Info about Deck of Souls:

Official game description:
WISHLIST OUR ANOTHER CARD BATTLER!
==================================
About the Game
==============
Create your own hero, extract souls of your enemies and make cards out of them, break through tough battles, die, and go all over again...
In **Deck of Souls**, you will:
*   Turn your enemies' souls into your cards and mix different classes’ abilities to uncover your true power.
*   Choose your hero’s capabilities and appearance, pick between several distinct classes, use the RPG elements and inventory system to your advantage, and take the proper outfit.
*   Make choices and decide the bosses’ fate. Execute them for their sins or spare them, so that they will come to help.

Release date: Dec 10, 2024

Categories: Roguelike Deckbuilder, Turn-based Combat, Character Progression, Dark Fantasy, Soulslike Combat, Meta-Progression, Card-based Gameplay


- Hardware Profile: No data
Feature extractions:
- Community Price:
  - Community fair range: $10.00 - $15.00
  - Reasoning: Multiple reviews directly reference the game's value at its current price point, with one explicitly citing $10.99 as a humble asking price. Others describe it as a great value and worth the price, while a non-English review also calls the price reasonable. The consistent positive sentiment around the $10-11 range suggests the community considers a fair base-game price to be around $10-15, accounting for the 8-hour experience and quality.
- Playtime Metrics:
  - Game completion: 15.0h
  - Story completion: 12.0h
  - Session length: 2.0h
  - Endgame: N/A
  - Reasoning: Story completion is supported by the 12-hour claim for first-time final boss defeat and the 8-hour claim for unlocking all cards/endings, with 12 hours being the more specific figure. Game completion is supported by the 15-hour claim for reaching 100%. Session length is supported by the 2-hour single-run report, which represents a typical play session; a 7-hour stream session also exists but is less representative. Endgame is not clearly quantified, so it is set to null.
- Time-to-fun:
  - Summary: The game starts with notable friction from slow pacing, unclear mechanics, and a weak tutorial, but several players report it becomes a decent roguelike once they push past the early game. Enjoyment is conditional on tolerance for methodical pacing and willingness to adapt.
  - Stance: Clicks after
  - Anchor: N/A
  - Time to anchor: N/A
  - Friction: slow pacing; tedious battles; lack of clarity; scant tutorial; slow meta progression
  - Unlock drivers: getting rolling; getting past the early game
  - Conditions: player enjoys slower, methodical experiences; player is willing to adapt to the pacing; player is a fan of deckbuilders; player is willing to slog through early game; player focuses on key meta upgrades
- Player Archetypes:
  - Roguelike Deckbuilder Veterans (buy)
    - Motivation: Enjoying the core roguelike deckbuilding loop and seeking deep, replayable content.
    - Playstyle: Plays strategically, expects fast-paced decision-making, and optimizes builds across runs.
    - Experience: veteran
    - Purchase stance: buy
    - Labels: roguelike gamers; Slay the Spire fans; card battler fans
    - Reference games: SpellRogue; Slay the Spire
  - Early Access Skeptics (no buy)
    - Motivation: Wanting a polished, complete experience before fully endorsing the game.
    - Playstyle: Tests the game thoroughly, evaluates content completeness, and looks for bugs or rough edges.
    - Experience: familiar
    - Purchase stance: no buy
    - Labels: N/A
    - Reference games: Slay the Spire
  - Strategic Depth Enthusiasts (buy)
    - Motivation: Appreciating tactical resource management and meaningful choices that reward foresight.
    - Playstyle: Thinks ahead, manages resources carefully, and explores strategic options like forgiving enemies or choosing debuffs.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: card building game players; strategy players
    - Reference games: N/A


