r/deckbuildingroguelike

▲ 8 r/deckbuildingroguelike+2 crossposts

I'm making a survival horror roguelike deckbuilder called Zombie Crawlers. Here is the first trailer--I'd love to hear your feedback!

Zombie Crawlers takes inspiration from Resident Evil, Slay the Spire, and of course, Vampire Crawlers! My friend and I just got done making the first build and we're excited to share it and see what people think.

We'd love to hear any feedback you have--since it's very early in development, you could really help us shape the game going forward!

If this game interests you, please wishlist it on Steam! https://store.steampowered.com/app/4710690/Zombie_Crawlers/

u/Beedrill92 — 1 day ago

Our grimdark scifi deckbuilder Voice of Belldona has launched in Early Access

Hey everyone!

We’re the indie team behind Voice of Belldona, and today we’re launching our game into Early Access on Steam.

It’s a hand-drawn anime roguelike deckbuilder where you play as a goddess searching for her lost memories in a grimdark sci-fi world.

The game focuses on:

  • Buildcraft deckbuilding and broken combo experiments
  • Monster Train-inspired boss fights
  • A darker seinen anime / sci-fi religious horror atmosphere

We know deckbuilders can be hard to explain quickly because a lot of the fun comes from discovering synergies mid-run, but we really wanted to make something for players who enjoy pushing a deck until it either completely breaks the game… or collapses beautifully because of one terrible draw.

Early Access includes 120+ cards, 50+ blessings, tactical ally positioning, multiple areas/enemies, and story events. We’ll keep improving balance, localization, and content based on player feedback.

Releasing into Early Access is honestly terrifying, but we’re excited to finally put the game in front of more roguelite and deckbuilder players.

If you check it out, we’d love to hear what you think especially about the combat pacing, summon system, and build variety.

▲ 7 r/deckbuildingroguelike+1 crossposts

Satori card face update: classic suits vs custom suits

Hey everyone,

We’ve been working on a visual clarity update for Satori, our solitaire-inspired roguelike card game.

One thing we noticed from feedback is that the original custom suits gave the game a stronger identity, but they could also make the first-time experience harder than it needed to be. Players already have to learn the scoring rules, trial modifiers, card effects, and combo system, so asking them to also learn unfamiliar suits at the same time might have been adding too much friction.

Because of that, we’ve added a new card face option with more familiar classic-style suits and clearer readability.

The custom Satori card faces are still available, but we’re thinking of making the classic faces the new default, especially for new players. The goal is to make the game easier to understand at a glance while keeping the more stylized version as an option for players who prefer the original look.

Here’s a comparison between the current custom look and the new classic-style card faces.

We’d love some honest feedback:

Do the classic card faces make the game easier to read?
Should they become the default?
Or does the custom suit style feel more unique and worth keeping as the main presentation?

You can check out more screenshots and the game here:
https://store.steampowered.com/app/4595670/Satori/

Thanks again to everyone who has been giving feedback. These small clarity changes really help us make Satori better.

u/No-Description-912 — 3 days ago
▲ 1 r/deckbuildingroguelike+1 crossposts

AI Apocalypse: Turn Based Roguelike Deckbuilder Where You Fight to Save Reality Itself

The thing that bugs me about most deckbuilders is that builds plateau. You find a synergy early, it carries you through the midgame, and then late encounters just become "do I have enough damage to outpace the HP bloat." The scaling stops being interesting.

AI Apocalypse has nine build paths — bleed, poison, burn, multi-hit, pierce, big hits, shield offense, armor/thorns, debuff control — and every single one is designed to snowball. When you pick up cards, the game tracks what you're building and weights future rewards toward your path. Every card has a base version, a + upgrade, and a ++ upgrade, so the cards you commit to early become genuinely powerful by late game. Six gear slots stack conditional effects on top of that. The goal is that by Act 3, your build should feel like a machine you designed, not a pile of cards you collected.

