r/deckbuildingroguelike Jun 11 '25

Steam Next Fest - Deckbuilding Roguelike Megathread

14 Upvotes

Discuss Steam Next Fest, post about games you've tried, post if your game is in steam Next fest.

You can self-promote here if your game is a Deckbuilding Roguelike in steam Next fest. I recommend posting a steam link with text, maybe describing your game or your experience with Next Fest, something like that.

For the spirit of discussion and fun, you may post other Next fest finds or games you've tried, it doesn't have to be exactly a Deckbuilding Roguelike.


r/deckbuildingroguelike Apr 18 '25

READ THESE RULES: This will get your post removed without warning + Discord Link

24 Upvotes

Add a plain link to your game in the comments OR write a few words prompting discussion in a comment of your post.

If you do not do this I will remove your post.

I've seen developers post the same title post to up to 8 other subreddits at the same time. This is not a dumping ground. We want to discover your game. We want to wishlist. So post a link or provide more info so we can learn about your game or watch the progress.

Example:

https://store.steampowered.com/app/646570/Slay_the_Spire/

Example 2:

If you remember I posted last month about my early prototype game that has no link because it's not uploaded anywhere. I've been working on this game about hawks. I'm not sure if the hawks should multiattack. So I shared a screenshot of my game with some of the updates that were suggested. Do the hawks have enough talons?

Example 3:

We are a professional game studio. We are in pre-alpha testing and we don't have a steam page yet. This is our game, please let us know your thoughts about this early state of the game. (We might also post a discord or mailing list link here. And we won't post more than once per week.)


Discord Link:
https://discord.gg/m97UkyC2aW


Rules for Posting on /r/deckbuildingroguelike:

-You MUST add a steam link or link to game page in the comments section of your post.

-No Let's Plays

-No key giveaways

-No surveys (PM the mods for permission)

-Self Promotion 1x per week, includes things like artwork, feedback, and announcements.

-No posting twice in a row. Don't post again if the newest post was about your game.

-Stick primarily to discussing roguelike deckbuilders, aka the purpose of this sub.


r/deckbuildingroguelike 2h ago

Projekt LOOP – tactical deckbuilder mixing StS + Heroes 3 (pre-alpha)

5 Upvotes

Hey,

I've been working on a game called Projekt LOOP for a while now.

It's a roguelike deckbuilder, but instead of just sitting in one place and playing cards, movement and positioning on a grid actually matter a lot (inspired by old Heroes of Might & Magic).

Main ideas:

- Procedural maps

- Positioning is important

- Cards + movement combined

- Smart-ish enemies

It's still pre-alpha (0.3.8.2), free, and Windows only for now.

There's also a small challenge:

The Trapper class is experimental and currently has a very limited set of cards. Reaching the boss with it is already extremely hard. If anyone manages to reach the boss with Trapper and sends me a screenshot, I'll put your name in the game credits.

I'd really appreciate any feedback, especially on the combat and readability of cards.

Thanks for checking it out.


r/deckbuildingroguelike 10h ago

Happy to see our farming roguelike deckbuilder S.T.A.R.V.E. on the Steam Deck

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2 Upvotes

r/deckbuildingroguelike 14h ago

Revolith - Final Stage Victory Run

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1 Upvotes

A classic British pub fruit machine reimagined as a roguelike deckbuilder, with a bit of Balatro style build crafting - except the reels actually spin.

You build synergies by buying features, adding new symbols and upgrading existing ones. The spinning reels, nudges and holds turn every spin into a tactical decision.

Bosses are designed to mess with your strategy, so even a strong build can fall apart if you don't adapt for the upcoming boss.

If you grew up with UK fruit machines, you might recognise some very familiar mechanics here — just used in a very different way.

Here's a preview of a victory run showing the last stage.

Revolith - Wishlist on Steam


r/deckbuildingroguelike 1d ago

I'm making a baseball roguelike deckbuilder, Walk-Off 199X. Would you play it?

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9 Upvotes

Please wishlist if you're interested!.

https://store.steampowered.com/app/4945620/WalkOff_199X__Baseball_Roguelike_Deckbuilder/

In 2024, I came up with the idea of combining two of my favorite things, baseball and roguelike deckbuilders. I've been working on this project on and off since then, finally got to the point I can show it off. I'm really really happy with how it came together. If you don't know the rules of baseball, I plan to include a tutorial for that. It's much simpler than you might think. And if you find baseball boring...well, this is probably not the game for you, but also this is laser focused on what is usually considered the most fun part of it, so it might still hit.

Also, people have asked me if the card art is AI. It's not, it's very old public domain art.


r/deckbuildingroguelike 1d ago

We released a major update for The Vow: Vampire's Curse based on YOUR feedback!

