Deckbuilders: The Best Today, Top Demos, Coming Soon 12/25

Zed Clampet

Community Contributor

Current Deckbuilder Top Sellers​


 
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Zed Clampet

Community Contributor
Top Deckbuilder Demos



Some more, added on 1/3

 
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Zed Clampet

Community Contributor
Deckbuilders Coming Soon


 
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Top Deckbuilder Demos



Thank you, I love deckbuilding demos.
 
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Zed Clampet

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I actually intended to buy 2 copies of Across the Obelisk, but as I looked more closely at this Paradox published game, it has definitely received the Paradox treatment. Just a relatively simple game with 13 DLC. According to reviews, it plays like a mobile game, always encouraging you to buy stuff. So I'm going to just pass on this.
 
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I tried out the Dice A Million demo, it's pretty good. It's really similar to other deckbuilding roguelites, but using dice instead of cards gives some new options, like having dice that affect other dice that end up close to them.

Each round you get a set number of rolls to get to a specific goal. Each roll you select up to five dice from your hand of eight to roll, then add the number of pips to your total (after all effects and such).

Any points over the goal are transferred to the next round, but can also be spend in a shop between rounds. These points are wiped out completely before the boss round though, so you need to spend them before then and balance spending early with needing enough to make each goal.

I'm still struggling a bit to make a deck that performs well consistently at later rounds, but there are quite a few possible strategies I haven't tried out yet.
 
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Zed Clampet

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I tried out the Dice A Million demo, it's pretty good. It's really similar to other deckbuilding roguelites, but using dice instead of cards gives some new options, like having dice that affect other dice that end up close to them.

Each round you get a set number of rolls to get to a specific goal. Each roll you select up to five dice from your hand of eight to roll, then add the number of pips to your total (after all effects and such).

Any points over the goal are transferred to the next round, but can also be spend in a shop between rounds. These points are wiped out completely before the boss round though, so you need to spend them before then and balance spending early with needing enough to make each goal.

I'm still struggling a bit to make a deck that performs well consistently at later rounds, but there are quite a few possible strategies I haven't tried out yet.
I'll play it again tomorrow. I just played for about 15 minutes finished the 100 level but I kept falling asleep so bedtime for zed...
 
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Unlike Journey to the Void, Arcane Eats is quite easy. However, I suspect that the full game will be more challenging, as there were quite a few mechanics that looked like they could become problematic. And even if the demo was quite limited, it looked quite promising.
 
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Insider Trading is a bit odd. The goal of the game is to manipulate the stock price in order to make money. Each turn you get a queue of cards that modify the stock price up or down and you get the (limited) ability to move or replace cards. After you're done editing the queue you have to choose whether to buy that turn or skip. If you choose to buy, you spend your entire budget on stocks and then sell them once the queue has been processed. So obviously you only want to buy if you know the stock price will go up.

One big problem with this is that the game gives you no tools to figure out what the end result will be of your queue. Considering that your queue size starts at 10 and most cards modify the stock price by a certain percentage, it's a bit of a bother manually figuring out what the end result will be.

Which is a problem even if you're sure that you're going to increase the stock price by a ton. A game is divided in 4 weeks each of 5 turns and at the end of a week you need to have reached a certain goal, after which your budget gets reset. However, the stock price stays the same. I ended one week making a ridiculous amount of money with an insane combo, but when my budget was reset I didn't have enough money to even buy a single stock. Since you don't get anything for going above the goal, I just shot myself in the foot by making that much money.

I think it's an interesting premise and I actually did get quite far by pure intuition, but I also got surprised several times because the stock price did the opposite of what I expected.
 
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Roots Devour is not a deckbuilding game. While you do have a deck of cards, you cannot edit it, I don't think it reshuffles when it is out and you have very limited control over what goes into it.

Instead, Roots Devour is a game where you play as a malevolent plant expanding your roots through a pre-made map filled with interactive cards. Most cards are either resource nodes, obstacles or empty nodes. Every time you expand to a nearby card you have to pay depending on how far it is. The goal is to expand without running out of resources.

The deck of cards comes into play when there is a large gap to the next group of cards, in which case you can pay to draw three cards from your deck and put them in an open space.

If you do run out of resources you get some points based on how far you've gotten which you can then spend on upgrades, after which you can restart.

The gameplay feels really good despite being fairly simplistic and while the story is very minimalistic, it's still intriguing and the game has a great atmosphere.
 
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Like Roots Devour, IRONHIVE is not a deckbuilding game, it's a resource management game that uses a deck of cards. The deck of cards does play a bigger role than in Roots Devour and there are cards that stay in the deck, but most of the cards are just spent once you've used them.

IRONHIVE reminds me a lot of Frostpunk, in that I have no idea of what to prioritize and by the time I figure out that I've messed up it's probably too late to fix it. I did manage to win the demo, but I think that's only because the demo was too short for me to find out the consequences of my shortcomings.
 
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Zed Clampet

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Like Roots Devour, IRONHIVE is not a deckbuilding game,
Steam tags for the win. Since they were all listed as deckbuilders, I just opened the store page and looked at the screenshots to see if there were cards or similar. I saw a hockey manager game listed as a rougelike autobattler. It irritates me that this is actually correct.

Speaking of sports, I got this a few weeks ago:

It's definitely a deckbuilder. No demo though.
 
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Jupiter Moons: Mecha is a deckbuilding game, with a bit of a twist. The cards in your deck come from the components you install in your mech, with each component adding 1-4 cards. Each component also changes the health and armour of the part it is installed in (arms, legs, torso and head), as well as the likelihood it will be hit when you're attacked. If a component breaks, you cannot use the cards from the components of that part, but this is true for enemies as well, so with a bit of luck you can prevent an enemy from doing the action it planned.

Fights take quite a bit longer than most deckbuilding games. Both you and enemies have a decent amount of health and get frequent opportunities to heal. This is not a game where you set up a big combo to wipe out an enemy in one strike, instead you slowly whittle away at your enemies while trying to keep up your own defenses.

It seems like the full game will have a bunch more stuff to do in between combats besides swapping components, but even in its simplified form I quite enjoyed the game.
 
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Pluto doesn't give you many opportunities to edit your deck. I didn't see any options to upgrade or delete cards from your deck and I only got the option to choose 1 of 3 cards to add to my deck a couple of times.

Other than that, it's a fantastic deckbuilding game. Every spell card uses 2 to 4 magic symbols which have to be assigned to your 8 fingers. If the symbols of two spells overlap, you might be able to re-use one or more of the fingers and every finger that isn't used gives you 3 shield. You also get rings every so often that you can assign to a specific finger which will then trigger if a spell with a specific symbol is cast using that finger. Add in an artifact or a temporary badge that adds buffs on specific conditions and enemies cursing your fingers to trigger bad things when those fingers are used for casting spells and every turn becomes a puzzle to figure out which spells to assign to which fingers.
 
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Zed Clampet

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This game doesn't have a demo, sadly, but is made by the Pal World devs, and is, appropriately, the most bizarre-looking deckbuilding game I've ever seen.

 

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