HELLCARD
Charts
240

Players in Game

3 302 😀     543 😒
82,89%

Rating

Compare HELLCARD with other games
$24.99

HELLCARD Reviews

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!
App ID1201540
App TypeGAME
Developers
Publishers Surefire.Games, Skystone Games
Categories Single-player, Steam Achievements, Steam Cloud, Multi-player, Co-op, Online Co-op, Full controller support, Steam Leaderboards, Steam Trading Cards
Genres Indie, Strategy, RPG, Adventure, Early Access
Release Date16 Feb, 2023
Platforms Windows
Supported Languages French, German, Simplified Chinese, Traditional Chinese, Russian, English, Spanish - Latin America, Polish, Bulgarian

HELLCARD
3 845 Total Reviews
3 302 Positive Reviews
543 Negative Reviews
Very Positive Score

HELLCARD has garnered a total of 3 845 reviews, with 3 302 positive reviews and 543 negative reviews, resulting in a ‘Very Positive’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for HELLCARD over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.


Recent Steam Reviews

This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback

Playtime: 2623 minutes
Very fun little game. Similar to slay the spire with position mechanic and multiplayer. The only issue would be the corrupted leader board but not sure the dev can do much about that.
👍 : 0 | 😃 : 0
Positive
Playtime: 1239 minutes
I enjoyed the game. However, I bought it at 50% off and over paid. There isn't much game here. Got too easy too fast. My biggest gripe is there are only 5 classes and one is paid DLC.
👍 : 1 | 😃 : 0
Positive
Playtime: 440 minutes
Either the game is too easy or I was just very lucky. I beat it on my second run and this is how. First run, I pick mage. I picked a mixture of single target and AOE spells and I struggled to beat the first boss but I realizes something on that run. If you just armor up or kill the couple enemies that are attacking you in the first round or two, eventually all the enemies will group in the circle you are in. Once I realizes that, I knew I need high damage AOE spells so I start the second run. Right away I get an artifact that says " if you are under 50% health, all damage you do is doubled. From the there, I just picked teammates that had AOE as well as picking/upgrading my own AOE spell. Once spell in particular does 10 damage ( 20 with the artifact ) in a large circle around my mage and it doesn't exhaust. Once I got that, the game was a wrap. The final boss was a little tricky cause I didn't know he spawned eggs so initially I was focusing on the adds but then I realizes the boss had to go down. It was a close one and I barely pulled it off but that's how I beat this game in only two runs. I'm gonna keep playing so I can try the other classes. It is an intersting game the devs just need to fix the enemy AI so they all dont come charging in.
👍 : 1 | 😃 : 0
Positive
Playtime: 977 minutes
Not bad game, but it's looks very cheap when you enter endless mode bcs your cards doesn't scale to "late". A.e. - after 12, 24, 36... and other 12-circle stage you still see those values on your cards, what u see on beginning.
👍 : 1 | 😃 : 0
Positive
Playtime: 1351 minutes
6.5/10 For a product that has been available for purchase for 18 months this game falls short due to developer preference of throwing volume at you over finely tuned mechanics (quality) and interface (ease of interaction / availability of mechanic information). The lack of polish is immediately apparent in the developer’s interesting implementation of modern monitor resolutions and not including multi-monitor support within their multi-game launcher (Archive of Awesome) that also serves as an advertising board for their other games under. Mechanically, the lack of polish is less visible on the surface but in modes like single player + endless it becomes painfully apparent as the game scales. Multiplayer may not experience this same issue if each player has the opportunity to build their deck/artifact selection as if they are each the main player. Example situation: Single player endless, floor 34. • The floor spawn appears to be randomly generated from a range of options for the given floor in comprised of different bosses with set attributes. Inherently this isn’t an issue. • Mob spawns are extensive by this point and the challenge of volume stems from mobs/bosses functionally seamlessly synergizing their abilities and their abilities within the small board they operate in. This baseline experience can be offset depending on your spawn layout vs your card draw. • Even though mechanics synergize with your enemy spawn very well, player abilities mechanics synergize less comprehensively and this serves as the primary limiting factor to player progression. Two simple examples: ◦ Buster Bombs (influence type, 7 damage unblockable and break all block in a section) does not apply in the appropriate order. Say a few dozen monsters with the special “Heart of Stone” have been damaged by a single ability like Thousand Cuts or Thunder, what happens is that you must wait for every Heart of Stone animation to complete or else the effect of Buster Bomb will apply at the point you trigger it vs in the appropriate order. What this means is that you can functionally waste the block