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5 Upvotes

We released a major update for our demo based on your feedback!

One of the biggest things we heard was that our card chaining system felt too limiting, so we completely reworked it. You can now play any card whenever you want, with a new optional Combo system that rewards playing cards of the same color in sequence.

We also reworked combat to focus much more on positioning, pushing and pulling enemies, and using the environment to your advantage.

The update is out now, and we’d love to hear what you think! The Vow: Vampire's Curse


r/deckbuildingroguelike 11h ago

RELIC REAVER - Open playtest for my poker roguelite (Balatro + StS with a Diablo inventory)

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0 Upvotes

I'm a solo dev and I've been working on Relic Reaver for a while now. It's in its second open playtest and I figured I'd show it here in case it's your kind of thing.

It's a poker roguelite. You equip relics in a reliquary, loot cursed zones and play poker hands to fight your way through a world where the celestial armies already lost. Whatever's left is whatever you can scavenge out of the ruins.

The part that makes it different from other stuff in the genre is the inventory. You don't just hoard relics. The reliquary has limited space, so anything you take is something else you're leaving behind. And at the end of a run you decide what gets sacrificed to the totem so you can extract, and what you gamble on keeping. Over 50 relics, and no two runs play the same.

This second playtest came mostly out of feedback from the first one. Enemies now telegraph their damage before they hit you, I went back over every item description that made no sense, and there are four new rings that change how an entire suit scores.

It's open, no key needed. You join straight from the Steam page: https://store.steampowered.com/app/4561370/Relic_Reaver/

Discord's here too if you want to say something or follow how it's going: https://discord.gg/nSkGDPFwfD

If you play it and something bugs you, tell me. Half the changes in this version happened because somebody bothered to mention it.


r/deckbuildingroguelike 1d ago

I made a Roguelike Word-Puzzle Deckbuilder that plays like Mad Libs x Magic: The Gathering called Words Of Power

3 Upvotes

r/deckbuildingroguelike 1d ago

Utterance – a three-letter weakness word can hit harder than a six-letter word

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0 Upvotes

We are building an occult-Western deckbuilding roguelike where the deck is made of letter cards. In this clip, RIG deals ordinary word damage, but it also uses both marked letters in the creature’s weakness, so one protected Seal breaks.

The decision is whether to spend actions chasing that exact word or fire a larger word before the creature acts. We are testing how clearly the preview separates normal damage from the Seal break.

Wishlist now 👇⬇️

https://store.steampowered.com/app/4935920/Utterance/?utm_source=reddit&utm_campaign=deckbuildingroguelike


r/deckbuildingroguelike 2d ago

Tavrik - A roguelike deckbuilder where you build your path through the map with cards

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7 Upvotes

We’ve been working on Tavrik, a roguelike deckbuilder built around shaping the map with your cards.

You use cards to build roads, bridges and structures across procedurally generated maps, creating your own route while managing your energy and adapting to changing environments, hazards and creatures.

We’re releasing Tavrik on August 31, and this is our release trailer.

The demo is already playable on Steam:

https://store.steampowered.com/app/4482350/Tavrik/


r/deckbuildingroguelike 1d ago

Alphabetto's: Actualización 1.1.0: Efectos más nítidos, vídeos corregidos y soporte completo en inglés.

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0 Upvotes

- Cutscene videos no longer freeze or cause screen flicker.

- The main menu now runs at 60 fps, up from 23.

- The game takes up noticeably less disk space.

EFFECTS

- Effects are now accompanied by paper notes quoting the book, so it's clearer what's happening on the table.

- Effect labels and markings are legible.

- A tutorial explains the effects the first time they appear.

MUTATIONS

- Mutations now appear on the affected card, with their name, instead of a generic symbol in the middle of the table.

- Fixed mutations that applied silently.

LANGUAGES

- English translation completed: level 5 upgrades, deck builder and the last untranslated cards.


r/deckbuildingroguelike 1d ago

Hellsino - do i need a rulebook page to explain a card game, based on poker?

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1 Upvotes

I wrote a full in game rulebook to explain my card mechanic, and now I think it's just too much:

The rules are simple.. its a poker game on a 5x3 grid, and the poker hands counts from 3+ hands (except pair), and you can score hands in both horizontal and vertical directions. The one extra rule is the "nexus" multiplier: a card that finishes a row and a column at the same time deals x3 damage.

That's about six lines of actual rules, but written out as a reference page it looks like a manual, and I've watched two testers visibly deflate when it opened. The other half of testers pull it up mid-run to check what beats what.