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Gameplay is fun and enjoyable (weight 0.36): Players consistently report that the game is fun, enjoyable, and engaging, with many noting it exceeds expectations. This is the most frequently mentioned positive aspect.
- Deckbuilding mechanics are fun (weight 0.21): The deckbuilding aspect is highlighted as fun, especially for fans of the genre, and is considered a novel entry in deck-builders. It appeals to both roguelike and deckbuilding enthusiasts.
- Art style is appreciated (weight 0.18): Players like the art, finding it nice, interesting, and distinctive. The art style contributes positively to the overall experience.
- Graphics and visuals praised (weight 0.17): The graphics are described as good, simple yet nice, beautiful, and appealing. Visual presentation is a strong positive point for many players.
- Atmosphere and story are good (weight 0.13): The story and atmosphere are praised, with players noting a good story atmosphere and overall positive visual and atmospheric qualities. The story is also described as interesting and engaging.
- Gear and upgrade system liked (weight 0.12): The gear system, including set bonuses and upgrade/enchant options, is well-received. Equipment and stats systems are also praised.
- Boss fights are challenging yet fair (weight 0.11): Boss fights are described as challenging, rewarding, exciting, and tough but fair. This balance is appreciated by players.
- Combines Dark Souls with cards (weight 0.08): The game successfully merges elements of Dark Souls and card roguelikes, offering a unique blend that appeals to fans of both genres.
- Good value for price (weight 0.07): The game is considered worth its price, indicating good value for money. This is a positive factor for potential buyers.
- Fun and game-breaking builds (weight 0.07): Players enjoy creating fun and sometimes game-breaking builds, which adds replayability and creative freedom.
- Music and sound are well done (weight 0.07): The music and sound design are noted as well-executed, enhancing the overall experience.
- Large number of cards available (weight 0.07): Players appreciate the large number of cards and many unlockable options, providing variety and depth to deckbuilding.

Common complaints:
- Poorly explained mechanics (weight 0.29): The game does a poor job of explaining its mechanics, including set bonuses and card-building strategies, leaving players confused and unable to fully engage with the systems. This is a common complaint across multiple clusters.
- Card effects contradict descriptions (weight 0.22): Multiple players note that card effects do not match their stated wording, particularly poison cards which behave differently than described. This leads to confusion and distrust of the game's mechanics.
- Achievements are bugged (weight 0.17): Achievements frequently fail to trigger even after meeting the required conditions, and some remain stuck despite extensive playtime. This frustrates completionists and undermines the game's reward system.
- Slow and tedious pacing (weight 0.14): Players consistently report that the game feels painfully slow, with battles and overall pacing being sluggish and tedious. This affects the overall enjoyment and flow of the game.
- Balance issues in early stages (weight 0.14): The game suffers from balance problems, particularly in the early stages, with the first boss being notably difficult and causing frustration. This creates an uneven difficulty curve that can deter new players.
- Numerous bugs in full release (weight 0.14): The game still contains many bugs even in its full release, affecting stability and player trust. This is a significant issue for a finished product.
- Cannot retract placed cards (weight 0.13): Players cannot take back a card once it has been placed, which is a usability issue. This prevents players from correcting mistakes and reduces strategic flexibility.
- Lack of variety (weight 0.11): Players feel the game lacks variety compared to other games in the genre, with limited encounter types and overall content. This reduces replayability and long-term interest.
- UI needs refinement (weight 0.08): The interface and presentation lack polish, and the UI could use improvement. This affects usability and the overall player experience.
- Starter deck is luck-dependent (weight 0.08): The initial deck is poorly randomized, making the early game heavily dependent on luck. This can lead to frustrating starts and unfair difficulty.
- Steep learning curve (weight 0.08): The game is difficult for new players to get into, with a steep learning curve and lack of guidance. This can alienate newcomers and hinder accessibility.
- Confusing plot and narration (weight 0.08): The plot and narration are confusing, making it hard for players to follow the story. This detracts from the narrative experience.

