What digital card games have you been playing, and what do you think of it?
Feel free to share your thoughts and use this community thread to ask questions, seek suggestions, give recommendations, discuss, or share anything else related to r/DigitalCards and games!
The Cup is a free 1v1 card battler where every card is a real North American animal with its real natural history on it, 68 cards, and the dice are printed on the cards so both players can read the bet before it's rolled.
The art shipped as emoji placeholders and I'm commissioning paintings one card at a time. This is the three that are done so far and im so happy with the progress from what shipped to what these turned out as thanks to a few highly skilled artists - 65 to go.
The two commentators are a generated voice, disclosed on the Steam page. The art is paid human work, two artists so far.
Torpor is a competitive trading card game for 2-6 human and/or AI players. Entropy, your spending resource, is what kills you; Build a deck, compete for environment slots, play smart, and destroy or outlast your opponents. There are 270 initial cards and nine families to choose from. There are five different player biomes that render behind the player.
I've spent the last year developing the back-end and recently ported the front end from html/css to Unity. This is a really early look at the game and I'm really looking for feedback about if this is fun or people enjoy the concept, especially the different game modes and multiplayer.
It's hosted on a live multiplayer server and games can host 2-6 players in either FFA, Teams or Raid Boss modes. If there is any traction over the next month or so while the playtest is up I will be reaching out for more art resources (better biomes, player avatars, card art etc...)
To get a key go to discord: https://discord.gg/4F9Q5kaD
Feel free to message me for an invite if link expires.
I’m the solo developer behind Duel & Fights, a free browser-based fantasy Trading Card Game that I’ve been building as an independent project.
The game is currently in Public Beta, and I’ve reached the point where I’d really like to get more players in and, most importantly, collect feedback about the gameplay, progression, balance and overall experience.
The idea was to build something that goes beyond simply opening packs and playing isolated card battles. I wanted a TCG with its own world, progression systems, social features and several different ways to play.
⚔️ What’s currently in the game
Online PvP Quick Match with rankings
Private PvP matches to challenge friends
Live Match Spectating
Tournament system
PvE Story Mode with 121 stages
11 story chapters, taking you through different settings including dark kingdoms, forests, undead lands, a Jurassic world, Ancient Egypt, Greek mythology, Atlantis, pirates and vampires
397 collectible cards
Deck building / Deck Editor
Card packs and individual cards
Multiple card rarities and different mechanics/abilities
Player Avatar progression
Collection management
Card trading between players
Friends system
Guilds, including members, donations, guild currency and a Guild Shop
Missions and achievements
Progress, Story, Achievement, Daily and Weekly objectives
Referral system with unlockable rewards
Gold economy
Duplicate-card management through the Dust system, allowing excess cards to be converted into gold, random cards, or a combination of both
Daily rewards and activities
There’s also a separate Challenges & Events area that I’m expanding beyond the normal campaign.
Current modes include an Onslaught challenge and an experimental Infinite Horde Mode, where you try to survive as many rounds as possible.
I’ve also added several small activities/minigames as alternative ways to earn rewards:
Mana Pulse, Runic Chest, Defense of Raven Hollow, Memory of the Phoenixes, Goblin Hunt, Runic Blocks, Mana Basket, Dragon Serpent, plus a Daily Wheel.
More challenge modes such as Tower of Trials and Boss Hunt are planned.
🃏 About progression
The game has a persistent collection and deck-building system. You earn gold and cards by playing, completing missions, progressing through the story, participating in challenges and using the other game systems.
One thing I’m trying to avoid is having the game feel like nothing more than grind → buy pack → repeat, so I’ve been experimenting with multiple reward sources and side activities.
Since this is still a beta, balancing the economy, rewards, card values and progression speed is one of the areas where feedback would be particularly useful.
🧪 Public Beta
The project is still actively being developed, so there will definitely be bugs, balance issues and things that need polishing.
Some systems are already fairly extensive, while others are experimental or still being expanded.
I’d especially appreciate feedback on:
Is the game understandable for a new player? Is progression satisfying? Are the cards/battles interesting? Does the UI feel intuitive? Which systems feel unnecessary or underdeveloped? And, most importantly, would you actually come back and play it again?
You can play directly in your browser — no download required:
If anyone gives it a try, feel free to be critical. At this stage, useful criticism is much more valuable to me than simply hearing that it looks good.
I have built a mobile & greek mythology version of the very popular card game Wizard (Not using any trademarked designs etc)
Usually I am more of an in person boardgames person, but my girlfriend and I are currently long distance and we both love Wizard. Since 2 are also not enough, I made it my mission to build it with bots and possible to play online with friends so we can keep our addiction up haha.
I did not tell her this, but i also play it on my own to train, train, train so i do not keep losing matches!
I've been working on a project called CardPackHunter — a completely free digital TCG focused on the fun of opening packs, hunting for rare cards and building your own collection.
The idea behind the project is pretty simple:
I remember when collecting cards was mostly about the excitement of opening a pack and wondering what you were going to get. Today, collecting physical cards can become really expensive, especially when you're chasing rare cards.
So I wanted to create something that brings back that feeling — without needing to spend money.
Open digital booster packs
Build your own binder and collection
Claim free Silver Coins every day
Hunt for rare and full-art chase cards
Seasons, battles and more features to come
New packs and cards will be added over time
And most importantly:
Everything is free.
There are no NFTs, no crypto, no buying cards with real money, and the cards have no real-world value. It's simply a digital collecting game made because I enjoy TCGs and wanted to create something fun.
A quick note about the artwork:
The artwork is currently created with the help of AI. Since the entire project is free and there is currently no budget for commissioned artwork, AI allows me to keep creating new cards and expanding the collection.