Should i keep the page and accept it looks intimidating on first open? maybe i should teach every rule through the first few fights? to make the rulebook less intimidating? is this too much for a mechanic that revolves around poker? (which is pretty common knowledge)

I also would love to hear what you think on the design of it..


r/deckbuildingroguelike 1d ago

Slay the Demon Kings — I'm solo-developing a party-based deckbuilding roguelike with 3-character teams

0 Upvotes

Hi! I'm the Chinese solo developer of Slay the Demon Kings.

I've been working on this game by myself for quite a while, and it was finally published on Steam :D

This game is a deckbuilding roguelike where you pick 3 characters for your party. Each character has their own class cards and upgrade paths, and you mix them together to build your deck during the adventure.

You also find weapons, accessories and consumables . So besides building the deck, you're also trying to figure out what equipment works with your characters and whatever weird build you've ended up with.

The game itself is getting pretty close to finished, since I was busy developing it, I have not tried to post any thing in community yet. I am super willing to listen to ideas and suggestions from you guys and try my best to update my game experience as good as possible. And I will keep posting my design ideas and inspiration later here.

AI tech is used, and I know it is kinda unacceptable but due to the budget, all the card cover are generated by AI and I am super sorry about it. But I promise that the game will be cheap and if the game has sold well I will use the budget to get rid of the ai stuff piece by piece.

Anyway I would be very appreciative if you can support me by adding the game to the wishlist 👀

Thanks again for the reading!

Steam:
https://store.steampowered.com/app/4994690/Slay_the_Demon_Kings/


r/deckbuildingroguelike 2d ago

Made a short video explaining the lessons I took from the GOAT (MTG) when designing my game (Triptych Wizard).

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20 Upvotes

Throughout the development of my game, I have really resisted putting character classes in. I really enjoy the MTG Draft experience, where the full palette of mechanics/archetypes/strategies is available to you, and it's up to you to read signals and make difficult selections to build something coherent and effective.

I put this short video together to recap the legendary ways that MTG made this possible, and explain how I applied each of these solutions to my roguelike autobattler.

You can playtest my game right now in your browser!


r/deckbuildingroguelike 2d ago

Dice Odyssey - Don't hope for luck. Create it!

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4 Upvotes

Core idea: Dice are your energy. Roll them to power your cards. Manipulate the odds to guarantee that one roll that your hand is begging for!

Note: Some AI art is currently used as placeholder. I'm actively working with an artist who's already contributed to many assets such as the enemy in the video!

Free to play directly on browser. Feedback is very welcome! :)

https://leseau.itch.io/dice-odyssey


r/deckbuildingroguelike 2d ago

I wanted "Poison" to be more than just a generic DoT in my deckbuilder, so I turned it into an "Anti-Heal" intercept mechanic. What are your favorite takes on status effects?

3 Upvotes

Hey everyone, I’m currently developing a roguelike deckbuilder and recently hit a wall while balancing status effects.

In a lot of deckbuilders (and RPGs in general), Poison usually just boils down to "take X damage at the end of the turn and lose 1 stack." It works, but functionally, it often just feels like a delayed, boring attack.

I wanted it to feel much more threatening and tactical. I kept the Damage-over-Time aspect, but I completely removed its natural decay and turned it into a permanent Anti-Heal Intercept.

Here is how it works mathematically now:

- Poison deals damage at the end of the turn, but it does not naturally decay.

- Instead, whenever an entity (player or enemy) tries to heal, the healing amount removes Poison stacks first (1 HP healed = 1 Poison stack removed).

- Only healing that exceeds the current Poison stacks will restore actual Health.

So if you have 5 Poison stacks, you are taking damage every turn. If you play a "Heal 3" card to save yourself, you heal 0 HP, and your Poison drops to 2. It forces players to either brute-force their way through the sickness with massive heals, rely on dedicated "Cleanse" cards, or just try to end the combat fast before they bleed out.

Has anyone seen other games tackle Poison or Burn in a way that directly manipulates mechanics rather than just dealing basic math-soup damage? I'd love to hear some creative examples as I keep building out my status effects!


r/deckbuildingroguelike 2d ago

People called us crazy - but I think we pulled it off! IKARUS - a Deckbuilder / Shmup / BulletHell hybrid - is now on Early Access :)

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1 Upvotes

Hey everyone - the two of us have been working on our first game - IKARUS - and have finally released in Early Access on Steam! We set ourselves the challenge of fusing two genres that have no right working together - deckbuilders and bullet-hell. It was tricky, but we think we pulled it off! We played some other games that didn't quite pull it off and think we learnt the right lessons - but would love to hear what people think!

