1][b]The negative[/b][/h1] - Creatures die permanently, and since they grow stronger over time, losing one means starting from scratch and grinding back up. - Balance is an issue. Sometimes Elites are easier fights than normal ones. "Easy" levels can absolutely wipe out your party. Difficulty is also highly related to the upgraded state of your creatures. - Events are horrible. They are often negative, but even the positive ones can be bad. One such positive event said my creature is getting stronger and gave me a card that ended up adding negative cards to my deck for a meager benefit. I couldn't refuse it. - Block persists between rounds, which can result in some enemies building massive block while you focus on others (enemies tend to have huge HP pool for some reason). This makes even easier for fights to be drawn out. [h1][b]Conclusion:[/b] [/h1] Cool concept and some solid foundations unfortunately don't make up for balance issues and slow progress. [code] [url=https://store.steampowered.com/curator/36948155-Card-Game-KING/] FOR MORE REVIEWS ABOUT CARD GAMES, CHECK OUT OUR CURATOR PAGE: [b]CARD GAME KING [/b][/url] or [url=https://twitter.com/TheCardGameKing][b]TWITTER[/b][/url][/code]
It's kinda ridiculous that in a game about designing monsters, your design choices do not matter. Move sets are determined only by claw or teeth or hoof, so there's little incentive to create new monsters. And when your starters die, you can't teach any of their learned skills to new ones, so you lose 100% of your progress if you get wiped. There are no quests and no rewards unless you complete a run, so the economy is punishing, forcing you to stay in easy mode to complete runs. Wings are worst part in the game, there's no reason to build a flying unit. Be prepared to grind for minimal satisfaction.
Currently not really playable the enemies are super strong and hard to fight the problem is that if you fail a run or retreat you lose everything from the run so no progression. also you can't just grind up your monsters because you can't do low lvl runs with high lvl creatures. so wait for a bunch of fixes before buying
While the game has potential, I cannot recommand it as is. Balancing the game cannot be all you do, it is in desperate need of a passive upgrade system. All your creatures have the same amount of HP when starting and the only way to improve that is getting lucky in the mystery spots while traveling (but also those are punishing as they take space in the deck). Bosses and Elites don't drop anything other than flesh which feels pointless when regular enemies at least drop limbs. Losing everything when retreating is way too punishing and doesn't really allow for good progress. I don't know if that's a glitch but I've also only had Hunts as quest options despite the game claiming there are Escorts and Salvage (unless I misunderstood that function). Anything that could allow you to upgrade some body parts, general health of your units or something like that would make this much more playable. As is, nothing helps when some enemies in higher difficulty can just kill your units in one turn. I could even suggest some sort of limb synergy system where some combo of limbs would lead to some skills being upgraded in some way (as is the upgrades on most cards feel pretty weak)
It's a very hard game, filled with corpses , rabies, psychedelic mushrooms, and much more. It's not a game for those who get frustrated easily, but it's fun to make silly lil guys and then go on an emotional roller coaster when they die. Only thing this game needs now is a grave yard to track how many creatures you lose on the way.
I read some reviews beforehand and the only knock against the game was that it was too difficult, seems like the was mostly before the balance patch. There is a learning curve to the game for sure and I think that adds a lot of value, I'd be bored if I was clearing the hardest difficulty within a few hours. I've learned enough to start pulling off crazy combos and it feels way more rewarding since I've had to work for everything. I'm trying to get all my friends to play so the two man developer team can make more content, I'm happy but I want more!
Game is very fun at a base level I've put in about 6 hours now. The issue is the insane difficulty combined with creature perma-death. Even on easy you can load into a first basic mission and be wiped due to the random encounters nothing you're level 1 creatures or you can do. The difficulty curve and balance are way off for an enjoyable experience. You basically get forced into poison spam with 2 other creatures as "Tanks" for death fodder because no matter what you do or how you kit creatures they can't stand up to the encounters that will drop 40 damage on you in one turn and the same the next without counter play (this can even happen on easy difficulty). The other glaring issue is the fact that you don't receive the currency unless you complete a hunt. Not receiving parts I understand but at least let players use campfires on the quests to ex-fill with some money. Another thing that may be beneficial is base stat increases with creature level up so you're level 1 and 11 creature don't have the same base health. Overall if they adjust the difficulty its a very interesting and fun rogue-like just in dire need of more balancing. For now wait till they hopefully fix the issues cause the fun of the mission gets thrown away when you're team gets wiped because you physically cannot block enough turn by turn or deal enough damage to break their shield. It would be fine with the perma-death if there was a way to retrieve cards or move sets but there just isn't. They either have to increase player creature base damage on cards or reduce damage and hp of enemy monsters cause it feels like you just waiting for poison to do all the work cause most attacks aren't even worth using even with upgrades. Realistically they either need to eliminate perma-death or give you a way to quick level monsters as well cause the game just becomes to much of a grind when you lose one high leveled party member and have to get a replacement. As I said before Just wait to buy the game for more balancing cause its needed badly to make this worth it.
The games random events will completely ruin the build on your monsters
Love it, but it needs more time. The whole idea with building your own monsters, leveling them and their cards is amazing, but after 2h I only got like 5-6 new body parts and they didn't change the gameplay significantly or at all to be honest. So the main focus is still on the cards, which have a really really cool leveling mechanic, but don't otherwise innovate the system a new. I somewhat expect some more storytelling, but that stops after the tutorial completely and otherwise there is not really a greater goal you're working towards like in slay the spire or banners of ruin.
Great game, it is very hard, but thats not always a bad thing. the challenge is fun, and overcoming the hard ships is very rewards. wish there was more to the game, but i understand why theres not. hope one day the devs can get all the money they need to add more to the game. ^-^ ps. would be awesome if there was a way to see all monsters you have made through out your play through. as well as having multiple saves
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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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