Creeping Deck: Pharaoh's Curse Reviews
Creeping Deck is a strategic roguelite deck-builder with RPG elements. Build and refine your deck as you progress through each dungeon, facing off against bosses and enemies. Upgrade, and unlock new skills, options, and artifacts to protect all of Egypt!
App ID | 2167550 |
App Type | GAME |
Developers | BlanketGames, Miju Games |
Publishers | Miju Games, TyGAMES |
Categories | Single-player, Steam Achievements |
Genres | Indie, Strategy, Action, RPG, Adventure, Early Access |
Release Date | 9 May, 2023 |
Platforms | Windows |
Supported Languages | English, French |

1 Total Reviews
0 Positive Reviews
1 Negative Reviews
Negative Score
Creeping Deck: Pharaoh's Curse has garnered a total of 1 reviews, with 0 positive reviews and 1 negative reviews, resulting in a ‘Negative’ overall score.
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:
398 minutes
I like card games and so should you. If you ever played slay the spire, this could be great for you.
👍 : 0 |
😃 : 0
Positive
Playtime:
40 minutes
It needs minor optimizations like higher music volume, at least for me, but overall a beautiful gem with high replayability without boredom and nice graphics one of the most aesthetic cards and event drawings I have ever seen in my 100+ card battler games
👍 : 4 |
😃 : 1
Positive
Playtime:
1121 minutes
this game is choc full of synergy, i hope the best for the devs cause this game is a gem. buy it.
👍 : 0 |
😃 : 0
Positive
Playtime:
65 minutes
It's like a non-roguelike deckbuilder, it's great. You don't lose much and keep on progressing to get further. If you die you restart at the current floor "temple" you've gotten to and buy upgrades and unlock cards while you progress. I actually like it a lot and will definitely be playing a bit more. Has a layout like slay the spire with artifacts, floor map, etc.
👍 : 1 |
😃 : 1
Positive
Playtime:
2116 minutes
I bought this game because of the Miju team and Planet Crafter (awesome game guys!), I know, I know, shameless plug. The game looks real good, and I believe it has potential, like a potion store would be really cool. The only problems I had, and sent a report on, were achievements unlocking and a problem with a freeze in one of the dungeons, but only that one so far. Otherwise its a cool game just to sit back and relax after a long hard day, or just because.
👍 : 2 |
😃 : 0
Positive
Playtime:
208 minutes
- Core gameplay mechanics are good
- UI is adequate if sometimes a little rough
- Power balance is pretty bad, there's no real challenge, cards and artifacts have wildly different power levels
- Card effects are either moderately buggy or poorly translated/explained, not sure which
👍 : 0 |
😃 : 0
Negative
Playtime:
1691 minutes
Okay, so I shelled out $12 for this title. And like a lot of you out there I've played about 1,001 games like this. After playing through the Demo and then the first pyramid (after purchase), I'm giving it a thumbs-up, but not without a few issues. I know the game is still in its infancy, so I'll take it easy.
First, I really do like the character/monster creations. Vivid and doesn't look like a 3rd grader drew them. The music and sound effects are nothing to shout about, standard fare, but I turn the volume down anyways, so no biggie.
I did find out that if you change something in the Options screen that it will not stick. I changed the screen resolution a notch down, yet still the game kept reverting back to the top position.
Also, you cannot Save a game in the middle of a Run. You either complete the temple, or not (and start over). Irritating.
As compared to others of this type of game, CD:PC doesn't really offer anything too different, Once again, Standard Fare. The setting is pretty cool, with pyramids, mummies, zombies and such, but beyond that you've walked down this path many times before. BUT--it's not a bad game, just not worth $12 IMO. Maybe between $7-10, but not 12 (unless they have some serious DLC coming). Ciao'!
👍 : 1 |
😃 : 0
Positive
Playtime:
652 minutes
The game is interesting, and the mechanics work well, but in Temple 5, the game simply stops dealing you cards. The animations and sound still run, but at some point, you receive no further cards. As far as I can find, there is no way to get past this.
