
Using a deck of cards and turn based tactics, delve through a procedurally generated gauntlet of areas filled with dangerous beasts and hostile terrain. If you survive, scavenge what you can and make camp, where you can craft cards and upgrades to meet the growing dangers to come.
Modeled estimate, not a reported figure. How we estimate →
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About
On a weird and ridiculously dangerous planet, a tribe of resourceful monsters called Slorfs, have witnessed a terrible omen. The star god ZOR has wept a tear, blasting the horizon with a haze of despair.
The Slorf tribe must explore further than ever before, growing their ranks and completing construction of the astrolabe, to regain ZOR’s favor before all of existence disappears!

A deep combination of card choice, coordinated actions, and tension between combat and survival
Every decision is life or death, from swinging a weapon to picking a turnip
Terrain, traps, enemy threats and auras make positional gameplay paramount
The tactical puzzles that emerge each turn reward mastery over metagaming
Use clever tactics to squeeze the most out of your turn
On each Slorf turn, use a card from a deck they share to decide their actions
There are 100s of cards with a variety of uses. Harvesting, attacking, movement, building, buffs and more
Cards cost food and water to use, so efficiency and planning is paramount
Use experience to upgrade cards to more powerful versions, and expand your deck through exploration and crafting
Improve and customize your deck with branching upgrades and crafted cards
Delve through a gauntlet of clearings filled with dangerous beasts and hostile terrain
During the battle, scavenge what you can. Thirst and hunger are stalking you
At camp, use your resources wisely, for they offer many possible choices
A tenuous balance between combat and survival, with shifting and emerging tactics
With procedural areas, strategic crafting choices, and many ways to build your deck from hundreds of cards, no two games will ever be the same!


Genres
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 42 reviews with recorded playtime.
Reviews
Themes across 42 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
ZOR is a really interesting combination of ideas, it has things in common with roguelike deckbuilders, it has survival elements. But it plays very differently from deckbuilders I am used to. It's not so much about playing out your whole hand and making big combos, but about figuring out the best way to approach the puzzle of each level and trying to maximize the impact of each card, as each turn consists of playing a single card. I love that the map isn't just about the enemies, there's always things to gather and interact with, and a lot of the strategy concerns how to get the maximum amount of resources out of each level while also dealing with the enemies and not running out of food or water. The visuals are great, even the enemies are adorable, and the whole experience has been pretty smooth so far, no major bugs or issues. There are currently only two bosses, but the devs seem to have ambitious plans and a good roadmap. And they seem eager to interact with the players and make this the best it can be. I am very excited to see where it goes.
I've been following the development of ZOR for some time, and I'm really excited about how it's evolved - and looking forward to its continued evolution in Early Access. I play a lot of games, but especially deckbuilders and roguelikes - I love anything with cards. What makes ZOR really unique is that although it's card-based and a roguelike, it's a complete different take on the genre. I've used a lot of analogies to try and capture what ZOR is exactly. In a lot of ways, it reminds me of Don't Starve or other survival sims: collect resources efficiently and battle against the odds to survive. In some ways, it's like Gloomhaven: cards often have dual use, which adds tactical depth, and there's a natural tension as you try to maximize the value out of your cards. And finally, because it's a deck builder where you evolve your deck each run, it's great for replaying. It's a mix of a lot of interesting ideas, and the result is greater than the sum of its parts. On top of the interesting and novel mechanics, the game is also a pleasure to look at. The Slorfs are full of character, with a good variety of enemies and environments. Highly recommended!
A good tactics game but hope the devs bring more boses and randomise the roguelike gameplay more.
Beautiful games wow!
Holy shoot. This game is so good I didn't expect anything. I feel like playing For the King when playing the movement, yet also perfecting the deck like Slay the Spire, and also my favorite: it also has some crafting mechanics from the resources gathered. All in roguelite element and not easy at all. I even lost in just the trial (it's like tutorial or much easier version of the actual run) Pretty sure this game will be more expensive once it's out of Early Access.
I love this game. I was hesitant to purchase it but i like the concept of the game.
not fun after one hour
UPD 9.11.25: Started great, but now ended up as an abandonware scam, apparently. The game is a great — and competently made! — amalgamation of several already good ideas into a single package. At the moment though, I don't think it can offer enough variety apart from different cards. For example, there's just two biomes and only one boss in each, which can get pretty repetitive in the future. But if the devs will actually add a lot of new content, it can definitely become something special — one day.
公開されているマップを一通りクリアしました。 (ただし、ポジティブな4要素を全部ONにした状態で) 程よいランダム性と、食料や水分などのリソースを上手くコントロールしてダンジョンを進んでいく感触が非常に面白いです。アーリーアクセスのためマップ数などは限度がありますが、今後のアップデートに期待です。 ・2022年10月4日時点で、日本語版はありません。(英語版のみ?)
Played through the first two zones in one sitting and had a good time. Game felt a tad easy at the moment, but the core concepts are really fun, look forward to seeing how they expand upon it with future content. Also the artstyle is lovely
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Trends
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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