Where it gets interesting is when paths collide. Pick up a multi-hit card in a bleed deck and suddenly every hit applies bleed stacks — four hits, four stacks, then a finisher that consumes all of them for massive burst damage. Run debuff control alongside big hits and you're stacking Vulnerable on the enemy before dropping your heaviest card with bonus damage per Vuln stack. Shield offense plus armor/thorns turns your defense into your win condition — you're punishing enemies for attacking you while converting shield into damage. These aren't prebuilt archetypes. They emerge from the cards and gear you find, and the best runs are usually the ones where you discover a combination that wasn't planned for.

But you're never locked in. The game nudges rewards toward what you're building, but splash a burn card into a poison deck and see what happens. There are no trap options — every path has a real endgame, and the hybrids sometimes outperform the pure versions.

On top of the build system, there's a stance and distance layer that keeps individual turns tactical. Each turn you lock into Front, Mid, or Back stance before playing cards, and enemies sit at Close, Mid, or Far range — your weapon type determines actual damage at each distance. So even with a fully scaled build, the turn-by-turn decisions stay interesting.

Three weapon classes with different starter decks, three full acts, three difficulty tiers. Small indie team — we built this because we wanted a deckbuilder that felt as good in the last encounter as the first.

Launching into Early Access June 16.

Steam page: https://store.steampowered.com/app/4652030/AI_Apocalypse/

Happy to talk build design or any of the systems.

u/gamersanonymous — 3 days ago

LAST EMBER, first tutorial of our deckbuilder, would love some feedback before I go deeper.

hey, been working on this with one other person for a while.

the game's called LAST EMBER. dark fantasy deckbuilder

where your cards summon dinosaurs, and two of the same kind

fuse mid-fight into a bigger one.

clip is the tutorial we just got working end to end. cards,

block, summoning, fusion, signature skill, all in about 58

seconds.

would love a read on:

does the fusion moment actually land, or does the second

raptor just look like it disappeared?

block in our game soaks DoT too, not just direct damage.

feels natural to me but i've stared at it too long.

anything in the UI that looks rough?

https://dash-deploy.com/

thanks, will be in the comments.

u/mintae818 — 3 days ago

Humble Deckbuilding Bundle

Great time to pickup Wildfrost if anyone hasn't already played it. Not sure how great the other games are but if anyone has tried them please share your experience.

humblebundle.com
u/atruong511 — 4 days ago
▲ 5 r/deckbuildingroguelike+1 crossposts

Renegades - Deck building meets RPG

Hi, I'm the developer behind Renegades, a new indie deck building and RPG hybrid.

I've been a fan of deck building games and RPG mechanics for as long as I've been gaming, and I'm super excited to share my creation. Happy to receive any form of feedback or requests. 😄

u/Arinas82 — 7 days ago
▲ 15 r/deckbuildingroguelike+2 crossposts

Looking for PC playtesters for my deckbuilder - Adventurer's Hand (Development name)

Hey everyone !

I have been working on a deckbuilder game in pixel art style. I am currently looking for some Early Alpha testers who have played deckbuilders like Slay the Spire, Across the Obelisk etc. in the past and are interested in giving some serious and honest feedback. It is still quite early in development so expect some rough edges and a few bugs. This is basically round 2 of testing since I made quite a lot of changes.

How it works:

  1. Join my Discord: https://discord.gg/9uBzWgqdER
  2. You will find a link in the playtest-info channel
  3. Simply play the game as much as you like
  4. Leave feedback by pressing the feedback button once you think you are done and fill out the questionnaire
  5. Additionally you can also post feedback in the feedback channel

That's basically it!

Please let me know if you are interested by joining and writing in the channel.

Cheers,
Jinvira

u/Jinvira — 8 days ago

Deckbuilding Roguelite - Cardslinger. What do you think of the card art? We're quite proud!

This is a sample of some of cards for our game. What do you think of the cards, would you like looking at them for hours on end?

We've tried going for an old western comic book art style for the cards and we think that shows and is readable.

Hope you like it!

u/dudefromCAPSLOCK — 8 days ago

I’m trying to make bosses that force build changes (not just bigger Targets)

Even though dice are random, the goal is to let you *manage luck* through builds (tokens/Jokers), and chase that “broken combo” feeling.

This clip shows a quick run flow: a couple rounds → boss fight → shop decisions.

