
Build the ultimate Zoo in this number-go-up roguelike deckbuilder. Find powerful mythical animals, boost them with snacks, and even manipulate the board itself. Break the game by scoring millions (and more) with insane combos.
Modeled estimate, not a reported figure. How we estimate →
About
Zoominoes is the ultimate tile deck builder all about combining cards on a board to score infinite points.
Upgrade animals using snacks and souvenirs to create crazy combos. Transform your simple starting deck into the perfect masterpiece. Manipulate the board with space modifiers to boost your score even more. Focus on different animal types or color build arounds to create the ultimate scoring army.

Play as a variety of 20 different Zookeepers. Be anyone from a Rich Evil Zoo Ceo, a Diva Herpetologist, a shop-a-holic, to an extreme adventure Survivalist.
218 Animals each with a fun fact to unlock.
35 Snacks can help you customize your deck exactly how you want.
112 Souvenirs to double, multiply, and transform how everything plays.
20 Zookeepers all featuring their own unique starting decks, abilities, and personalities.
26 Special Events that place unique modifiers to shake up the average day.
8 Difficulty levels to work your way up the Zoo ladder from Volunteer to Director.
Endless Mode: Keep your run going after beating the full 28 Day month and try to reach Day 56 and score infinite points!
Daily Run: Compete against the world everyday with a new seeded run. Will you become king of the jungle?
Challenges Mode: 24 extra challenges await with Chally. Attempt to earn all 192 points and complete his varying wild missions!
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Spanish - Latin America
Engagement
Reviews
Themes across 559 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The Balatro Magic: Meta-Progression and Broken Combos Where Zoominoes truly shines is in its overarching run structure. The game layers a full deck-building suite over its tile mechanics. Between rounds, you aren't just drafting new tiles into your pool—you're manipulating the very engine of the game: Draft, Snack, & Amplify: Boost specific animal types with snack power-ups, purchase souvenir relics from the gift shop that modify global rules, and cull weaker tiles from your deck to fine-tune your draw consistency. The progression curve hits that elusive sweet spot where early runs feel like tight tactical survival, while late-game setups let you break the physics of the game's scoring engine entirely. Finding an absurd combo—like stacking multiplier souvenirs with high-synergy hex adjacency—makes you feel like a absolute genius when the numbers start cascading across the screen. Final Verdict: 9.5 / 10 Zoominoes is a masterstroke of indie game design. It effortlessly blends spatial puzzle-solving with the crack-like loop of roguelite deckbuilding. It’s charming, deceptively deep, endlessly replayable, and virtually impossible to play for "just five minutes". If you love games that reward clever positioning, absurd engine-building, and watching numbers go up in the most satisfying way possible, do not sleep on this gem.
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Hours played at review time, across 562 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
skip it, really not special
Incredibly challenging on the highest difficulty, which I’m all about. The game is so snappy and thoroughly pleasing to play that I’m not too torn up that I’ve lost 25 games in a row. It’s tough, but I can always look back on my run and see where I went wrong. A big recommend for both casual players who’ll enjoy the base difficulties, as well as the sickos who enjoy some healthy difficulty in their deckbuilders.
Amazing roguelite that seems super simple and only as you keep playing do you realize how complex it is. Big recommend!
The game is good but hard to recommend in its current state. Bugs on bugs on bugs. Just coming off an easy win on the hardest difficulty that died with 3 plays remaining because of how buggy it is. The game also suffers from some pretty intense balance issues; lower difficulties are so easy you practically cannot lose, and the hardest difficulties have such steep quota scaling that the vast majority of animals are unplayable. The dev seems committed so I'm sure this will be an easy thumbs up in time.
I want to be better than NL
its zoominoes yall
WARNING: The following review is based on playing on the highest difficulty. If you don't care about difficulty and just want to play on a lower setting, then I can recommend the game to you. I feel bad to give this game a negative review, because I enjoyed it and played it a lot, but I can't recommend it until they fix the balancing on the highest difficulty. I good game should be balanced between luck and randomness. The problem with this game is that the balance is way offset and is almost pure randomness on the highest difficulty. You can't even improve your skill or "git gud", because if you get a bad rng run, then it's impossible to win, even if you play "perfect". The game is (or was?) fun until I started to play on the highest difficulty. Some of the events are also totally unfair. For example the one where it hides your full hand and you don't even know what you are playing. It should be reduced some how, maybe only hide one animal per turn or only hide the starting hand, but hiding all animals for a full play is way too harsh. You play the whole run and pick your animals to make combo plays and then you lose on the last week, because you get this random event and all your combos break, because you don't even know which animal you are playing. How can someone even come up with such an idea? I mean think about it, it just sounds insane. And that's just one example, there are many other issues with the randomness of the game.
The game on the outset is fun, and the art and style are charming. Big number go BRRRRRRRRRRR and all. I binged it for a good number of hours when I first got it because the runs were fun figuring out all of the different ways to build a good deck. I'd recommend this if you just want to play a cute animal tile game to make number big, although the price point seems a bit too high. That being said, the reasons why I give this a no is for people that like playing roguelikes until you're tired of them. The balance at higher difficulties feels weird and makes the game feel frustrating some times. TL;DR: The scaling demands are very aggressive and the RNG for everything is too high. In more detail: - The majority of runs on a good number of the characters are decided at the beginning with maybe a 50% chance of being possible. - Outright losing on Day 1 even with 100% perfect play feels bad and seems like it should not be possible. - The starting decks are basically all bricks after the first week. Some of the character's gimmick cards can be interesting, but you're pretty much almost wanting to remove everything you start with. - Removal is completely up to RNG. you can theoretically never see anything. - You can draw nothing but bricks and still lose more often than you'd think. - The balance of animal quality within the tiers feels off. Some feel strictly better than others, and you can end up getting bad rewards often. - The first set of Mythic animals usually makes or breaks a run given the aggressive scaling - The cross-section of RNG (shops, draw, rewards) and the snowballing effect of more plays = more money makes each runs seem extremely feast or famine, Suggestions: - Make the initial starting decks smaller so you have less chance of literally drawing bricks until you run out of plays early game. This also lets your choices of adding the weaker early animals more impactful as you'll draw them more often early. - Make removal a guaranteed part of the shop with a limit per visit and/or a scaling cost like Slay the Spire. Having to rely on shop RNG to have any chance to remove the horrid starting cards just leaves too much variance. - Adjust the points scaling to be more gentle early on. The scaling demands are feel too aggressive and the RNG makes achieving any means to - Maybe a selective mulligan on the first draw each day to mitigate draw RNG.
Great dekcbuilder. Plenty of unlocks to progress through and lots of variety in the runs. Put over 30 hours in the demo and kept coming back. The new content feels like it adds a lot more to the game and will keep me entertained for many more hours. Graphically it's stylish and wholesome, with smooth animations. Good sounds but the music gets a bit repetitive. Overall a solid addition to the genre!
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