Game review
Bearly Brave
7 / 10
- Developer
- Barbaric Games
- Publisher
- Barbaric Games, Mecrew Games
- Released
- 15 December 2025
- Platforms
- Windows, macOS, Linux
- Genre
- Roguelike Deckbuilder
- Monetisation
- One-time purchase. No in-app purchases or DLC at time of writing.
- Players
- Single-player only
The short version
Bearly Brave puts the player in control of Toby, a gentle teddy bear forced into a brutal, after-hours toy shop tournament to determine which bears earn a spot on the shelf and which get discarded. It layers turn-based combat, card and patch collection, and combo-chasing damage numbers on a formula reviewers repeatedly compare to Slay the Spire and Balatro, while insisting it stands on its own thanks to a distinctive patch-placement and inventory system. Reception is strongly positive, but a vocal minority of reviewers who initially recommended the game later walked that back, citing a punishing difficulty curve and achievement-gated unlocks that leave players stuck with the same starting deck for far too long.
Biggest strengths
- The combo-driven combat system, built around card and "patch" placement rather than just raw stat stacking, is repeatedly singled out as fresh and satisfying even by reviewers who compare it unfavourably to its genre inspirations elsewhere
- The contrast between the game's soft, plush-toy art style and its genuinely dark, "Toy Story by way of Fight Club" premise draws consistent praise for its presentation and sense of humour
- With over fifty skill cards, sixty-plus weapon cards, a hundred-plus patches, fifteen difficulty levels, and an Endless Mode, reviewers who push past the early frustration describe a genuinely deep, combo-rich system underneath the cute exterior
Biggest weaknesses
- Unlocking new starting decks and characters is tied to in-game achievements that several reviewers call "stupidly tedious," leaving players stuck replaying the same deck for many hours before seeing meaningful variety
- Multiple reviewers who initially left positive reviews later revised them downward after more playtime, citing punishing boss and enemy design that specifically counters the most obvious, fun deck archetypes
- Some reviewers report technical issues at launch, including input lag when managing large hands of cards and intermittent stutter when clicking cards or items
Who it's for: Fans of Slay the Spire, Balatro, or other combo-driven roguelike deckbuilders who don't mind a steep, sometimes unforgiving difficulty curve. A poor fit for players who want a relaxed, low-stakes card game or fast access to a wide variety of decks early on.
Our recommendation: A strong, distinctive debut deckbuilder that rewards persistence, but go in expecting real difficulty and a slow drip of new decks rather than an easygoing, cozy card game despite the plush-toy theming.
7 / 10
Bearly Brave puts the player in the stuffing of Toby, a gentle teddy bear pulled into a sadistic, after-hours tournament run by the toy shop's shopkeeper Boris, where teddy bears fight to determine their place on the shelf, and therefore their odds of ever finding a forever home. Structurally, it's a turn-based roguelike deckbuilder: the player assembles a deck of weapon and skill cards, equips consumable candies and body-covering patches, and fights through a rotating cast of toy-shop enemies and bosses, building toward increasingly absurd one-hit damage numbers along the way. Developed by debut studio Barbaric Games and published alongside Mecrew Games, it released as a full, non-Early-Access title on 15 December 2025, for Windows, macOS, and Linux, priced at US$9.99.
Balatro and Slay the Spire's bones, a different set of muscles
Reviewers reach for the same two comparisons almost universally: Slay the Spire and Balatro. One reviewer captures the sentiment concisely, writing that the game "gives you the vibes of StS and Balatro but doesn't actually rely fully on the bones of either." Central to that distinction is the game's patch system, a form of equipment placement that several reviewers single out by name as genuinely novel, alongside a combo mechanic built around card and item positioning rather than pure stat accumulation. One reviewer who has played extensively across the genre calls the patch-and-artifact management "really fun" and says dealing with patch placement specifically is "interesting" in a way that sets the game apart from its clearest influences. Another long-time card-battler fan places it in their personal top ten, praising the game's "design," "card variety," and the overall "feel" of its combat.
The tonal contrast between the game's presentation and its content draws its own consistent praise. One reviewer describes it as "one heck of a collaboration between Winnie The Pooh and Fight Club," while another simply calls the sight of "extracting the filling" from an enemy teddy bear with each combo hit "superb." That combination of cute, plush-toy art direction and genuinely brutal underlying mechanics appears to be the game's clearest hook, repeatedly cited even by reviewers who have other complaints about the experience.
A difficulty curve that turned some early fans into skeptics
The most consequential criticism in the review pool isn't about the combat system itself, but about how the game gates access to it. Several reviewers report that unlocking new starting decks and characters is tied to specific in-game achievements rather than simple progress, leaving players stuck replaying largely the same early deck for many hours. One reviewer calls this system "obnoxious" and says it means "you're stuck with the same deck for way too long," adding that the fights and bosses feel specifically designed to punish the most obvious, fun-looking card archetypes, sometimes actively baiting players toward builds that don't actually work. Notably, that reviewer explicitly states they don't hate the game, but doubts "most people" will enjoy it "unless they really are masochists."