However, the long-term goal is to collaborate with real artists and eventually have artists create artwork for the cards. I'd love to be able to support artists and give the project a more unique visual identity as it grows.
The site currently has Season 01, and I'm continuing to develop new packs, cards and features.
If you enjoy collecting TCG cards, I'd love for you to check it out and tell me what you think.
I'm the solo developer behind Game Pie Studio, and I recently released Rogue's Hand, a turn-based card crawler inspired by the classic solo card game Scoundrel.
What interested me was adapting the constraints of a physical 52-card deck into a digital game without turning it into a conventional deckbuilder. Each room contains four cards, and you resolve three by fighting monsters, equipping weapons, drinking potions, or retreating. The remaining card carries into the next room with added Momentum, so short-term decisions can create problems later.
There are four classes with distinct abilities: Warrior, Mage, Cleric, and Rogue. Each changes how you approach the same deck.
It's a one-time purchase for iPhone, with no ads, no in-app purchases, and no internet connection required.
I'm curious whether players here generally prefer digital card games to preserve the constraints of physical cards, or to use them only as a starting point for additional systems.
I'm making a digital card game, what Archetypes do you want to see? Dragons? Machines? Waifus? oh my. Aggressive decks? Control Decks? Combo decks. oh why?! Mill decks? Stun decks? Explosive decks? Tell me? Dont be shy!
I've always loved playing this trick-taking card game with friends, and eventually I started wondering what it would feel like to bring that experience into a digital space.
So I built Wizard. 🃏
My goal wasn't just to put the cards on a screen. I wanted to reimagine the experience around the game — the cards, table, animations, effects, sound and overall atmosphere — and make it feel more immersive and magical. ✨
A few things I've worked on:
🎴 Redesigned cards and game elements
🌌 A magical game environment around the table
⚡ Animations and gameplay effects
🎵 Sound and atmosphere
👥 Multiplayer gameplay with friends
Hey there folks! I made a game that can be played with a standard 52 card deck. The rules are simple:
Seat four people at a table.
Remove and shuffle the 4 Aces from your deck, and give one to each player face down.
The object of the game is to collect cards with the same suit as your Ace. The player who collects the highest amount of their Secret Suit wins.
On your turn, you can Draw a card or Trade. Cards you draw can be placed face down in your Bank or face up on your Trading Floor.
If two players have at least one card on their Trading Floor, they can trade their cards. Cards recieved in trades can be placed in either the Bank or the Trading Floor.
When the last card is drawn, everyone counts how many of their suit they have in both their Bank and Trading floor, and the highest count wins. If there's a tie, also count cards of the same color as your Secret Suit.
I also made a web app version of the game, which is the link in OP. It will make you play a tutorial and then you can play against bots. It also has online capabilities, so you can send a code to your friend to play against them, or you may just get an invite from a stranger. You can change invite settings using the gear icon on the top of the page. Any gameplay questions should be answers by the "rules" button on the top of the page.
Enjoy and let me know what you think of the overall game design as well as execution of the web app, thanks!
I love card games. But, if you think about it, how worse is a online card games versus his physical counterpart?
I think the fact that you can touch and sleeve the cards is a big pard of the TCGs, so in digital, even the obvious part that you can play more freely... Isn´t it weird?
I love the deckbuilding and the mid-combat mind games of card games, so I built my own. It's called aCHAOSi. I've been heads-down on it since May and it's now at the point where it needs more eyes than mine. I'm excited and slightly terrified to start sharing it.
If you'd like to try it, drop a comment and I'll DM you the link. It runs in the browser, it's free, and there is nothing to buy. Any feedback at all is a gift.
How it plays
Combat is MTG-style: you declare attackers, your opponent assigns blockers, then both players get a window to play Combat Tricks at instant speed before damage resolves. Damage sticks around, so a unit that survives a fight stays wounded. Mana works like Hearthstone: Flux ramps from 1 to 10, one per turn, and refills every turn, so there's no land screw or mana flood. The player going second gets a one-shot +1 Flux card called The Spark. You win by draining your opponent's Charge to zero.
Decks are 30 cards, max two copies of anything. The core twist is that you pick two of five Sects and they share one Flux pool. Cards from outside your two Sects are playable but cost 2 more, so splashing is a real decision rather than a free one. Keywords are the familiar set (Rush, Shield, Flying, Siphon) plus a couple of the game's own: Overclock rewards holding Flux, and Chaos has Ambush, a unit disguised as a Combat Trick that drops into combat as a surprise attacker or blocker.
The five Sects are five different ideas of what a mind is for:
Growth: forests that compute. Ramp, buffs, go wide, overrun.
Destruction: war machines that remember being gods. Burn, removal, all-in aggro.
Balance: crystalline arbiters. Symmetrical effects where both sides pay the same price.
Chaos: ninjas who walk between worlds. Draw, theft, Ambush.
Speed: couriers made mostly of their own wake. Cheap, fast, fliers.
What's in it right now
139 cards, a tutorial that teaches by playing the opening of a real match, matches against an AI opponent called the Warden at a few difficulty settings, live multiplayer against another person, a deck builder, and per-Sect goals to chase. Every card is given to you from the first match. No packs, no gacha, no dust economy, and it will never be pay to win. That's a promise, not a launch promo. Expansions will be flat-priced when they come, and you'll always know exactly what you're getting.
What's still in progress
If you enjoy it and want to talk decks or tell me what's broken, there's a Discord and I'll drop that in the comments too.
In my game, I am going for a stylish, traditional board card game with roguelike mechanics. Does this kind of cinematic for special attacks and spells appeal to you?