
VineCard is a card strategy game that combines war chess and light rogue-like elements. Explore the divine weapons on the Kochab Planet, slay demons, solve puzzles, and cultivate your skills to the utmost.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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 7 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 24 → 0/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.
About






Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $5.99−40% | 42reviews | 95% | — | $8.8K |
| $11.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1]前言[/h1] 《唐草卡》{Vinecard}是一款融合战棋和轻度肉鸽元素的卡牌策略游戏,太虚之中有紫微星,每隔五千年便会发生一次“次元破壁”,有大陆从天而降称为云天城,且每座云天城都有不同的文明,非降临而来的紫微星故土东方大陆追求炼体之道以气御人,五千年前降临的西部大陆则追求科学发展为武器,而《唐草卡》的故事也在这个世界开始了。 [h1]初见[/h1] 该游戏的配音可以说一开始就给我留下了深刻印象,从一开始的“拔剑吧等你好久了”,然后出现剑飞出形成游戏名字的设计,到对于紫微星所在大陆的背景描述,这段旁白的配音听上去有些耳熟,虽然一时间有些想不起在哪听过。 该游戏的画风也比较独特,故事里所说的花鸟使,带着白脸面具,头上戴花,一看就不像好人,而我们的主人公从名字到穿着上都有着西方特点,通过序章之后可以开启标准游戏,当然你也可以更改普通难度为困难进行挑战,这里一共可以选择8名不同的人物进行游戏,除序章角色外其他角色需要累积结算奖励进行解锁,人物立绘的刻画偏漫画形式,比如墨子后人莫羽,形象上有点偏禽类,对就是鸡! 卡牌形成网格棋盘,主角卡牌身处其中,然后由你点击主角相邻的卡牌来进行移动从而到达目的地,期间会出现不同效果的卡牌来影响你的路途,同时你移动时你身后的卡牌也会进行移动,从而形成解开机关的有趣玩法。 标准模式共有三大关卡,每关步数达到100时会触发BOSS战,需要击败BOSS进入下一关,同时会根据部署累积小木人的进度条,从而随机出现特殊卡牌,比如宝箱、支线或是精英敌人、旅人驿站等等。 [h1]卡牌[/h1] 地形牌中岩石牌无法通过,而尖刺陷阱还会每回合变换状态,阻挡你脚步,炸弹陷阱会在特定行动后爆炸,爆炸前移动到该卡牌上才可拆除,当然你可以利用鼠标右键来查看卡牌信息。除了地形牌之外还有道具牌和武器牌,比如梨花春,效果是接下来3次行动后各获得1点护甲,兽肉和切糕可以恢复血量等等。 而不同武器又有着不同的效果和攻击距离,比如红缨枪可以触发穿透,会对敌人背后的敌人也造成一半伤害,丧镖可以进行远程攻击等等。拾取新武器后,会装备抵消原本持有的武器,当然原本持有的武器具有特殊效果时不会立即装备。 你可以在移动时去拾取道具恢复血量,利用盾牌增加防御以及拾取武器增加攻击力,人物卡牌四个角有着属性数值,分别是生命、护甲、攻击力与武器耐久,人物也有着自己的特色技能,比如龙腾飞杀掌,会对指定方向所有敌人同时造成伤害,六脉飞虹,耐久为1时可指定场上任意敌人为攻击目标,无视距离和障碍,并会造成四倍伤害。 通过靠近敌人来进行攻击,攻击会消耗武器耐久和防御点数,攻击力为0想敌人进攻还会触发血斗,血量变为攻击力,击败敌人后溢出伤害变回血量,当然其中某些卡牌在未装备武器时也会具有徒手攻击力,拳头自然没有耐久一说也不会进行血斗。 [h1]结语[/h1] 不得不说,该游戏真的让人十分上头,卡牌形成网格地图,将你选择的角色也以卡牌的形式置入其中,通过路线规划来获得道具和武器,避开地形陷阱,注意身后卡牌的移动,收集金币从而在特殊卡牌处进行消费或者休息等等,当然你还能遭遇不同历史文明下的敌人,东西方元素与历史文明相结合,就形成了充满趣味和策略的挑战关卡,当然不管胜利还是失败,最后结算的奖励可以用来解锁新的人物或者购买人物外观,推荐给感兴趣的朋友。 [quote]关注[url=https://store.steampowered.com/curator/36224058/]老实人鉴赏家 [/url] [url=https://steamcommunity.com/groups/laoshirenLSR]老实人评测[/url]:独立游戏爱好者聚集地,黄油绅士交流中心。 不错过游戏的亮点,不放过游戏的槽点,带给玩家最直观的测评感受。[/quote]
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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: Simplified Chinese*, English, Traditional Chinese*, Japanese*languages with full audio support
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Vinecard is a creative roguelike deck-building adventure developed by SiriusStudio and published by IndieArk. While the game belongs to a genre that has become increasingly popular over the years, it separates itself through an unusual blend of tactical movement, card management, and board-based strategy. Rather than focusing solely on building a powerful deck, players must also navigate a compact battlefield where positioning, resource collection, and enemy encounters all influence