That frustration shows up in a pattern worth flagging directly: multiple reviewers describe revising their initial, positive impressions downward after logging significantly more hours. One reviewer states outright that their "initial review of this game was positive," but after more time with the game and its Discord community, they could "no longer in good faith recommend it," despite still finding parts of it fun, specifically praising the patch and artifact systems while ranking the overall package near the bottom of the many deckbuilders they've played. That reviewer's core complaint isn't the challenge itself so much as feeling that the more advanced tools needed to overcome it are locked behind the very grind the difficulty makes tedious.
Steam's own achievement data corroborates the shape of that difficulty curve. Of 28 tracked achievements, the most common sits at 98.9% of players, almost certainly an early tutorial milestone, but the numbers fall off sharply after that: the next-most-common achievement sits at just 50.8%, and by the tail end of the list, several achievements sit below 2% of the overall player base. That's a considerably steeper drop-off than titles with a more forgiving early curve, and it lines up closely with reviewers' own accounts of a normal-difficulty run that can take many attempts, and many hours, before a single victory.
Fifteen difficulty levels and an afterlife called Endless Mode
For players who push through the early grind, reviewers describe a genuinely large amount of content on the other side of it. The full card pool spans more than fifty skill cards and sixty-plus weapon cards, layered with over a hundred patches that modify how those cards interact, and the game offers fifteen separate difficulty levels called "Bear Levels" for players who want to keep raising the stakes on a deck they've already mastered. One reviewer who stuck with the game long enough to clear its higher difficulty tiers describes the escalating combo potential as the real payoff, saying the game "opens up" once a player has enough patches and cards unlocked to start building around a specific damage-scaling strategy rather than just surviving fight to fight.
Endless Mode, unlocked after finishing a full run, lets players keep going past what would otherwise be the credits, fighting progressively tougher palette-swapped enemies for as long as they can survive. Reception to it is more mixed than the core campaign: a few reviewers who reached it describe the mode as a satisfying victory lap that finally lets a fully-built deck show what it can do, while others found it anticlimactic, noting the game offers no story beat, cutscene, or acknowledgment of the loop closing, just harder numbers on the same enemies. Combined with reviewer reports that the strongest one or two deck archetypes tend to dominate once discovered, this leaves the game's true long-term replayability resting more on the climb to unlock everything than on infinite variety once everything is unlocked.
The developer's post-launch patching gets specific credit here too. Several reviewers note that Barbaric Games added an Easy Mode difficulty option and clearer in-fight tooltips explaining patch and card interactions after players raised concerns about the game's initial approachability, a responsiveness that at least one reviewer cites directly as the reason they came back to a game they'd initially bounced off of.
Final verdict
Bearly Brave is a confident, distinctive first release from Barbaric Games, wrapping a combo-driven, patch-placement deckbuilder around a toy-shop premise that's equal parts cute and unnervingly grim. Reviewers overwhelmingly praise its combat depth and presentation, but a significant minority found the road to that depth, gated by tedious achievement-locked unlocks and boss design that punishes obvious strategies, frustrating enough to walk back their initial enthusiasm. Recommended for deckbuilder fans who want a genuine challenge and are willing to stick with a single starting deck for a while before the game opens up.
Pros and cons
Pros
- The combo-driven combat system, built around card and "patch" placement rather than just raw stat stacking, is repeatedly singled out as fresh and satisfying even by reviewers who compare it unfavourably to its genre inspirations elsewhere
- The contrast between the game's soft, plush-toy art style and its genuinely dark, "Toy Story by way of Fight Club" premise draws consistent praise for its presentation and sense of humour
- With over fifty skill cards, sixty-plus weapon cards, a hundred-plus patches, fifteen difficulty levels, and an Endless Mode, reviewers who push past the early frustration describe a genuinely deep, combo-rich system underneath the cute exterior
- The developer has been responsive to player feedback, with reviewers specifically noting the addition of an Easy Mode and improved in-fight tooltips after launch
Cons
- Unlocking new starting decks and characters is tied to in-game achievements that several reviewers call "stupidly tedious," leaving players stuck replaying the same deck for many hours before seeing meaningful variety
- Multiple reviewers who initially left positive reviews later revised them downward after more playtime, citing punishing boss and enemy design that specifically counters the most obvious, fun deck archetypes
- Some reviewers report technical issues at launch, including input lag when managing large hands of cards and intermittent stutter when clicking cards or items
- A few reviewers who reached the later game describe run variety flattening out once the strongest builds are discovered, and found Endless Mode specifically anticlimactic without any story-ending cutscene