
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 →
Media

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
Что будет, если смешать пошаговую тактику, выживач и рогалик? Вот эта вот игра, проходим карты, собираем карточки, планируем ресурсы и убиваем врагов, а потом беседуем у костра. https://youtu.be/3AMj286oH7s
This is a quality early access with polished mechanics and presentation. Will update review later once it leaves early access. For now, know that it is a very fun roguelike that combines deck building and survival elements with cute characters and interesting arenas. The updates are always exciting, bringing new content and balances. I've had this game installed since a couple summers ago, and each update has me coming back to the world of the slorfs. It's just so darn adorable, even after 120 hours clocked. A total hidden gem. Highly recommend this game! P.S. That's 120 hours of coming back to replay what exists. I am not saying there is 120 hours of content.
Fantasic game.
Very cute, very clever, just the right amount of depth. The polish and gameplay ideas are there, so the question from here is just the amount of content it ends up with, which is the best kind of place for an EA game to be, I think.
[h2]Hello there! Hiii![/h2] Have you, by any chance, played (and maybe even loved your time with) "[b]Into The Breach[/b]"? I'd just like to know if the Steam Recommendation Algorithm is working properly, you see.
Shiny gem, looking forward for the release
Fun, relaxing, mentally stimulating, cute game.
I got two problems with the game: 1) the game is simply not interesting for the first "level" (about 5-6 encounters). Your cards are very basic, there is 0 variability, you can only move or attack. It is just not interesting. And it takes more than a full hour to reach the second "level" where your cards have some small variability so that even though you can still only move or attack, there is a bit more decision making to be had. 2) the pacing of the game is overwhelmingly slow. I've quit the final battle twice already because it was going so slow that I got bored. Game needs serious work in pacing. I just don't have 4 hours to spare on an indie roguelike for a **single progression from level 0 to final level**. What the hell, it's supposed to be a roguelike. The value of the game comes from being able to iterate quickly.
My early access experience tells me they have a good 60-70% of a launch title here and thats really nicely promising. It may look basic to roguelite deckbuilder vets at first glance, and the name is a lil bit offputting, but the terrain layouts and card upgrade trees and the way crafting materials progress your deck is really quite nice and really does make you feel like there's a good system here. The enemies have a good variety so far, and I enjoyed myself in just 4 hours way more than I have for demos of some deckbuilders I've tried such as Wildfrost. The remaining 40-30% that they need to do? Making the framework more robust and fleshed out by getting the balance in place. There's currently too few ways to manage a few specific things such as RNG on upgrades, deckslots, and healing. You can guide your upgrade path to soften one of these but based on my four hours you cant reasonably do ALL of them. If you dont get good RNG on upgrades you may autolose to a boss or take a massive health hit. If you get bad RNG on upgrades for attack cards you may not be able to handle some enemies. Healing has only minor mitigation factors without some good RNG on upgrades, and focuses more on alpha striking enemies before they can hurt you. All this is smoothed out in balance after you have the framework set up. Again though, only four hours playtime! But I'm really liking what I see. And a side suggestion if the devs read, dont be afraid to really make the Slorfs have some monstrous-animal style dialogue in their text bubbles! Growl, mya, mewls, etc. They look like lil beasts and making them endearing little things with their behavior could be worth writing! Go take a peek at Ring of Pain for example, for a roguelite with a good theme to its character Owl, that gives them an interesting personality. It goes a long way!
Almost 5 hours in game I gotta say if you're on the fence about pick this game up here is a small video https://www.youtube.com/watch?v=ilAWf-sLHlk talking about the game an what to expect after purchase. It's a fun Survival Card game having the two creatures become one life if either one dies the game is over. Having to craft better cards for your personal deck then having to worry about crafting tools or Quality or life furniture for your camp. It's very pleasant to look at from the art style with the mechanics are easy to understand but hard to master. It's worth checking out.
Related
Related
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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