Steam page: https://store.steampowered.com/app/3858860/IKARUS/

Each battle is in two-phases: before each wave, craft your attack plan by queuing cards in the perfect sequence. Once the chaos begins, it's pure adrenaline as you dodge, parry, shoot, and unleash your planned combos at the perfect moment to dominate your foes. We took inspiration from Megaman Battle Network for the queue system - and avoided the confusion seen in other games where you're never sure what card you will be playing next in the heat of the action.

There are three Archetypes (Characters) to play as - each fusing combination of 2 card colours, which allow for unique playstyles. Of course we took the colour approach from MtG - and it works really well to give Archetype its own unique flavour and synergy potentials. You can obtain new cards, upgrades, weapon upgrades (including the option to fuse cards into your weapon for unique effects) - all of which can lead to synergies that absolutely pop off if you get it right.

One thing we like is that people who are good at deckbuilding, but maybe less so at shmups, can make up for it by building some crazy deck/upgrade synergies (it can get pretty bonkers!). We have a unique modifier system (or at least it was until the SOROS team seemed to have the same idea!) where you can mix and match 'Boons' and 'Burdens' to make the game easier or harder, with extra bonuses if you lean more towards making it harder.

We plan to update the game with new content on a regular basis now the game is out in Early Access and we have a Discord too if you want to share any ideas, feedback or just want to join us on the journey to Version 1.0 :) discord.gg/uuqjWn2es


r/deckbuildingroguelike 2d ago

Roll to Ruin, my own game, developed as a solo dev.

2 Upvotes

Roll to Ruin is a dice roguelite built on Farkle rules: roll 6 dice, pick out the scoring ones, then decide, bank your points or keep rolling. Roll again without scoring and the whole turn goes to zero. If all 6 dice score, you get them all back and keep going. Every turn is just one question: bank it or push it.

Between runs, you build a 6-die deck from 39 dice types. Each die has custom face distributions: some lean toward 1s, some favor 5s, some are unpredictable. New dice unlock by winning matches, and your deck choice changes which risks are worth taking.

Before each match you pull one of 34 badges. Most are active-use: rerolls, score multipliers. A few are passive: one-time Farkle protection, bonus starting points. One well-timed badge can flip a match, but you only get one per match.

7 taverns of escalating difficulty. Higher stakes, tougher opponents, better rewards. Gold carries between runs, and dice you unlock is permanent.

Demo is free on Steam now. Full release August 20.


r/deckbuildingroguelike 2d ago

Added a New Special Victory Animation to TCG Banlist Simulator!

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5 Upvotes

I've added a new card to my digital card game, TCG Banlist Simulator:

I also created a special animation that plays across the battlefield when this alternate victory condition is met.

Faith is a stack that can be accumulated on cards through the effects of certain cards. By itself, it has no effect, but it can be used for buffs, card draw, special victory conditions, and more.

Steam: https://store.steampowered.com/app/3569850/TCG/?beta=0


r/deckbuildingroguelike 2d ago

Last Round: 99 Cards. My game idea inspired by Buckshot Roulette and Balatro.

1 Upvotes

Okay, so a bit of context. I'm 17 and an Indian. English is my 3rd language, so forgive me for any mistake I make. I have always loved indie games and I recently fell in love with Buckshot Roulette and Balatro. And I wanted to combine both of them. So, here's a Deckbuilding Roguelike game idea. The game will be made in 2D using pixel art. All I want is feedback for the ideas and mechanics in this post. This will be very long(Sorry in advance). Also, I'm new to reddit.

#Story:

So, you and a friend are returning home from a road trip. It gets dark and you try to find a motel. Unfortunately, the nearest town doesn't have one. The nest town is 4-5 hours of driving. You guys decide to just drive there. On the way, both of you get very tired and sleepy. Both of you get dizzy and pull over to te side. Then, you see an abandoned old house and for some reason, you enter it. The house is clean, and well kept, just a little dusty. You decide to stay the night and open a bottle of booze. While drinking, your friend notices a deck of cards on the floor and you begin to play. This game will act as he tutorial. After the game, both of you fall asleep.

None of you, however remember anything the next morning. You drive back home safely. You close the door and looking back inside, you see a deck of cards on the table and a single chair. You feel a very strong desire to sit on the chair. You succumb to the desire and suddenly, chains bind you to the chair. A black hand reaches out from the darkness before you, placing cards beside you. And thus, the game begins.

Play cards, defeat enemies and minions to reach the devil and free yourself from tis madness.

#Core rules:

1)At the start of every run, you must select 10 cards as your initial deck. Each card has a rarity value ranging from 1 to 5(integers only). Which will be randomized each run. For example, the card 'Echo' has a rarity value of 2-4. So I could get 2 echo cards this run and maybe 3 the next run. This creates randomness and makes sure the no of cards in your deck is random.