Gameplay feedback:
- Roguelike deck-builder genre (weight 0.4): Players consistently identify the game as a roguelike or roguelite deck-builder, often with turn-based combat and pixel art. This core genre definition appears across many reviews.
- Gear and upgrade systems (weight 0.33): The game includes gear, upgrades, stat boosts, and a leveling system. Players note the presence of progression mechanics tied to equipment and character growth.
- Card tags and keywords (weight 0.22): Cards feature tags such as instant, rush, redeem, zap, and wise, which affect gameplay. These keywords are frequently mentioned as a key mechanic.
- Strategy and deck building (weight 0.2): Gameplay combines strategic planning with deck construction, emphasizing tactical decisions. Players appreciate the blend of card-based combat and strategic depth.
- Dark Souls inspiration (weight 0.19): Many reviews compare the game's atmosphere and mechanics to Dark Souls, citing a dark fantasy tone and souls-like elements. This influence is a notable selling point.
- Meta progression unlocks content (weight 0.14): Progression across runs unlocks new cards, classes, and bonuses. This roguelike meta progression encourages repeated playthroughs.
- Turn-based combat with stamina (weight 0.13): Combat is turn-based and requires stamina management, especially when facing multiple enemies. Players must plan actions carefully to avoid exhaustion.
- Card play limited by enemies (weight 0.11): The number of cards a player can play in combat is tied to the number of enemies on the field. This unique mechanic is highlighted as a strategic constraint.
- Slay the Spire formula (weight 0.08): The game closely follows the Slay the Spire formula, with some reviewers noting a mix of that style with equipment and leveling akin to Souls games. This comparison is common.
- Simplified deck management (weight 0.08): Deck composition is automated from unlocked cards, reducing micromanagement. This streamlined approach is noted as a convenience feature.
- Bosses have multiple phases (weight 0.08): Boss encounters feature multiple phases, with the first boss having a second stage. This adds challenge and variety to boss fights.
- Character variety and abilities (weight 0.08): The game offers multiple characters, each with distinct abilities. This variety allows for different playstyles and strategies.
- Boss and enemy encounters (weight 0.08): Players encounter bosses, mini-bosses, and regular enemies throughout the game. These encounters provide varied combat challenges.
- Card-based gameplay with energy (weight 0.08): Gameplay revolves around playing cards with energy limits and arranging play order. This mechanic is central to combat strategy.
- Equipment with attribute skills (weight 0.08): Equipment provides different attribute skills and stats, enhancing character builds. This system is frequently mentioned as a key feature.

Performance notes:
- Game responsiveness needs improvement (weight 0.08): Some players find the game sluggish to respond at times, indicating general performance concerns. This is a common but somewhat vague complaint.
- UI bug causes soft lock (weight 0.05): A UI bug on Steam Deck can cause a soft lock, preventing progress. This is a specific and impactful issue for players on that platform.

Recommendations:
- Recommended for roguelite card fans (weight 0.32): Multiple reviews recommend this game to fans of roguelite card games, deck-builders, and rogue-likes. The game seems to fit well within these genres.
- Highly recommended overall (weight 0.13): Several reviews give a strong thumbs up, with phrases like 'highly recommend' and 'definitely worth a try'. This indicates overall positive sentiment.
- Enjoyable for methodical players (weight 0.11): Some reviewers highlight that the game is suited for players who enjoy slower, more methodical experiences. This suggests a deliberate pacing that may not appeal to everyone.
- Mixed recommendations for card enthusiasts (weight 0.1): While many recommend it to card game fans, one review explicitly does not recommend it for card game enthusiasts. This suggests a divisive reception among hardcore card players.
- Not for fast-paced seekers (weight 0.08): A few reviews warn that the game is not for players seeking a fast-paced, dynamic roguelike card game. The slower pace is a notable characteristic.
- Worth price for short experience (weight 0.07): One review mentions the game is worth picking up for an enjoyable 8-hour experience at the price. Another says it's worth the price, indicating good value.
- Wait for sale or observe (weight 0.07): Some reviews suggest picking it up on sale or waiting and observing before buying. This indicates some hesitation about the full price or current state.
- Souls fans may enjoy (weight 0.04): A single review notes that Souls fans may enjoy the game, but it is a different beast. This indicates a potential crossover appeal.
- Addictive but recommended (weight 0.04): One review describes the game as recommended but addictive, implying a compelling gameplay loop that keeps players engaged.
- Revisit at 1.0 (weight 0.04): One reviewer recommends the game for now but plans to revisit at version 1.0, suggesting the game is in early access or incomplete.

