Game review
Raccoons to Riches
7.5 / 10
- Developer
- Secret Scroll Software
- Publisher
- Secret Scroll Software
- Released
- 20 July 2026
- Platforms
- Windows, Linux
- Genre
- Non-Combat Roguelike Deckbuilder
- Monetisation
- One-time purchase, no in-app purchases
- Players
- Single-player
The short version
Raccoons to Riches takes the deckbuilding roguelike formula and swaps its central verb: instead of playing cards to defeat enemies, you're selling them to customers, and every card permanently leaves your deck the moment it's sold unless you've upgraded it to be restockable. That single change ripples outward into genuinely distinct tension — every sale is a small bet about whether an item is worth more now or after another day of upgrading — and reviewers consistently describe it as a rare deckbuilder that actually feels themed around its premise rather than reskinned combat. It's not without gaps: meta-progression between runs is minimal by design, and at least one reviewer found the replay pull weaker than the genre's best. But for around seventeen New Zealand dollars, a well-tuned difficulty curve, charming hand-drawn raccoon art, and a genuinely novel mechanical hook make this an easy recommendation for deckbuilder fans looking for something that isn't just Slay the Spire with a new coat of paint.
Biggest strengths
- The core conceit of selling cards instead of playing them for combat is described by reviewers as genuinely novel and well-integrated into the mechanics rather than a surface theme, with permanently losing a sold item unless it's upgraded to be restockable creating real moment-to-moment tension
- Reviewers who have played widely in the roguelike deckbuilder genre single this out as a rare example that finds a real mechanical identity distinct from its Spire-like influences, thanks to its shopkeeper framing
- Shop decorations, customer "builds" that let players shape who walks through the door, and random events give runs enough variation that several reviewers describe genuine strategic depth despite the game's modest scope
Biggest weaknesses
- There is little to no carryover between runs, and at least one reviewer explicitly wishes for some small form of meta-progression to soften the sting of a harder run, though this appears to be an intentional design choice rather than an oversight
- Long-term replayability is flagged by at least one reviewer as a personal weak point, describing the game as very much worth its price without necessarily being a title they'll return to indefinitely
- The English-language Steam review sample for this title is small, meaning the overwhelmingly positive reception so far comes from a modest and self-selected group of early adopters rather than a broad cross-section of players
Who it's for: Deckbuilder and roguelike fans looking for a fresh, non-combat spin on the genre's familiar systems, especially those drawn to cozy or shopkeeper-themed games
Our recommendation: A confident buy at its price point for anyone who likes deckbuilders or shopkeeper sims; go in expecting a tightly-tuned single-run loop rather than deep meta-progression
7.5 / 10
Selling instead of slaying
Raccoons to Riches takes a genre built almost entirely around combat and removes the combat entirely. Players run a small item shop staffed by a raccoon shopkeeper, building a deck not to defeat enemies but to sell to a rotating cast of customers while making a weekly rent payment. The premise sounds like a light reskin at first glance, but reviewers consistently describe it as something more substantial: the shop framing isn't decoration layered over familiar Spire-like mechanics, it's the mechanics. Cards representing items are permanently removed from your deck the moment they're sold to a customer, unless they've first been upgraded into a restockable form — a single rule that reframes every decision in the game. Do you sell an item now for guaranteed income, knowing it's gone for good? Do you hold and upgrade it for a bigger eventual payout, risking a slow week if customers don't show up wanting what you're holding? One detailed reviewer specifically credits this dynamic with making the game feel like an authentic simulation of shopkeeping pressure rather than combat math wearing a shop's clothing, and it's the throughline nearly every review returns to.
That central hook is supported by a reasonable amount of surrounding variety. Shop decorations double as modifiers and visibly change the shop's appearance, giving cosmetic and mechanical customization the same visual payoff. A system that lets players effectively "build" the customer base they'll encounter — leaning into big spenders, bulk buyers, or picky specialists — mirrors deck archetype planning from more traditional deckbuilders, but applied to who you're selling to rather than what you're fighting. Random events layer additional variance into the mix without derailing runs, and reviewers describe good balance between complexity and approachability, aided by a clear tutorial and a well-designed tooltip system that a card game this mechanically unusual clearly needs. One reviewer, comparing it favorably to the broader field of card-based roguelites, notes that Raccoons to Riches is one of the few in the genre that feels like it could plausibly exist as an actual tabletop card game rather than a purely digital construct.