the outcome of a run. This combination gives the game a distinctive identity and offers a refreshing alternative to more conventional card battlers. The heart of Vinecard lies in its strategic gameplay. Players explore a grid-like board filled with enemies, equipment, treasures, and opportunities that can dramatically alter the course of an adventure. Every move requires careful thought because advancing across the board affects combat situations, resource availability, and future choices. The game features a large collection of cards that interact with one another in interesting ways, allowing players to build specialized strategies based on offense, defense, mobility, or unique character abilities. The result is a gameplay loop that constantly challenges players to adapt rather than rely on a single dominant tactic. One of the game's strongest features is the variety offered by its playable characters. Each hero possesses unique abilities and encourages a different approach to combat and progression. Some characters excel at aggressive tactics, while others reward defensive play or complex card synergies. This variety significantly increases replay value, as learning a new character often feels like learning an entirely new game. Combined with randomized encounters, changing board layouts, and diverse card combinations, every run presents fresh strategic possibilities. The game's world and story are equally unconventional. Set within a fictional interpretation of a Tang-inspired empire on a distant planet, Vinecard mixes elements of mythology, fantasy, science fiction, and martial arts storytelling. The narrative embraces imaginative concepts and unexpected twists, creating a setting that feels unlike most roguelike deck-builders. While the story does not dominate the experience, it provides enough personality and charm to make exploration more engaging. The unusual blend of cultural inspirations and fantastical ideas helps the game stand out from countless fantasy-themed competitors. Visually, Vinecard adopts a colorful hand-drawn art style that complements its imaginative setting. Character illustrations, cards, enemies, and environments are designed with a playful aesthetic that enhances the game's accessibility. The visuals are not focused on realism but instead prioritize readability and charm, which works particularly well for a strategy title where players need to process information quickly. The interface is generally clean and functional, making it easy to understand the state of the board and evaluate potential actions. The roguelike progression system is another major strength. Discovering new cards, equipment, and combinations creates a constant sense of experimentation. Successful runs often emerge from unexpected synergies, encouraging players to take risks and explore unconventional builds. Because choices made early in a run can influence later opportunities, the