Game review
Wild City Review
7.2 / 10
- Developer
- Monka Studios
- Publisher
- Catoptric Games
- Released
- 27 April 2026
- Platforms
- ["Windows", "Mac"]
- Genre
- Strategy
Cards Are Animals, Animals Are Politics
Wild City takes the deckbuilding roguelike template popularized by Slay the Spire and, more recently, Balatro, and swaps the usual fantasy trappings for an ecosystem built entirely out of plants, animals, and insects. Instead of a grid of enemies to fight, the player places cards onto an expanding hexagonal board where a wolf eats a rabbit, a flower attracts pollinators, and a chain of synergies quietly compounds into an enormous score. The framing device — campaigning to become Mayor of Wild City, complete with Protests and Boss Fights that scramble the board's rules mid-run — is more window dressing than mechanical throughline, but reviewers consistently praise how naturally the ecosystem theme maps onto the genre's usual combo-chasing structure. One reviewer distilled the pitch as tightly as possible: "It's like Slay the Spire with guns, no wait... with animals and ecosystems." With 400-plus cards to discover across the full release and 67 Steam reviews landing at 87% positive, Wild City has clearly found its audience among deckbuilder regulars looking for a fresh skin on a proven formula.
A Hex Grid That Rewards Real Planning
What separates Wild City from being just another combo-counter roguelike is the positional layer the hex grid adds on top of the usual deckbuilding math. Cards don't just exist in a hand to be played in sequence — they have to be placed adjacent to the right neighbors to trigger their effects, turning each turn into a genuine spatial puzzle rather than a straightforward numbers exercise. Reviewers who came in skeptical of deckbuilders specifically call out how quickly the game clicks despite that added complexity, with one writing that "it took me around 30 minutes to start enjoying this one while Inscryption and Slay the Spire had me learning for more than two hours just to start having fun." Another reviewer with over 90 hours logged — much of it from the demo and playtest phases before launch — called it "a gem of a game" for "mixing positioning and deckbuilding, but it's all about synergies," praising how the game stays simple to pick up while hiding real depth underneath. The art direction earns consistent praise too, with its thick-outlined, cartoonish character designs for each species drawing repeated comparisons to a browser-game aesthetic executed at a much higher polish level than that comparison usually implies.
Progression That Runs Thinner Than the Card Pool
The most consistent criticism in the review pool targets what happens after a player's first successful run. Several reviewers report being locked into their starting deck and mayor until they beat the campaign once, with no new unlocks, mayors, or meaningful content gated behind incremental progress — just a loss screen and a prompt to try again with the same tools. "It was an unrewarding time sink, where if you don't succeed on your first run, you get nothing," wrote one frustrated reviewer under the header "Linear, Repetitive & Stale," while another who enjoyed dozens of hours still flagged that the game "starts to feel like repetition" past the twenty-hour mark, citing slow animations and a somewhat shallow ten-stage structure repeated across starting loadouts. A smaller but pointed complaint concerns card-text accuracy, with at least one reviewer noting that item descriptions don't always match what a card actually does in practice, undercutting the careful planning the hex-grid puzzle otherwise demands. None of this derails the overwhelmingly positive consensus, but it's a real ceiling on how much mileage completionist-minded players should expect to get once the initial novelty of the synergy system wears off. A couple of reviewers also single out the final boss encounters as a difficulty spike out of step with the rest of the run, forcing a sudden shift from casual combo-building to precise, punishing optimization that some found jarring rather than climactic.
A Rough Launch-Week Memory Leak
A smaller cluster of negative reviews flags a specific technical issue: a memory leak that causes severe slowdown the longer a single session runs, bad enough that one reviewer reported it tanking their machine even after manually capping the frame rate. "Fun little game where you make synergistic combos with various flora and fauna for BIG NUMBER," reads one such review, before pivoting to note the performance issue as the sole reason for a negative recommendation despite otherwise enjoying the game. It's a narrow complaint relative to the review pool as a whole, and several longtime demo players report the developers as "super responsive" to bug reports and customer support tickets, but it's worth flagging for anyone planning marathon sessions rather than the shorter, twenty-to-thirty-minute runs the genre typically favors.
Verdict
Wild City earns its strong reception by doing something genuinely clever with a well-worn roguelike deckbuilder formula — its hexagonal ecosystem puzzle rewards careful spatial thinking in a way that feels distinct from its influences, wrapped in charming, characterful art that never gets old to look at. A thin unlock structure past the first campaign win, some card-text accuracy issues, and a launch-week memory leak on longer sessions keep it from being a flawless recommendation, but at $9.99 for over 400 cards and a genuinely fresh mechanical hook, more than one reviewer called it a steal. For deckbuilder fans who've already worn a groove into Slay the Spire and Balatro, Wild City is a worthwhile, low-cost detour into a much stranger, much cuter, and surprisingly cutthroat little ecosystem.
Screenshots
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The hex grid is where Wild City's puzzle really lives, rewarding careful adjacency planning over simple combo math.Image: Catoptric Games via Steam -
Card choices lean on synergy tags and adjacency effects, part of what reviewers say gives the game more depth than it first lets on.Image: Catoptric Games via Steam -
A board late into a run, where compounding synergies turn a handful of starting cards into a sprawling ecosystem.Image: Catoptric Games via Steam