Other player notes:
- Early access status concerns (weight 0.24): Reviewers note the game feels more like early access than most early access titles, with some saying it is in early access, beta, or not yet at version 1.0. This suggests the game is incomplete and still in development.
- Frequent comparisons to Slay the Spire (weight 0.23): Many reviewers compare the game to Slay the Spire and other deckbuilders like Monster Train and Gwent, noting it sticks close to the formula. Some see potential to rival Slay the Spire 2, while others prefer the originals.
- Soulslike elements and comparisons (weight 0.22): The game is frequently compared to Dark Souls and other Souls games, with reviewers noting its backgrounds, character design, and boss difficulty are inspired by those titles. It combines deckbuilding with soulslike elements.
- Game has potential (weight 0.17): Reviewers repeatedly mention the game has a ton of potential and could become better with updates. They hope developers will support and add content, keeping the same spirit until 1.0.
- Reasonable price and value (weight 0.14): Several reviewers state the game is worth the asking price, with the price being reasonable and fair. It is considered a worthwhile purchase despite its current state.
- Game is short (weight 0.13): Reviewers note the game is somewhat short, with one mentioning it takes about 8 hours to complete all endings and unlock all cards. The main story could be longer, and the current size is small.
- Specific game features and bosses (weight 0.12): The game features a final boss named Satan, a boss fight with a judgment mechanic, and a story. One reviewer mentions beating Satan after reaching the gates of hell with all characters.
- Lack of updates and support (weight 0.11): Some reviewers report the game has not been updated since its 2024 release, with no fixes for over a year, and appears abandoned by the developer. This is a significant concern for players.
- Content and story incomplete (weight 0.1): The game could use more content such as unlocks, and the story is incomplete. Reviewers hope for more content and developer support to address these gaps.
- Developer feedback and roadmap (weight 0.1): Reviewers note the game is in development and the developer should listen to player feedback, with an early access roadmap containing reasonable plans. English may not be the devs' first language.
- Low PC requirements (weight 0.04): One reviewer mentions that PC requirements are low, making the game accessible to a wider audience. This is a practical advantage.
- Developer and publisher details (weight 0.04): The game is developed by Bigboot Studios and published by HeroCraft PC. This information is useful for context but not a gameplay issue.
- Game received as gift (weight 0.03): One reviewer received the game as a gift, which may influence their perspective. This is a minor detail.
- Difficulty selection update (weight 0.03): The update log says difficulty selection is available after reaching a certain point, which is a specific feature detail. This may be relevant to players.
- Chinese translation error (weight 0.03): A reviewer notes the Chinese translation of the poison effect is incorrect, which is a localization issue. This affects non-English players.
- Developer asked for award nomination (weight 0.03): The developer asked for a Steam Award nomination, which some may see as premature given the game's state. This is a minor point.
- Lacks Russian language support (weight 0.03): One reviewer notes the game lacks Russian language support, which is a localization gap. This may limit its audience.
- Gameplay tip about first item (weight 0.03): A reviewer provides a tip: the first item chosen after the prebuild deck must be equipped. This is a practical gameplay hint.
- Similar to card pixel Diablo 2 (weight 0.03): One reviewer says the game has a feeling similar to card pixel Diablo 2, which is a unique comparison. This may appeal to fans of that style.