game maintains a satisfying sense of tension throughout. Strategic planning is rewarded, but adaptability remains equally important when randomness introduces new challenges. Despite its many strengths, Vinecard may not appeal to everyone. The layered mechanics can feel overwhelming during the opening hours, especially for players unfamiliar with deck-building games or tactical roguelikes. Some systems require patience to fully understand, and certain runs may occasionally feel dependent on favorable card or equipment availability. Players looking for a heavily story-driven experience may also find that the narrative takes a secondary role to gameplay mechanics. However, these drawbacks are relatively minor compared to the depth and originality the game delivers. Overall, Vinecard is an inventive and rewarding strategy game that successfully merges multiple genres into a cohesive experience. Its blend of deck construction, tactical movement, roguelike progression, and imaginative world-building creates a compelling gameplay loop that remains engaging across repeated playthroughs. The variety of characters, extensive card pool, and emphasis on strategic decision-making ensure substantial replay value, while its distinctive setting gives it a memorable identity. For fans of roguelikes and deck-builders seeking something that offers more than standard card combat, Vinecard is a worthwhile and surprisingly original experience. Rating: 8/10
[h1]《唐草卡》:有点抽象、但更多是新意的另类卡牌[/h1] 作为一款国产作品,我首先要给《唐草卡》的创意点赞。虽然玩法不一定见得有多么有趣,但至少是没有投入「尖塔like」的大军里,而是做出了自己的特色。只不过或许是因为画风的问题,总之本作的销量十分惨淡,基本可以说是已经褒姒,好在本作丰富的游戏性没有让那些冲着「策略肉鸽卡牌」名头来的玩家失望,目前在steam商店页面为数不多的31条评价里,《唐草卡》取得了100%好评率,同样是个难能可贵的数字。 让我们忽略本作另类的画风和一些搞怪的彩蛋元素,聊聊《唐草卡》的玩法到底如何呢?我觉得应该能称得上“新鲜且有趣“。 游戏的核心玩法糅杂了卡牌和战棋要素,玩家在一个3X6的棋盘内自由移动,每次可以移动一格,格子内的要素则囊括了游戏的所有内容:武器、技能、商店甚至是敌人。简而言之,你需要通过规划合理的行动路线来在棋盘上苟活,等步数累计到100后便会在地图上出现BOSS,这之后便进入一个漫长的拉锯战——操作仍然跟之前一样,但是你需要通过相当多回合才能把BOSS磨死。 那么在BOSS的强大数值面前,如何才能击败他呢?由于《唐草卡》其实没有构筑和养成,有的只是「移动后刷新格子内容」这个简单的机制,因此「资源管理」是本作相当重要的一环,虽然也要部分依赖于运气,但确实可以通过玩家的运营来消耗掉地图上的垃圾武器格子,从而让强力武器全部留下,这样便会大大提高我方战力。不过呢这套玩法与传统的卡牌构筑还是有着不小差异,因此如果你是冲着构筑来的玩家,或许就要失望了。 而这种长线运营的魅力还体现在其他维度,比如无限叠加的护盾和血量,这算是游戏内为数不多的成长资源,通过前期运营尽量累计一个足够高的血量和护盾,便为后续的强大战斗提供容错。 总之,游戏的核心玩法确实有趣,仅仅是「移动到某格之后会刷新一格新的内容」便让运营思路有了许多方向,不过一半是运营,另一半则要依赖于运气。只能说有个不错的创意,能给玩惯了「尖塔like」的玩家带来一定新鲜感,不过深度如何还有待后续验证。 [quote] 执笔勾墨色,挥毫著文章;阳春布德泽,璞玉生光辉 欢迎关注[url=https://store.steampowered.com/curator/44174077/]吟遊诗人的手札[/url],书游戏特色,写游戏魅力 [/quote]
画风比较独特,但我反而很喜欢,虽然丑萌,但是精致,看得出来很用心。玩法上手有点难,主要是武器替换机制比较反直觉,但是熟练后发现这其实就是这款游戏的策略核心和玩法魅力,目前已上头,想要赶紧下班通关所有角色。 最后,秃驴YYDS!
挺有意思的,虽然现在都没通关一回,但是越菜越爱玩
游戏还不错,就是人物画风太丑了
群里的老大哥比较耐心指导,游戏性不错,目前没发现什么bug,潜力很大的一款游戏,简单不失策略。
基本上是card hog的骨子,但是自己的东西其实加了不少,做了很多角色区分,有角色专有构筑点,肉鸽味和策略性强很多。如果忍住确实构成减分项的画风,好玩没有太大问题——至少比card hog好玩很多。
肉鸽随机,推了几盘,过了两关。串天炮随机杀伤赌赌赌。弱武器小匕首和铁锄头挡住我格子0_O。上头,闲来就刷几盘
挺好玩的游戏
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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