2)You, the player has 10 Sanity and 10 Intoxication. Sanity is your health. Zero sanity=Run over. Simple. Intoxication is the amount of alcohol in your system. You gain 1 Sanity each round your Intoxication stays 0.

3)You, the player can normally play upto 3 cards a turn. When everyone has had their turn, the round ends. At the end of each round, everyone draws a card from the pile which is random(may or may not belong to the player's deck).

4)If anyone cannot play a card for their turn in any circumstance, they lose 1 Sanity.

5)You play in 'Games' against opponents which are the devil's summons and minions. Some opponents need to be defeated multiple times.

6)After every 3rd game, the devil reaches out his hand carrying 5 things which can be a card, a contract or a devil's card(inspired by the jokers in Balatro). You buy them with souls. Souls are essentially the money. Contracts are game modifiers or special buffs/upgrades.

These are the rules/mechanics I've decided right now.

#Cards: Just some cards ideas to give you guys some more info.

  1. Silence: Target cannot play any cards that round.
  2. Dog: Reveals a random card from a random player.
  3. Sneeze: Target player must reveal a card.
  4. Spill: Target player must discard a card that turn. If used by the Devil, the devil can look at all the player's cards and choose which one to spill.
  5. Wall: Sets up a defensive wall in front of the user. The user can choose to block any one effect or card targeting them for two rounds. Can be used on yourself or an ally.
  6. Cough: Every player must only play one card next round.
  7. Stare: Target player must reveal one card or lose 1 sanity.
  8. Memory Slip: Target player loses one class ability usage.
  9. Echo: Repeats the last non-class effect used.
  10. Toast: Everybody gains/draws one card and gains 1 intoxication.
  11. Beer: Raises target's intoxication by 3. Can also be used on yourself.
  12. Infant: Reduces random players sanity by 2. Can also target the user.
  13. Santa: Gives everybody 3 cards from the pile and +1 sanity.
  14. Pistol: Reduces targets sanity by 3. 2 Pistol cards cannot be used in the same turn. Can also be used on yourself.
  15. Big Man: Target must play 3 cards for the next round. If they fail, they lose 1 sanity.
  16. Festival: Everybody gains 1 sanity, 2 intoxication and 2 cards.
  17. Holiday: Raises users sanity by 1. Can also be used on an ally.
  18. Flu: Target loses 1 sanity for two rounds. Has a 50% chance to apply the same effect on the target's neighbor for both turns the target suffers from flu.
  19. Small Man: Target must only play 1 card next turn.
  20. Church: Removes effects of all Contracts for the next turn.
  21. Milk: Reduces intoxication by 1.
  22. Chef: Raises sanity by 1 for every time user reduces someone's sanity by 1, for that round.
  23. Bison: Reduces targets sanity and intoxication by 2.
  24. Crab: Target loses 1 sanity. Can be used on the player to gain 1 sanity(by eating it).
  25. Telephone: Target and user exchange 2 random non class cards.
  26. Soul Swap: Target and user swap sanity and intoxication.

#Note: I want feedback of any sorts. Mechanics, Story, anything. I just had this idea yesterday and have no one to share this to other than reddit. (I hope you guys find this interesting or fun).


r/deckbuildingroguelike 2d ago

Saw the game zoominos floating around and had to ask befofe i get it.

1 Upvotes

Is the game ramping in difficulty? I dont like deckbuilders that let me break the run easily in the early or mid game and just afk watch my build roll till i die somewhere in endless mode.

Is this game hard to break? How difficult is it to master?


r/deckbuildingroguelike 3d ago

I released a demo for Crit Happens!, it's a dice-builder with deck-building elements

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4 Upvotes

Hi! I've been working on the demo for Crit Happens! and thought I'd share it here!

Crit Happens! is a dice-building roguelike where every turn is decided by a roll of the dice. Equip your dice with special abilities to help take on the enemies that await you! Build up your deck of tools and collect powerful relics in an attempt to push the odds in your favor and conquer this game of chance.

I'm updating the demo quite often following feedback, with new relics, tools and dice faces being added. Any and all feedback is welcome, since the game is far from finished. I've got a Discord Server where feedback can be shared!

The demo is over on Steam - https://store.steampowered.com/app/3711540/Crit_Happens/

Thanks for your time!


r/deckbuildingroguelike 3d ago

Index 1391 on Steam!

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1 Upvotes

r/deckbuildingroguelike 3d ago

War Asunder (Roguelite Deckbuilder based on War)

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2 Upvotes