Emotions:
- Frustration (weight 0.3): Players are frustrated by unclear card effects, poor explanations, and numerous bugs that remain unfixed, including broken achievements and game freezes. The restrictive card limit and unbalanced difficulty further hinder progress, while the lack of saving and poor translation add to the overall frustration.
- Enjoyment (weight 0.13): Players enjoy the game's fun deck-building mechanics, unique blend of Dark Souls elements, and engaging story. The poison and stealth builds, along with the execution mechanic, are highlighted as particularly enjoyable, despite some translation issues.
- Disappointment (weight 0.09): Disappointment stems from the game feeling unfinished and abandoned, with unbalanced combat and poor writing. The core mechanics limit deckbuilding, and the lack of variety and slow content unlocking fail to meet expectations for a strategic deck-builder.
- Appreciation (weight 0.06): Players appreciate the unique and strategic approach to combat, the blend of Souls mechanics with card-battler gameplay, and the distinctive pixel art style. The freedom in classes and builds, along with the atmospheric visuals, are also valued.
- Satisfaction (weight 0.06): Satisfaction arises from the game's interesting mechanics, balanced difficulty, and rewarding progression. Players note improvements since early access, reasonable pricing, and appealing visuals as positive aspects.
- Confusion (weight 0.04): Confusion is caused by lack of tooltips, inconsistent damage calculations, and unclear mechanics like discard and electric pulse systems. The story becomes confusing, and some cards are not fully understood, leading to player bewilderment.
- Frustrated (weight 0.04): Players feel frustrated by cards being glued to slots, playing out of order, and lack of clarity when ending turns. Poor explanations and difficulty spikes, especially with the first boss, contribute to this frustration.
- Interest (weight 0.02): Interest is sparked by the game's interesting mechanics, large number of cards, and the strategic choice to spare characters instead of killing them. The story also piques curiosity, making the game worth trying despite difficulty.
- Surprise (weight 0.02): Surprise comes from the game being more fun than expected, the first boss having a second stage, and the contrast between whimsical visuals and a grim story. Homages to Dark Souls also add unexpected elements.
- Anticipation (weight 0.02): Players anticipate future updates and improvements, especially since the game is in early access. They look forward to more content from the developers and hope for continued support.
- Excitement (weight 0.02): Excitement is generated by the very enjoyable gameplay, exciting boss fights, and innovative mechanics that feel fresh. The game's unique approach to deck-building and combat keeps players engaged.
- Boredom (weight 0.01): Boredom results from sluggish pacing and unexciting battles, with single enemies or bosses being somewhat dull. The lack of variety in encounters contributes to a tedious experience.
- Annoyance (weight 0.01): Annoyance is caused by the randomized starting deck for a hero and the lag/stutter bug at turn transitions. These issues disrupt the flow of gameplay and hinder player experience.
- Desire (weight 0.01): Players desire more content and a greater challenge, as the game is currently too easy. They hope for expansions and increased difficulty to maintain engagement.
- Dissatisfaction (weight 0.01): Dissatisfaction stems from poor UI and effects, as well as a lacking card-building system with a restrictive card-play limit. These design flaws make the game feel ineffective and unpolished.
- Amusement (weight 0.01): Amusement is derived from the default name 'Jamie' for a fallen angel and the ability to change it, along with dialogue that reads like fantasy seinen anime. These elements add a humorous touch to the game.
- Impressed (weight 0.01): Players are impressed by the beautiful graphics, unique character design, and innovative gameplay. The great visuals and unique enemies stand out as highlights.
- Gladness (weight 0.01): Players feel gladness from simply enjoying the game. The overall experience brings satisfaction and happiness.
- Difficulty (weight 0.01): Difficulty arises from a lack of guidance for card building and strategy. Players struggle to understand how to effectively construct decks and plan their moves.
- Infuriation (weight 0.01): Infuriation is caused by the interface being very hostile towards the player. Poor UI design and lack of user-friendly features lead to anger and frustration.}