HELLCARD

Hellcard is a unique cooperative deck builder rogue-like game. Descend into the paper dungeons on your own, recruit computer-controlled companions or join other players' lobbies in fast-paced tactical card battles against the armies of darkness and the Archdemon himself!

HELLCARD is a co-op, rogue-like and card battler game developed by Thing Trunk and published by Skystone Games.
Released on February 01st 2024 is available only on Windows in 14 languages: English, Simplified Chinese, French, German, Polish, Russian, Spanish - Latin America, Traditional Chinese, Bulgarian, Portuguese - Brazil, Spanish - Spain, Japanese, Korean and Italian.

It has received 3,585 reviews of which 3,070 were positive and 515 were negative resulting in a rating of 8.3 out of 10. 😎

The game is currently priced at 24.50€ on Steam.


The Steam community has classified HELLCARD into these genres:

Media & Screenshots

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Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS *: Windows 7, 8, 8.1, 10, 11
  • Processor: 1.7 GHz Dual Core or Greater
  • Memory: 2 GB RAM
  • Graphics: 512 MB DirectX 9.0c compatible graphics card
  • Sound Card: DirectX 9.0c compatible

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

April 2024
Roguelike deckbuilders as a genre have a problem; they all live in Slay the Spire's shadow. The smart games don't try to just be a better version of Slay the Spire (probably impossible) but try to deliver a different experience, a new format or narrative or visuals, whatever it takes to not be judged as 'like StS but not as good'. Hellcard is the first game that I think has completely succeeded. The cooperative play in hellcard is new and engaging, it adds fresh challenges and thrills, the joy of being able to set up your friend for success and the difficulties of having to communicate and strategise effectively. The game is not exactly fun when played solo, it's a bit plodding and each turn takes far too long, but when played with a friend or two, it is a joy. It's no Slay the Spire (nothing is) but it has brought new ideas and dynamics to a genre hungry for innovation.
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Feb. 2024
This is not a hard game. You can pretty easily beat normal with all 4 classes. But there is something quietly addictive to the gameplay. I have better games with better writing, character development, deck building, etc., but I just keep booting this one up. Thumbs up!
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Feb. 2024
It's a bit overwhelming at first because it's built for 3 players and they make you control all 3 players during single player. Matchmaking is also like a 5-20 minute wait time as well. Endless mode is also pretty broken; it gets incredibly easy by level 20. It's also pretty ugly in my opinion; it's these weird cutout characters and dingy lighting. That said, it's a good deck building game if you can get past the flaws. It's a true indie game; flawed but a bit of a gem under it all.
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Feb. 2024
Co-op review! I have almost exclusively played the game in 2 or 3 player coop. I will update this if/when I do some solo play, but the shine of this game is truly the multiplayer aspect. This game captures the core essence of the gameplay of Slay the Spire, and presents it in a new format begging to be played with friends. Similar to StS, decks and builds are fully emergent based off of what you find, and there are abundant opportunities to thin and upgrade your deck and artifacts to improve your performance. The catch here is that by playing with friends, your deck doesn't have to be self-synergistic. You can make a deck that just draws cards and you can be the engine that drives your friend's decks. You can abandon defense and go all in on attack, and let your allies cover your weak spots. While not perfectly balanced, card viability is high and you can make most things work if you work together. In addition there is torments (modifiers to make your runs increasingly difficult), but you can pick and choose your modifiers for each run, allowing you to customize the difficulty to your exact preferences. Endless mode is available to revel in your most broken builds, with draftable modifiers that expire over time, allowing you to protect what makes your builds click against specific modifiers that might brick your combo. The classes are all enjoyable, and the game is straightforward and easy to pick-up and learn. Again, I can't speak to how the game plays alone, but if you have some friends to play with, this will easily clear whatever cost-to-hours ratio you strive for.
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Jan. 2024
It's a great game, plenty of playtime in it pushing the Torment higher, however there are many small "buuuuut"s with this game. The most glaring issue is that the mage sucks... a lot, he is the worst character unless you get lucky enough to get multiple Swell, Mend Wounds, and/or Anamnesis so you can be a cray tank/healer. His damage options all are bad on their own and absolutely pale in comparison to the Warrior and Rogue, both of which are capable of more CC, Single-Target/Priority damage, AND AoE damage. Hell, even as far as tanking via block goes both the Warrior and Rogue are better at that. If you haven't tried it, you might be surprised how crazy the Rogue can get at being a block tank. All that to say, the Mage is a huge disappointment and needs a complete rework. Edit: The make it clear, the Mage sucks in general. If you're a no lifer and build VERY specifically, he's kinda godlike. But a character being trash 95% of the time and insane 5% is also a problem. It should definitely be less extreme. The other characters can manage with sub-optimal luck more much more easily. Now for the rest of the small issues... There just isn't enough of anything There aren't enough cards There aren't enough artifacts There aren't enough classes (which more classes would solve the first two issues, in itself admittedly) There aren't enough monster types Not enough Bosses with interesting challenges There aren't enough mechanics or complex interactions, everything is very basic and nothing particularly interesting was attempted (all just very safe mechanics, the stuff most people would consider the 'basic groundwork' that you then branch out from to try less surefire additions) Due to the lack of all of the above, there is a VERY limited assortment of viable builds you can go for with any character and those options slowly become less and less viable as you push the Torment higher. The RNG is insane, you should expect RNG to screw you in these games occasionally, obviously, but this game gives you extremely limited ways to interact with that RNG and mitigate, avoid, subvert, or control it to any real degree. The biggest hallmark for a truly great Roguelite/Roguelike is how much agency one has over the RNG, where that agency comes from, how you earn it, ect... and this game just doesn't give you any. When you're pushing Torments, you will just be doing run after run waiting for the RNG to give you exactly what you need. Hell, it is a better strategy starting at around 10 Torment to just roll a character and then do up to the first mini-boss and if you and your friend(s) haven't gotten what you need, restart until you do. Now onto friends... play this game with friends, do your best to have a full lobby of friends in voice. The game is VERY clearly balanced for having a full party and every fewer person you have makes the game harder and harder in a way that hints at some scaling and balancing issues deep down. Again, GREAT game, I just wish it was what it could be rather than what it is at current. Hopefully the new Tinkerer class will help. And I hope it gets additional updates and maybe even some sizeable paid DLC later.
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Data sources

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Last Updates

Steam data 29 November 2024 00:42
SteamSpy data 22 January 2025 00:52
Steam price 23 January 2025 12:49
Steam reviews 21 January 2025 06:01
HELLCARD
8.3
3,070
515
Online players
195
Developer
Thing Trunk
Publisher
Skystone Games
Release 01 Feb 2024
Platforms