
In the heart of a medieval manuscript, a horse takes up arms to avenge its fallen master. Type to attack, collect cards, explore a living board, and survive in a roguelite where every word becomes a weapon.
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About

Your master has fallen on the battlefield. You are his steed, and you take up the sword in his place. Advance through a typing game inspired by board games and roguelites, square by square, rolling dice each turn. Encounter monsters, chests, shops, events, and tactical choices in a world drawn like a living Gothic manuscript.

Your keyboard is your primary weapon. Type the words displayed on the screen to attack, break through defenses, or dodge enemy strikes. The faster and more precise you are, the more damage you inflict. Bosses, elites, and medieval creatures will put your reflexes to the test.

Every victory, every chest, and every event grants you a card: permanent bonuses, curses, unique effects, or heroic abilities. Combine them to create devastating or utterly chaotic builds. In this roguelite, your deck defines your destiny.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Bulgarian, Simplified Chinese, Traditional Chinese, Korean, Danish, Spanish - Latin America, Finnish +16 more
Engagement
Hours played at review time, across 35 reviews with recorded playtime.
Reviews
The gameplay feels very basic and repetitive. enjoyable for a bit! I wish the menus kept the same manuscript aesthetic as the playing portion, it has the quality of a free mobile game, not a 13.99 game on steam. With all respect for the work put into the game, I just think my money would be better spent on something with a little more care put into it. THIS GAME USES AI. I had kept reading reviews saying AI was used to generate the art in this game, which I didn't know until reading them. Here's an excerpt from the steam store page for the game, "I'll warn you right away, I'm not a fan of AI, and I understand that some people are sensitive about it. Type Or Die uses AI for the card icons. All other aspects of the game (design, programming, voice acting, music, interface, and the majority of the graphics) were done manually. After the game's release, I will hire an artist specializing in icons." Personally, I believe that instead of waiting after the game's release to hire an artist, it would've been better to just put off releasing the game until that was already done. Also note, that excerpt say "majority of graphics," which feels a bit vague. If I had read the whole page before purchasing, I would have NEVER even considered buying it. As a dev, it's bad publicity, esp for it being their first game of this scale. As a consumer, I feel put off from supporting this work. Disappointed in the use of AI, severely so. A game that gets its whole appeal based on the aesthetic of medieval manuscript ART should respect the value of art. And I stand FIRM on that. Excusing it by saying its just small assets or that you will replace them soon is reductive and dismissive of the real issue. This was my cause for requesting a refund. Falls short of having an "it" factor. really is an interesting concept, wish more was done with it.
[h3]Quasi-medieval manuscripts regurgitated through a LLM with a basic wordprocessing gameplay on the side...[/h3] Now and then you stumble upon a neat concept in the deluge of new titles on the steam, but sometimes they prove to be all smoke and mirrors. This time around we have a word game with roguelike elements and a quirky medieval manuscript artstyle that lured me in, only to lead me into an AI-riddled rabbithole with a developer who apparently wants to debate the use of AI, until they don't. The streisand effect is, well, in effect, and digging a bit deeper muddied the waters even more. https://steamcommunity.com/sharedfiles/filedetails/?id=3756676378 First and foremost, the game in itself is extremely rudimentary. You roll dice, move a pawn (crimson steed!) across a tiled map without any form of clear function besides encountering monsters, chests, boons and banes. Each battle is basically this: a line of words that shows up, type it in time and deal X damage or take Y damage back. The various powerups in the shape of cards are added to this effect by giving damage, shields, first strike and other abilities. This part of the game was frankly quite a mess with unclear and inconsistent wording making most of the abilities hard to decipher. Sometimes gain HP means gain total HP, sometimes it does nothing, sometimes effects are permanent, other times they do nothing at all. This kind of guesswork got annoying fast, and the whole card-system could use a good quality control for consistency and actual agency.. https://steamcommunity.com/sharedfiles/filedetails/?id=3756661589 [h3]Now to the skeleton in the closet... [/h3] The AI-disclosure on the steampage for Type or Die reads: [quote=Hunt Games on Type or Die released 25 Jun, 2026] “I want to clarify right away that I am not an AI enthusiast, though I understand that this topic can be sensitive for some. Type Or Die uses AI for card icons and sprite animations. All other aspects of the game (design, programming, voice acting, music, interface, and the majority of the artwork) were created manually. If the game achieves a certain level of success after its release, I will hire a specialist artist to handle all of that.” [/quote] This would be all fair and good, if not all the evidence would point elsewhere, and I would argue that quite a few of the sprites and code in this game has its origins in an abominable intelligence. A thing to add to the pot is that the previous title by the developer, Vampire Cat, clearly states that they don't know how to illustrate, and unless they have magically learned to illustrate in less than 7 months this is just more proof on the AI-pile. [quote=Hunt Games on Vampire Cat released 20 Nov, 2025] “To be honest, I don’t know how to model in 3D or illustrate in 2D, which is why I used AI as a support tool.” [/quote] All of this points to this being another developer that clearly understates the amount of generative “AI” used in their work, effectively torpedoing all the trust and goodwill I otherwise would have shown to a small independent dev. I asked the developer for a few snippets of the work in progress of the many characters and backgrounds, the music and the other assets that they claimed artistry over as a proof of concept to dispel this notion. He did however politely denied my request due to previous online harassment, so im left to make up my own mind as to if this is more than just lightly AI-assisted or not. And just to be absolutely clear, online harassment is frankly appalling, and if you do not appreciate a game, just refund, leave a review and go your merry way. Stooping to stalking developers over using AI is just terrible. https://steamcommunity.com/sharedfiles/filedetails/?id=3756662126 However, this is not how building trust works. If you are a novice and underfunded dev, just admit to it, just use the tools available to you and clearly state what your intentions are, then I as a reviewer can take that into consideration while evaluating the game. Do not try to obfuscate the fact that you lean heavily into what probably is prompts and scraped artwork from other more illustrious artisans. Any competent individual will see through it, and it is clear just by glancing at most of the artwork and gameplay in this game that it is far from entirely human made. This very discussion will be more and more prevalent in this industry as well as others as the clutches of AI get more and more broad, and frankly it is not a guesswork I'm pleased to go through. I feel like we move forward into a time where quantity by prompt will far outshine quality by heart, and it is a sad thought indeed. [b]Conclusion:[/b] A buggy, inconsistent mess of AI-generated assets cobbled together into a rickety boardgamey construction that really could use some QA-work done. This one is not worth the asking price, and the developer needs to work on both their communication and transparency. What saddens me the most is that I REALLY liked the concept of this! From the art direction to the idea of a roguelike card driven word game, it all just turned out to be quite mediocre. [quote][url=https://store.steampowered.com/curator/32732116-IndieGems/] Follow [b]IndieGems[/b] [/url] for more reviews like this one. [/quote]
Игра не стоит 500 рублей. Сама задумка интересная, но карточки и баффы не так сильно влияют на прохождение. После 4-5 вылазок становится невыносимо скучно. Магазин реализован плохо. По сути это симулятор написания слов. Можно убрать от туда мобов и все карточки. Оставить только время, за которое нужно написать слово - будет примерно тоже самое. Над игрой ещё работать и работать, чтобы она стала стоить ту сумму, за которую разрабы просят её купить. Сейчас там нет контента на эту сумму, к сожалению.
I liked the concept, it definitely has potential if it gets fleshed out more. I wouldn't recommend at full price, but if it's 80%+ off then worth picking up. The RNG really does make or break a run, and there's a few different places where that occurs: - Forced card usage - Post boss battles - Witch encounters There needs to be a lot more words than there currently is. It also sems like the shops where mistankenly set to consume 100% of your gold rather than set amounts based on card rarity which is disappointing when you've spent a heap of time hoarding gold during the run to use on the collections chest post run.