👍 : 9 |
😃 : 0
Negative
Playtime:
242 minutes
The card art needs to be replaced (it clashes with everything else and all the characters have extra fingers and mouths, looks AI-generated), and there's plenty of UI bugs, like how you can't draft new cards if you are on your second run in a session. Card upgrades routinely show placeholder text instead of what the new effect would be.
Play breach wanderers, monster train or slay the spire until this becomes more playable. The runs are fairly quick though, so they got that aspect right.
Edit 29th Aug: There was a pretty big UI update as can be seen from the dev's comment. They seem to be working on the UI issues and I can already see a big change! Will be updating this review as more is added but I appreciate the devs promptly responding to feedback.
👍 : 4 |
😃 : 0
Negative
Playtime:
327 minutes
Review was positive to allow for updates, but no updates for 8 months. Guessing this project has been dropped.
The Good:
*Music fills in the background without becoming annoying or repetitive.
*Artwork is well done and pairs with the theme of the game.
The Neutral:
* Gameplay is decently done, with some better tooltips it compares to your standard deckbuilding rouge-like.
*Balance (edit 06/29/203) - The cards still need a lot of balance work, along with the temples. Temples are in STS terms, Ascension levels. Aside from higher difficulty and more enemies, there is very little uniqueness to each temple. Would be nice if they had a theme or something along those lines. As I get closer to the highest temple level, I start to wonder what the point of previous temples are aside from being easier.
*UI just needs a bit of polish. Targeting can be a bit awkward at times, and it seems you can not use your mouse1 yet to look up and down the map (only scroll wheel).When selecting a card reward, you need to unselect a card to change your option. When it comes to the map itself, it can sometimes not be apparent on first glance as to what node you are currently on.
*Save state - Currently there is no save state for your progress in a temple. If something comes up or your computer restarts, you are sent back to town and start over.
*Cycling cards - (edit 06/29/23) cycling issue appears to be resolved and working as you would expect.
*Chest clicking - Seems like a punishment to chose a chest node and then need to click it 5+ times to open it. Feels unnecessary and there are plenty of other games already helping me level up my carpel tunnel.
*Meta-progression - I love meta-progression games. Nothing like getting tangible progress in some regard to the game regardless of failure or success. It makes every attempt feel meaningful, even if you fail miserably. That being said, I hope the devs make meta-progression in this game a bit more difficult to obtain and less balance breaking. To be honest the current state of meta-progression feels more like I am unlocking cheat codes, rather than adding slightly changes to the difficulty. The cost is so low that in two hours and without focusing resource nodes, I was able to unlock most of the bonuses. Getting two free energy every turn for playing 6-7 runs is insane and makes energy generating cards feel pointless unless you are creating an infinite combo deck.
The Bad:
*Soft-locking - (Edit 6/29/23) As far as I can tell the soft-locking issue has been resolved.
*Quality of Cards - Higher quality cards in this game does not equal actual quality. Some of the most powerful decks I was able to create were almost exclusively common cards. In fact, leveling and getting new cards unlocked just made me skip card rewards more often. Catalyst (legendary) for example does damage based on the number of poison stacks an enemy currently has. However there are only 2-3 ways to poison in the game making the card mostly useless.
* Optimization (Edit 06/29/23) - Dev appears to have fixed the issue with whatever was causing high GPU usage.
*Blasphemy (Edit 8/30/23) - The Blasphemy called bloated cards blocking screen bug seems to have been fixed.
* Mechanic Bugs (Added 8/30/23) - Powers seem to not be working correctly. The power that deals damage when you play cards, only damages the front enemy and once it dies the effect stops working. Some cards change their description mid combat and say they do something they don't. For some reason beating an Elite enemy now beats the temple (only played one run because it is late so not sure if this was a one off glitch). Enemies being able to just steal all of your buffs also seems like a bad idea, it completely counters a defensive buffing play style to a near auto losing extent.
TL:DR - The game has a lot of promise and I would recommend it if you enjoy deckbuilders and meta-progression. There is a lot of work that still needs to be done but the groundwork is there.
👍 : 3 |
😃 : 0
Negative