breaking function of Buster Bomb if you do not wait for prior Heart of Stone to finish applying. ◦ Demonic Revenge and may function inconsistently with the boss ability / floor debuff that results in creating a status card on enemy death. This interaction could be dependent on either the order of boss ability application or if it is applying to the ‘main’ character vs a non-main character. In one case, my nearly full hand discarded each status card that exceeded a full hand. In the other case, my nearly full hand was discarded before status cards were added. The lack of consistency of the interaction for these mechanics is really unacceptable and creates undue burden for player accessibility. If the game is intended to be fairly simple, then its mechanics should be straightforward. If the game were intended to be more complex… well then the board would be more than a 2 layer pie chart. At the end of the day this game has an interesting art style but likely intrinsically falls short due to the 2 layer pie chart that serves as the game-board. Mob/boss synergy scales aggressively against this narrow key element of the game. If the grid had further depth (layers), and potentially even overlapping areas instead of simply giving certain monsters aoe damage the board could be better distributed. I suspect the recent addition of mod support is intended to create an environment where the community can create more iterations of the game that overcome the game’s characteristic flaws. While it is nice there is the opportunity for that to occur, it’s simply a shame such prospective improvements are not intrinsically part of the base game.
👍 : 1 | 😃 : 1
Negative
Playtime: 521 minutes
Iam on the Fence if i like it or not. The gameplay itself is pretty cool. Finishing your first run feels good. But the process of getting there feels a little bit like chewing gum. Had todo i think 4 runs until i finished my first and every run took me over 2 hours. thats a little too slow for my taste. If the gamepace was 2x speed or even 3x I'd see myself playing this game for longer.
👍 : 1 | 😃 : 0
Positive
Playtime: 11761 minutes
I was suggested by my friend as we are both love Rogue-like game. ITwas not on discount (TBH u should grab this at full price to support the dev, my bad), so i waited till it goes sale and immediately bought it. I highly recommend this game because this is a very addicting game. Each run wont be the same as u can choose 5 character then choose artifact and can be partied with randoms or friends. There is some element called FORCED COOPERATION which varies based on your character. Meta progression is straightforward, by winning the battle with your character, u will be rewarded with exp (scales with torment) and unlock new artifact (total 10 per character), which can be chosen up to 3 artifact that will change or provide different way to play. DONT FORGET TO HAVE FUN!!
👍 : 1 | 😃 : 0
Positive
Playtime: 1455 minutes
HELLCARD is a refreshing twist on the deckbuilding roguelike genre, combining strategic card-based combat with a dynamic battlefield system and optional cooperative multiplayer. Developed by Thing Trunk, the creators of Book of Demons, HELLCARD is set in the same papercraft-inspired universe, delivering a familiar aesthetic with entirely new mechanics. It successfully bridges traditional card game structure with turn-based dungeon-crawling, creating a thoughtful, layered experience that rewards planning, adaptability, and teamwork. The core gameplay loop of HELLCARD revolves around tactical battles fought using a deck of cards representing attacks, defenses, buffs, and special abilities. Players begin with a basic deck tailored to their chosen class—Warrior, Mage, or Rogue—and gradually expand it by acquiring new cards between combat encounters. What distinguishes HELLCARD from other deckbuilders is its battlefield grid. Enemies are positioned in specific ranges and formations, which directly affects what cards can target them and how they retaliate. Managing enemy placement and movement becomes just as important as managing your deck, creating a hybrid experience that blends spatial tactics with deck strategy. Each run takes place in a multi-level dungeon filled with enemy encounters, random events, treasure rooms, and choices that influence your build. The risk-reward balance is ever-present—choosing when to heal, upgrade a card, or take a harder path can mean the difference between a successful run and an early defeat. Combat feels weighty and impactful, with enemy types and behaviors forcing players to constantly adjust their strategy. The escalating challenge ensures that even when you're overpowered, you're never invincible, maintaining tension throughout each session. The inclusion of multiplayer is a standout feature that elevates HELLCARD beyond many of its genre peers. Up to three players can team up online, each choosing a class and working together to conquer increasingly difficult battles. The synergy between different roles adds a layer of cooperative depth that’s rare in card-based games. Whether it’s the Warrior shielding allies from damage, the Mage blasting enemies in the back row, or the Rogue exploiting positioning for high burst damage, teamwork