You roll a die to have your horse auto move to the next space in which you might have to fight something. Fighting involves typing words. Combat ranges from trivially easy to not nearly enough time to type all of the words. The word pool is pretty small. The upgrades are minor have have almost no impact. Typing games ideally should be completely navigable from the keyboard without ever having to touch the mouse. This game you have have to constantly switch between mouse and keyboard just to confirm choices and pick cards. The game play loop gets old really quick and doesn't offer much in variety or customization from run to run. This game is bad.
It's okay when it works but more often than not, at least on hard mode, it glitches out and you can't do anything except listen to the galloping noise of the guy moving on the map.
Il y a des jeux qui se terminent en 6 heures et qu'on oublie dès le générique. Et puis il y a ceux qui arrivent avec une idée toute conne... mais qui la poussent jusqu'au bout. Type or Die fait clairement partie de cette deuxième catégorie. Je vais être direct. Quand je vois certains avis négatifs de mecs qui ont 0,2 ou 0,4 heure de jeu au compteur... ça me fait doucement rigoler. Les gars ont à peine passé l'écran d'échauffement qu'ils savent déjà que le jeu est nul. Faut arrêter deux minutes. Type or Die, ce n'est pas un jeu qui te prend par la main. Il va falloir faire un minimum d'effort. Réfléchir. Progresser. Se planter. Recommencer. Bref... jouer. Et c'est justement ce qui fait tout son charme. Je ne pensais pas qu'un simple jeu de dactylographie pouvait réussir à me mettre autant de pression. Sérieusement, certains boss m'ont fait transpirer plus qu'un paquet de FPS modernes. Là, impossible de compter sur un équipement pété ou un build complètement cassé. Si tu veux passer, il faut être meilleur que cinq minutes avant. Point. J'adore également la bande-son. Elle accompagne parfaitement l'action sans jamais devenir envahissante. Le design est lui aussi très réussi. Il y a une vraie identité visuelle. On sent que le jeu n'est pas juste un exercice de programmation balancé sur Steam. Alors oui, c'est encore un Early Access. Mais, pour une fois, je vois surtout des promesses plutôt que des excuses. La base est solide, le gameplay fonctionne, et j'ai envie de voir jusqu'où les développeurs vont pousser leur idée. Je me surprends régulièrement à lancer une petite partie... qui finit par durer deux ou trois heures. "Encore un essai contre ce boss." "Encore une run." Et puis tu regardes l'heure... Bref, si vous cherchez un jeu qui sort réellement du lot, foncez. Et si vous faites partie des gens qui abandonnent au bout de vingt minutes avant d'aller pondre un avis définitif... passez votre chemin. Ce jeu ne vous attendra pas. Pour les autres, c'est un jeu à offrir les yeux fermés et à faire découvrir autour de vous. Bisous fesse gauche, A vos claviers.
Decent concept but like others mentioned the game is shallow in itself. Has rouge-like elements, like choosing certain cards that have debuffs and buffs, and holding other cards for later in a run to maximise their effectiveness has SOME strategy to it, but ultimately trying to be strategic in a game where a lot of the other things just haven't been considered at all. One example; gaining gold is basically pointless. One of the main stats in the game is your gold, however when you visit a shop the price of items is always around the same price as your current gold, give or take a coin or two. I understand why, as you always HAVE to buy a card, but honestly that mechanic shouldn't exist. You can also only buy one item per shop. This is infuriating if you deicide to maximise your gold on a run. Other uses for gold appear to be re-rolling post boss cards, which is decent, and a card that turns your gold into health, also pretty decent, but ultimately gaining attack or defence and forgetting gold completely seems to be more beneficial. Forgetting a stat completely tells me the mechanics and strategy weren't thought through enough, which is disappointing in a strategy game where there isn't much gameplay apart from typing a few words.
Fun game, I recommend playing in hard mode if you are fast with your keyboard! I wish it was showing cards we are buying/looting.
The game is really good; it gets increasingly difficult, yet it makes you want to start a new round every time—great game, highly recommended!
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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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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