Bosses/events are meant to act like “build checks” you’re supposed to adapt your setup, not just brute force it.
What kind of boss modifiers do you enjoy in roguelites?

Demo coming late May.
Steam page

u/phantomscriptstudio — 7 days ago

Into the Crypt - 3D deckbuilder - Demo updates and insight!

I wanted to share the current state of my 3D first-person deckbuilder called Into the Crypt.

The demo dropped a week ago:
Into the Crypt demo

You get to play as Berserker and explore the first depth of the Crypt, all content in the first depth are available to explore, and the Berserker cards as well (although rarer cards are mostly found later in the game).

Stats since demo drop:

  • Wishlist count grew by roughly +1500 (70 to 100 WL per day roughly since demo release, each day consistently at the time of this posting).
  • 2830 demo downloads
  • Mostly positive reviews
  • Average playtime: 45 minutes
  • Highest player count at one time: 210
  • Several players clocked in at over 10 hours. Replayability is high!
  • Lots of support, feedback, Twitch streams and YouTube videos being posted which is thrilling to see.

I'm also updating the demo regularly as the base game updates (5 minor to major patches since last week), as I really want players to experience the game as it was meant to be experienced, full game or otherwise.

Thank you for checking it out, and I hope those that haven't experienced it yet would give it a try to see that its not 'just another deckbuilder'.

Join the Discord as well if you wish, happy to have community involvement!

Thoughts, comments, appreciated as always.

youtube.com
u/megaglope — 6 days ago

Contested Space - Station Combat

I just wanted to post this quick GIF showing stations attacking in my upcoming game Contested Space, a deckbuilder with Slay the Spire style runs, and a Star Realms style trade row(a rotating market you draft from mid-combat). Some of the sprites are still placeholders, but I think it's looking solid. Message me if you're interested in joining the Discord, the Steam page will likely be up in a few weeks and I'll post again when it is.

https://i.redd.it/d7ek19uzf61h1.gif

reddit.com
u/Salientsnake4 — 7 days ago
▲ 25 r/deckbuildingroguelike+7 crossposts

I made a roguelike where every turn is just “Higher, Lower, or Equal” — but jokers slowly break the rules. Does this look readable?

I’m working on a cozy card roguelike built around a very simple decision: predict whether the next card is higher, lower, or equal.

The twist is that jokers modify the odds, scoring, and risk. Some reward safe play, some push you into stupid bets.

I’m trying to make it feel less like pure luck and more like “how much information can I squeeze out before betting?”

Does the core loop look clear from this clip?

u/emrenes1 — 9 days ago

Triad: Bored of roguelites, I want my old card games back with some modernity

Feels like every card game released the last few years is a roguelite. I'm not blaming anyone: the loop sells, it works, and I liked playing those.

I just want to collect again, without having to invest $ or taking it too seriously. I want to open a pack and slot the card into a deck I'll still own next week. I want my deck to belong to me for the long run, not restart from scratch and lose my combos.

So I spent three years building Triad.

The closest reference point is Hearthstone Mercenaries, but gameplay is actually pretty unique. Your deck lives in your collection. You take it through a story-driven campaign. It grows during each game, but always resets to base state.

Hand-crafted adventures with hand-crafted stories, no procedural.

Inside a match, the depth comes from three things you're juggling at once.

- Your three heroes equip items that unlock new spell cards mid-fight.

- Quest cards sit on the board and advance every time you spend a matching resource type, so what you cast is also what you're progressing. Cards you can't afford yet hide in Archives and shuffle back the moment your resources catch up: no dead draws

- Prioritize quests (ramp) or enemy damage (aggro)

Four elements, many more playstyles, and possibility to mix them.

Steam page went live yesterday: https://store.steampowered.com/app/4644230/Triad_Elemental_Saga/

----

I'm a solo dev: brutally honest feedback is the most useful thing you can give me right now. Be mean ;)

Disclaimer: I used AI for some of the illustrations & cinematic scenes.

u/PapyMoujot — 9 days ago
▲ 99 r/deckbuildingroguelike+4 crossposts

The Deckbuilders Fest and Into The Grid's discount ends today! Join us and try the new metaprogression update! 🦾

u/Doudens — 11 days ago