and coordination are vital. Communication is key, especially when pooling resources or planning moves several turns in advance. Visually, HELLCARD leans into the stylized papercraft aesthetic seen in Book of Demons, using a mix of 2D and 3D art that gives characters and environments a unique pop-up book feel. The animations are fluid, and the visual clarity helps during battles when positioning and targeting are crucial. The UI is generally clean and easy to navigate, though things can get slightly cluttered during chaotic encounters with numerous enemies on screen. The sound design and soundtrack are serviceable, if not particularly memorable, providing suitable atmosphere without overwhelming the thoughtful pace of gameplay. Progression in HELLCARD includes meta-unlocks and character upgrades that persist between runs, offering incentives to keep playing even after a failed dungeon attempt. Each class has its own unlockable cards and passive bonuses, allowing for deeper experimentation in future playthroughs. While the rogue-lite structure is familiar, the game maintains freshness through varied enemy designs, unpredictable dungeon layouts, and randomized card choices, encouraging replayability and build diversity. There are, however, a few rough edges. Balancing between certain card synergies and class abilities can sometimes feel uneven, and runs can occasionally be skewed by bad RNG in card or event selection. Additionally, while multiplayer adds significant value, connection issues or lack of matchmaking partners can impact the experience for those seeking quick co-op games. These issues are not game-breaking, but they highlight areas that could benefit from ongoing updates or refinement. In conclusion, HELLCARD is a deeply satisfying tactical card game that offers far more than initially meets the eye. Its unique grid-based combat, class variety, and cooperative multiplayer mode bring fresh energy to the deckbuilding roguelike space. The strategic depth, engaging progression system, and atmospheric world make each run through the dungeon feel meaningful and distinct. For fans of thoughtful turn-based games and creative card combat, HELLCARD is a worthy and rewarding challenge that successfully builds on its genre’s foundations while carving out its own unique identity. Rating: 8/10
👍 : 9 | 😃 : 0
Positive
Playtime: 844 minutes
I'd pay: $10 Just like the rest of this studio's games, a near miss for me. The game design itself is fully unique. A pretty perfect meta-game and an interesting combat setup. But the execution just isn't that interesting. As another player said, you do generally end up falling back on some dominant strategies (AOE attack & freeze), which is a sign of poor balance. There's also just not that much content. Yeah there are a few characters with a few variants, but for some reason it all just feels the same. Every run, every level. Maybe some varied objectives/battles/levels might make it more interesting.
👍 : 4 | 😃 : 0
Negative
Playtime: 7893 minutes
I don't usually write reviews, but one of my friends who I have played quite a few runs of this game with told me I should. So here you go. TLDR: Awesome game. Would recommend. Love the whole thing. So it starts out feeling like any other roguelike. Your cards suck. You can't do anything interesting. You are getting devastated most encounters. Then you finish your run and your character gets some experience and unlocks new cards and some artifacts (artifacts grant a buff for the duration of a run). I didn't think anything of it at the time, until my second run after unlocking an artifact. I discovered that I now had access to starting artifacts. Each starting artifact has a different effect varying from awesome to niche. Some unlock specific builds, making them function much earlier in a run. Then I found out that when you "cap" a character, you unlock 2 starting artifacts that allow you to fully randomize your starting deck, instead of using the starter deck. This also completely changes the game. At this point, I've unlocked all 10 starting artifacts for each character and I still find myself wanting to play some of my preferred builds again and again, simply because they're fun. Each character feels distinct. I personally love the Tinkerer and the Bruja. The Tinkerer sets up "contraptions" which then do something, usually damage. They have to deal with additional resources, but its a lot of fun and gets some truly crazy builds later in the game. The Bruja spends life to do damage, giving you a yo-yo effect on your health. Lots of give and take. Or you can build Redemption, and just destroy everything. There are 3 other classes, and none are bad, they're just more simple. The warrior focuses on Swords or Block, usually, but has other niche builds as well. The Mage has at least 3 builds, but I've actually never gotten the Rune one to work the way I wanted it to work Bolts and draw support are excellent in multiplayer. The Rogue shoots arrows or quarrels, moves things around, and has a lot of stuff to stun enemies and move enemies. I would highly recommend the game if you have a friend to play with once in a while.
👍 : 38 | 😃 : 2
Positive
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