A tight loop with a light meta-layer
Where the reviews diverge slightly is on long-term staying power. The moment-to-moment loop of managing stock, timing sales, and hitting weekly rent goals is consistently well-liked, and difficulty scaling is described as fair even at the hardest settings — reviewers report satisfying, earned wins rather than arbitrary difficulty spikes. But meta-progression between runs is intentionally minimal, and at least one reviewer explicitly requests some small carryover between attempts to take the edge off a tough loss, framing it as a personal wish rather than a flaw in the design as built. A separate reviewer is more direct about the game's ceiling, noting that while it's easily worth its asking price and mechanically distinct enough to recommend, they don't personally expect it to hold their attention indefinitely the way genre heavyweights sometimes do. It's worth noting that the pool of English-language reviews for this title remains small, so this reception, however consistently positive, reflects an early and self-selected audience rather than a broad verdict.
A smaller, more practical complaint surfaces from newer players to the genre's resource-loop conventions: the requirement to continually restock items sold to customers isn't always obvious early on, and at least one reviewer describes narrowly avoiding a missed rent payment after not immediately grasping that their shelves needed active replenishing rather than managing themselves. It's a minor onboarding gap rather than a design flaw, but worth flagging for anyone going in without deckbuilder-genre expectations already in place.
What the achievement data shows
Steam's global achievement percentages back up the reviews' description of a fair but genuinely escalating challenge curve. Early milestones tied to core mechanics — juggling multiple customers, hitting rock-bottom prices, making a first rent payment — sit in the 65-75% range, confirming the opening runs land smoothly for most buyers. Completion for winning a run at the base difficulty sits at a healthy 48.5%, but that figure drops steadily and substantially across the game's five difficulty tiers, bottoming out at just 5.9% for a win at the hardest level. That's a textbook roguelike difficulty curve — approachable at the entry point, meaningfully harder at the top — and it corroborates reviewer reports that the game rewards mastery honestly rather than gating higher difficulties behind unfair spikes.
The haggling layer
One detail worth calling out on its own is how much strategic texture comes from the game's haggling and pricing systems, which several reviewers describe as some of the most satisfying moments in a given run. Rather than items simply selling for a fixed value, players can talk customers up or down depending on the item, the customer's disposition, and how the shop has been built out, and more than one reviewer specifically enjoys the feeling of dressing up a low-value piece of junk to sell for a wildly inflated price to the right kind of buyer. That systemic flexibility is part of why the shopkeeper framing reads as more than skin-deep: the fantasy of knowing your inventory and your customers well enough to maximize a sale is mechanically real, not just narratively implied, and it's a big part of why reviewers who've bounced off more combat-driven deckbuilders in the past describe this one clicking for them instead.
Final verdict
Raccoons to Riches earns its warm reception by doing something genuinely uncommon in a crowded genre: building a roguelike deckbuilder around a mechanic — selling, not fighting — that changes what tension in the genre actually feels like, and following through on that idea with real mechanical depth rather than treating it as a gimmick. Its meta-progression is thin by design, and it may not be the deckbuilder that keeps players coming back for hundreds of hours the way some genre staples do, but at its price point, with a fair difficulty curve and a genuinely novel hook, it's an easy recommendation for anyone looking for a change of pace within a very familiar genre.
Pros and cons
Pros
- The core conceit of selling cards instead of playing them for combat is described by reviewers as genuinely novel and well-integrated into the mechanics rather than a surface theme, with permanently losing a sold item unless it's upgraded to be restockable creating real moment-to-moment tension
- Reviewers who have played widely in the roguelike deckbuilder genre single this out as a rare example that finds a real mechanical identity distinct from its Spire-like influences, thanks to its shopkeeper framing
- Shop decorations, customer "builds" that let players shape who walks through the door, and random events give runs enough variation that several reviewers describe genuine strategic depth despite the game's modest scope
- The tutorial and card tooltip system are called out as clear and well-designed, making a mechanically unusual premise easy to pick up even for players new to the genre
- Difficulty scaling is described as fair and rewarding even at the hardest settings, with achievement data showing a steady, sensible drop-off across the game's five difficulty tiers rather than a sudden wall
Cons
- There is little to no carryover between runs, and at least one reviewer explicitly wishes for some small form of meta-progression to soften the sting of a harder run, though this appears to be an intentional design choice rather than an oversight
- Long-term replayability is flagged by at least one reviewer as a personal weak point, describing the game as very much worth its price without necessarily being a title they'll return to indefinitely
- The English-language Steam review sample for this title is small, meaning the overwhelmingly positive reception so far comes from a modest and self-selected group of early adopters rather than a broad cross-section of players
- New players unfamiliar with resource-loop deckbuilders can be caught off guard by the requirement to keep restocking items to replace what's sold, with one reviewer describing narrowly avoiding a rent shortfall from not realizing this early on
- Achievement data shows only about 6% of players have won a run at the game's hardest difficulty tier, meaning the deepest test of the game's systems is being experienced by a small fraction of an already modest playerbase