Aotenjo: Infinite Hands
Balatro, but the deck is a mahjong wall Aotenjo: Infinite Hands takes the roguelike deckbuilding formula Balatro popularised — a run-based structure built around escalating scoring
6 / 10
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335 Cards & Deckbuilding games reviewed and scored, best first.
335 reviews
Balatro, but the deck is a mahjong wall Aotenjo: Infinite Hands takes the roguelike deckbuilding formula Balatro popularised — a run-based structure built around escalating scoring
6 / 10
A Banner Saga-inspired tactical RPG whose launch-era combat system was so widely and specifically criticised that the developer rebuilt it from scratch six years later — a rare case where a genre's most common complaint about a game was actually addressed, even if the reworked result still lands as Mixed for new reasons.
6 / 10
Blackjack, but the dealer is trying to kill you Blackjack Descent takes the "horror gambling roguelike" formula popularized by games like Buckshot Roulette and Cloverpit
6 / 10
A grim, Lovecraftian medieval deckbuilder with a genuinely fresh premise — you're a barber-surgeon protecting corrupted villagers rather than a warrior slaying monsters — and art direction reviewers repeatedly compare to Inscryption and Darkest Dungeon, undercut by a cross-camp consensus that runs feel repetitive and same-y, convoluted writing, and real stability bugs including reported soft-locks.
6 / 10
A Tabletop Roll Wrapped Around a Card-Battle Roguelike Boardlike is a solo project from developer Bozz that spends almost a year in public development before landing at 1.0 on Sept
6 / 10
A promising fusion of FTL, Slay the Spire and Into the Breach that entered Early Access in September 2024 and remains there today, with real balance and RNG-punishment complaints from deeply invested fans set against a genuinely active, recently restructured development push toward a 1.0 launch.
6 / 10
FTL meets Slay the Spire, with a train doing the fighting Break Siege asks a genuinely interesting design question: what happens if you take the branching, node-based map structure
6 / 10
A card-creation simulator that lets you build your own roster of characters, complete with families, rivalries, pets and elemental tournament battles, drawing praise from a tiny early audience for its worldbuilding depth while one detailed reviewer argues the actual battle system doesn't yet live up to everything else surrounding it.
6 / 10
A tactics-and-deckbuilding hybrid from Way of the Samurai developer ACQUIRE that launched with a genuinely broken design decision — one shared deck powering an entire mismatched squad — patched into something more coherent within days, though a premium price and additional paid character DLC still leave reviewers split on value.
6 / 10
A dark-fantasy hex-tactics roguelite with genuinely deep, widely praised strategic mechanics, undercut by frequent, specifically reported crashes, a broken or exploitable enemy AI, and a thin tutorial that leaves several reviewers guessing at core systems.
6 / 10
A dice-rolling roguelite dungeon crawler with a genuinely clever core hook and 35-plus playable heroes, undercut by a review sample that repeatedly and specifically argues its balance and strategic depth don't hold up much past the first few runs.
6 / 10
An autobattler roguelike whose central hook — your character becomes the boss the next contender must defeat — is, by near-unanimous reviewer agreement, both the most interesting idea in the genre in years and the exact mechanic actively punishing players for playing well.
6 / 10
A card-based dungeon-crawler roguelike that graduated from itch.io to a full Steam release, earning a Mostly Positive reception for its relaxed pace, character variety and atmosphere, while a vocal minority reports a thin tutorial, shallow combat depth and balance issues that tip from challenging into frustrating.
6 / 10
A solo-developer fantasy deckbuilder with an enormous amount of races, classes and customization options — beloved by players who sink hundreds of hours into it, and picked apart in detail by a substantial minority who find the complexity dressing up a shallow, repetitive card game.
6 / 10
A Fourth Consecutive Launch With No Reviews to Cite Fallen Isekai released on Steam on 18 August 2026, and despite being on sale for over a month by the time of writing, it still h
6 / 10
A free, open-source wild-west deckbuilding roguelite with a genuinely clever revolver-loading twist on the Slay the Spire formula, held back by persistent crashes, a punishing early difficulty curve, and thin post-launch support that has since given way to a full "Reloaded" successor.
6 / 10
A genuinely inventive card-based dungeon crawler where you build the dungeon instead of controlling the hero, whose core repetitiveness complaint has recurred consistently across a decade — including in reviews posted well after a full "Ultimate Edition" relaunch meant to address exactly that criticism.
6 / 10
A cheap, unabashedly Legend of Mir-flavoured idle RPG from solo Chinese developer okyakusama, built around a three-class autobattling party, an enormous rebirth ladder, and a near-total absence of real-money spending.
6 / 10
A faithful digital adaptation of the cooperative tabletop dungeon-defense game, letting one to four players run the monster side of the dungeon, praised for its charming art and asymmetric monster roles but held back at launch by co-op connection bugs and an under-explained tutorial.
6 / 10
Game Freak's non-Pokémon RPG turns turn-based combat into a card-and-board hybrid with a Toby Fox soundtrack — a genuinely inventive idea its critics found charming but undercooked, and whose belated 2020 PC port shipped, almost unbelievably, without a fullscreen option.
6 / 10
A charming card-based route-planning puzzle from Gamedev.js Jam 2024 — drag movement cards to plot a robot's path around a grid — let down on phones by severe letterboxing and a core drag interaction this review could not get to register through repeated real-touch testing.
6 / 10
Slay the Spire meets Clash Royale, from the studio that would go on to make Palworld — a chaotic, likeable real-time card-and-tower-defense hybrid whose four-year abandonment and eventual, developer-explained revival is as much the story here as the game itself.
6 / 10
A swashbuckling roguelike deckbuilder sequel that layers a genuinely inventive card-merging upgrade system onto its predecessor, undercut early in Early Access by a save-corruption bug and a turn-counter management system that splits its own returning fans.
6 / 10
MuHa Games' Project Afterfall, formerly Project Thea, carries the beloved Thea series into a Slavic-folklore retro-future wasteland, entering Early Access on 20 November 2025 to a Mostly Positive reception split between newcomers drawn to its immersive world and deck-based combat, and longtime Thea 1 and 2 fans who describe its writing, combat depth and length as a step down, compounded by a repeated complaint about the developer's disclosed use of AI-assisted text tools.
6 / 10