Deck of Ashes
"The Outcasts brought Ash Curse upon us all, and they are the only ones who can lift it." – Ash Master. Deck of Ashes is an adventure game with tactical card combat. One character at a time, lead the cast of antiheroes on a quest for redemption. Explore the cursed fantasy world and hunt down powerful cards. Put your survival and resource management skills to the test when upgrading your Camp of allies. The choices that drive your journey – where to go, which resource to collect, which risk to take, and which card to craft – are the difference between success and untimely demise. Features Creative deck-building – collect combat cards that fit your unique playstyle and crush the enemy! Unique hand-drawn eerie art style. Dynamic dark fantasy world – travel through a procedurally generated, changing world in search for cards, supplies and glory! Various biomes that harbour different monster classes – each biome affects the gameplay and offers a unique set of opponents! Survival and resource management – you have limited opportunities to restore health or spent cards, so use them wisely! Camp – strategically improve your base depending on your style of play. Permadeath – unless you use the help of dark magic, then when you die, you die for good.
Steam User 0
Deck of Ashes takes the deck-building roguelike formula and gives it a much darker identity by combining card-based strategy with survival mechanics and long-term resource management. While many games in the genre focus almost entirely on building powerful combinations and defeating increasingly difficult enemies, this game attempts to create a stronger sense of danger and consequence. Victory is not determined only by winning battles but by whether players can survive an entire journey through a world consumed by corruption and decay. The experience feels less like a sequence of isolated encounters and more like a dangerous expedition where every decision can affect future progress.
The world itself immediately establishes a darker tone. Instead of placing players into the role of ideal heroes fighting for noble causes, the game follows antiheroes who are flawed, damaged, and often driven by personal motivations. This approach creates a different atmosphere compared to traditional fantasy adventures because the characters themselves feel less predictable. Their stories revolve around redemption, survival, and struggle rather than simple heroism, giving the narrative a rougher and more mature tone.
One of the game's most interesting features is its approach to deck management. While the mechanics may initially resemble other card-based roguelikes, Deck of Ashes introduces its own system that changes how players think about every move. Cards do not simply rotate endlessly through a standard cycle. Instead, using cards can gradually remove them from immediate availability, creating a situation where players must think beyond the current battle. Powerful attacks may provide short-term advantages but can create problems later if important resources become unavailable.
This system gives combat a different type of tension because players constantly need to balance efficiency with conservation. Every turn feels connected to future encounters, forcing players to think beyond immediate damage output. Instead of focusing entirely on creating overwhelming combinations, the game encourages planning and careful decision-making. Battles become less about reacting to current situations and more about managing long-term survival.
Character variety also adds significant depth to the overall experience. Different playable antiheroes possess unique abilities, card sets, and approaches to combat that can completely change how a run unfolds. Rather than feeling like simple visual replacements, these characters encourage entirely different strategies. Some focus heavily on aggression and direct damage while others rely more on status effects or alternative mechanics. This variety creates strong replay value because each new character changes the overall rhythm of gameplay.
Exploration and progression outside combat are equally important. The game does not allow players to simply move from one battle to the next without considering preparation and recovery. Managing resources, upgrading cards, crafting items, and maintaining camp systems become essential parts of staying alive. Survival becomes an ongoing challenge because players are constantly balancing risk and reward. Progress requires preparation just as much as combat skill.
The visual style also contributes effectively to the atmosphere. The hand-drawn artwork supports the dark fantasy setting and creates a world filled with unsettling creatures and ruined environments. Enemy designs often feel threatening and strange, while the overall presentation reinforces the sense that the world itself has been consumed by corruption. The visual identity may not completely redefine the genre, but it succeeds in creating a world that feels bleak and dangerous.
The game's difficulty can become one of its more divisive elements. Deck of Ashes often punishes mistakes heavily, and the survival systems can occasionally feel unforgiving. Poor decisions made early may continue affecting players much later, creating situations where recovery becomes difficult. Players who prefer more forgiving progression systems may find certain moments frustrating, especially when long-term planning mistakes become increasingly noticeable.
Despite these occasional frustrations, Deck of Ashes succeeds because it tries to introduce ideas that separate it from many other deck-building games. Instead of relying solely on addictive card combinations and familiar progression systems, it adds survival mechanics and strategic resource management that create a greater sense of pressure throughout the journey.
For players who enjoy roguelike card games and appreciate experiences that reward patience and thoughtful planning, Deck of Ashes delivers an engaging and challenging adventure. Beneath its harsh mechanics and dark atmosphere is a game that rewards experimentation and asks players to think several steps ahead at all times.
Rating: 7/10
Steam User 0
Many of the issues with controls, are down to having a pad connected to the pc while playing. Once unplugged mouse should now work, or at least it did for me. Then becomes playable from a mess, its not at the same level as other well known deck builders.
Steam User 0
picked up 5 years late for a few quid and im happy with it at that price, wouldn't be paying £16 quid for it, anything over a 10er is way too much for such a game. If you're into the card battler deckbuilding games this is a nice one picking up for a few quid. only 7 hours into it but i do see myself going back putting a lot more hours into it at some point.
Steam User 5
6/10
Odd game design decisions drag down the fantastic art, but it's still decent overall. It's like a smaller, lighter version of Gordian Quest. Though I probably won't play it more than 10 hours or so because the design choices make combat feel awkward.
Pros:
- Characters are quite likeable. Just blows my mind that this inexpensive indie game can have far more interesting characters vs $70-100 Outer Worlds 2 that I recently tried. Shame on you, Obsidian/Microsoft
- Voice acting, music, and sound design are surprisingly good for being an indie
- *Love* the art. It's got a very original vibe to it, and it's great at communicating emotions & abstract ideas. Probably the best thing about the game for me
- Card art is pretty good too. Many of these games have very same-y looking cards that aren't instantly recognizable, but that's not the case here
- Boss fights are pretty epic feeling
Mehs:
- In the campaign, you don't really go anywhere. You just move around your camp over and over gathering stuff... and eventually the boss attacks you
- Though turns can go quickly in combat, trash fights take way too many turns even on easiest difficulty
- Characters are good, but there could be more than 4
Cons:
- You temporarily consume cards when using them in battle, and have to constantly renew them to use again. Terrible system that makes more work for the player for no reason, and leads to counterintuitive play (ie deliberately avoiding renewing weaker cards)
- Starting summon for Jester is weird. It loses 33% of its health every time it attacks
- Card text & backgrounds are inconsistent in color and size. Often it becomes very difficult to read due to size and/or lack of contrast from background
- Not enough contrast between characters and backgrounds in combat. Backgrounds are a little too busy, which distracts from the fantastic character art