Kyvir: Rebirth

Kyvir: Rebirth is a single player card game that combines elements of RPG, deck building, and roguelike gameplay. This game features an original dual deck mechanism, hundreds of distinctive items, skills, and cards for you to experiment with.

Kyvir: Rebirth is a early access, card battler and rogue-lite game developed by Dawnblaze Entertainment and published by AplusGames.
Released on January 31st 2021 is available on Windows and MacOS in 2 languages: English and Simplified Chinese.

It has received 410 reviews of which 329 were positive and 81 were negative resulting in a rating of 7.5 out of 10. 😊

The game is currently priced at 4.61€ on Steam and has a 30% discount.


The Steam community has classified Kyvir: Rebirth into these genres:

Media & Screenshots

Get an in-depth look at Kyvir: Rebirth through various videos and screenshots.

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
  • Processor: Core i3
  • Memory: 2 GB RAM
  • Graphics: IGP or better
  • DirectX: Version 11
  • Storage: 2 GB available space
MacOS
  • OS: OS X 10.12 High Sierra
  • Processor: Intel Core i5 2.00 GHz
  • Memory: 2 GB RAM
  • Graphics: integrated graphics
  • Storage: 2 GB available space

Reviews

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

July 2021
Ok, first of all, this is NOT a Deckbuilder the core loop of the game isn`t about "building" a deck (looking at the tags it`s obvious, but there are some misleading reviews) it`s a card battler tactical RPG (a.k.a. a somewhat standard tactical RPG, but the combat is handled with a deck) the customization is done by pieces of equipment that modify your stats/gives you random abilities and most of the cards are unlockable and can be added/removed at will The variety is good the character plays quite differently and there`s a decent number of monsters/loot/random events It`s moderately grindy a succesful run is enough to unlock most cards for a character then there are some items/skills that, once unlocked, can be found during a run and past "level 3" higher difficulties must be unlocked for each character the difficulty is average the game is winnable on the first run and since there isn`t a real meta-progression past the characters` cards (unlockable in a couple of runs at most) victory or defeat is mostly a matter of player` skill
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July 2021
This is a very good deck-building game -- a less stressful, shorter version of Slay the Spire, if that makes sense. If it's less creative than Dicey Dungeons, well most things are. One of the better non-Spire roguelike deckbattlers out there. It's very functional for Early Access and I've only encountered one bug; since the creators want some feedback, here goes: • The bug: there is no way to un-select a card after you've selected it. This seems unintentional and is a very poor UI flaw. • In several luck-based events, certain things cost "coins," but the amount of coins it costs is cut off because the text box is too small, or the amount just hasn't been typed in. This is basic beta-testing stuff -- reduce the font size or make the box bigger. • EDITED TO ADD: Getting even 2 pieces of a matching outfit is rare, so the construction of "here are the bonuses for 5 pieces of the same outfit! 7 pieces of the same outfit!) are ridiculous. It's a short-ish game. And the bonuses themselves are often not good enough to warrant wearing two of the same type. AND if one is going to do this, a bonus should kick in at 2 pieces, not 3. There's too much randomness around that specific area; it feels less well designed than the rest of the game. • The level 4 final boss has more hitpoints than the Heart in the Spire -- there's no way to beat it on the first go-round and given that this game is clearly intended to be significantly less difficult than Spire, that's a massive error. • The writing desperately needs a copy editor whose first language is English. There are grammar errors all over the place (cards you "drawed," "deals damage "equals" to current armor," the use of the word "stacks" instead of, say, "points" is quite confusing. I will happily revise the English-language text for a very reasonable rate. • The inclusion of random items you find ("Dirt") is fun, but there's no way to view the items, and not enough indication of what they might be for. LIkewise, the statue in level 4 • There is no reason for "Strength" and "Magical Strength" to be separate. If "Strength" does not affect Wizards' weapons, then "Bear Potion" should not be for sale, because it's a useless card. • It's great that "Aim" stacks with Jagged Arrow or poison, but there's no reason that Jagged and Poison shouldn't stack on top of each other. Otherwise, it renders certain abilities (your first three arrows are Jagged! Until you make your first 2 arrows poison) useless. • Randomness is okay, but the Forge event does not have nearly enough clarity. In Slay the Spire, when you encounter the Spirits and get rid of a card, you know that the gain will clearly match the rarity of the card...but even then, there's always a benefit to getting rid of a card on its own. There is no benefit to randomly getting rid of equipment; there is no indication of whether getting rid of two items of equipment at the same time will help you. This needs a lot more signposting, and there should always be a benefit to getting rid of the equipment. • The minor enemies regenerating is not game-breaking, but it's definitely annoying and slows the game down in an unhelpful way. Enemies should not be able to regenerate HP *and* give themselves buffs, especially when it's rare for the player to be able to generate HP. And some programming things: "Swift" is great -- getting free actions -- but using a card that already costs 0 should not reduce your Swift. That's poor design, and hopefully easy to fix? The game should do a better job of signposting certain things -- there's a devilish enemy who looks impossible to beat... unless you know that killing his minions inflicts damage, but there's only a tiny, mouse-over text that tells you that. So, hopefully the developers read this; the game's already quite good… *and* there are straightforward steps that can polish it and make it even better.
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Feb. 2021
I love the innovation this game brings to the deck-building genre. You have 2 active decks in combat, main hand & off hand. You can customise both decks from the start, which I haven't seen in this genre as much. It's an awesome mechanic which may hinder you early but opens up as soon as you get a general grasp of the game. In addition, you can collect equipment sets which, once combined, will activate immense powerful buffs. Overall, for that tiny price, this little game shines with innovation and customizability.
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Feb. 2021
Lot of fun, although using the Paladin was a little bit difficult until I unlocked some cards. Some typo errors on cards, but the look and feel of the game is pretty good. Can't wait to see the third character! Would also be nice for the ability to sell equipment at shops as well as re-roll in shops to try and get armor sets (closet I have come is 4 of a set...)
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Feb. 2021
This is my first time playing a deck-building roguelike game, and so far it has been an absolute blast of an experience! The game has some minor bugs in its current state, but the developers are extremely responsive and proactive in fixing them, so I would still highly recommend anybody to get this game, especially if you are a fan of this genre :)
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Last Updates

Steam data 16 November 2024 13:15
SteamSpy data 21 December 2024 15:23
Steam price 23 December 2024 20:34
Steam reviews 22 December 2024 07:57
Kyvir: Rebirth
7.5
329
81
Online players
0
Developer
Dawnblaze Entertainment
Publisher
AplusGames
Release 31 Jan 2021
Platforms