Compara los precios de CloverPit en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Panik Arcade. Publicado por Future Friends Games. Lanzado el 26/9/2025. Disponible en PC, Xbox. Géneros: Action, Adventure, Indie, Simulation, Sports, Strategy. Puntuación Metacritic: 80/100.

Trapped in a rusted cell with a slot machine and a trapdoor under your feet, CloverPit turns debt-spiral horror into a surprisingly deep build game - one bad run will teach you more than an hour of tutorial ever could.

I went in expecting a novelty act, a slot machine with a rogue-lite sticker slapped on top, and came out three hours later having genuinely theorycrafted my next run. That gap between expectation and reality is the entire pitch for CloverPit. Panik Arcade, a two-person Italian indie studio, has constructed something that looks like a gimmick on the outside and functions like a proper decision-layered builder underneath. The setup is deliberately claustrophobic: you wake up in a dim, grimy cell with a blinking ATM, a phone, a shop counter, and one slot machine. Pay off your debt by each deadline or the trapdoor opens and the run ends. The horror framing is not cosmetic - it is load-bearing. The mechanical core runs on a 3x5 reel grid with seven symbol types, each carrying a different coin value and drop frequency. That surface simplicity is where the game earns its rogue-lite label, because layered on top is a library of over 150 charms that can warp the machine's behaviour entirely. Some charms add flat value to a specific symbol. Others convert dead spins into payouts, turn the feared 666 pattern from a coin-eater into a trigger condition, or chain into synergies that snowball a modest run into something absurd. Each deadline is structured into rounds, and at the end of each round you choose how many spins to take - three spins earns an extra clover ticket for the shop, seven spins earns one ticket but more raw coin opportunity. That single choice, made repeatedly, is where the decision-making lives: starve your charm economy for short-term coin, or invest in the build and hope the reels cooperate long enough for the synergies to kick in. Phone calls at round completion offer one of three permanent upgrades per run, adding another layer of planning on top of the shop rotation. There is also an endless mode for players who want to stress-test a build without a narrative ceiling. Where the community is split is on a legitimate design question: how much of this is skill and how much is RNG luck? The honest answer sits somewhere in the middle, and which side you land on depends heavily on how many unlocks you have accumulated. Early runs, before the charm pool opens up, can feel punishingly random - the machine is the machine, and no amount of strategic intent compensates for seven blank spins in a row against a hard deadline. Critics who bounced off the game almost universally did so in this window. Stick past it, and the calculus shifts. Charms start doing genuinely broken things, stacking multipliers that let you treat the slot as a puzzle you are solving rather than a lever you are hoping. A dissenting minority of reviewers argues this never fully resolves, that the house odds never fully surrender to the player's agency. That criticism has weight, but it is also the point - the friction is intentional, a commentary on compulsion dressed up in low-poly PS1-era horror aesthetics and viscera-stained wood panelling. The Balatro comparison gets thrown around a lot, and it is fair up to a point. The debt-as-ante structure, the joker-equivalent charm slots, the interest system rewarding coin deposits - these all carry Balatro's DNA. But the texture is different. CloverPit is more oppressive, more confrontational, more willing to mock your decision-making through in-game events and phone call dialogue. It has two distinct endings gated behind specific run conditions involving red phone calls and the 666 trigger, giving players with patience a genuine secret-hunting layer on top of the build game. A premium DLC called Unholy Fusion, released in April 2026, adds a Surgery Machine that fuses two charms into a single more powerful trinket, expanding the late-game build space further. On the technical side, one notable complaint across reviews concerns resolution handling and ultrawide support - the game does not scale well outside its intended display mode, which is a real frustration for monitors outside standard aspect ratios. Controller support is present and works well, and the game runs cleanly on Steam Deck per community reports. For strategy and build-focused players: the learning curve is steep but not opaque. The computer terminal in the cell lists every charm and its unlock condition, which means you can plan across runs rather than just react to whatever the shop offers. Meta-progression unlocks new starter items and expands the charm pool, so every death carries forward progress. Runs average 30 to 45 minutes, which is a sensible session length for a game this tense. If you are the type who colour-codes a spreadsheet of item synergies after a single session, CloverPit has more depth than its tiny cell suggests. Diego, Scout Team

CloverPit

CloverPit

26 sept 2025Panik ArcadeFuture Friends Games
GamerScout opina

Trapped in a rusted cell with a slot machine and a trapdoor under your feet, CloverPit turns debt-spiral horror into a surprisingly deep build game - one bad run will teach you more than an hour of tutorial ever could.

PCXbox
Steam Deck VerifiedProtonDB Platinum
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Mínimo histórico: €1.98

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Acerca de CloverPit

I went in expecting a novelty act, a slot machine with a rogue-lite sticker slapped on top, and came out three hours later having genuinely theorycrafted my next run. That gap between expectation and reality is the entire pitch for CloverPit. Panik Arcade, a two-person Italian indie studio, has constructed something that looks like a gimmick on the outside and functions like a proper decision-layered builder underneath. The setup is deliberately claustrophobic: you wake up in a dim, grimy cell with a blinking ATM, a phone, a shop counter, and one slot machine. Pay off your debt by each deadline or the trapdoor opens and the run ends. The horror framing is not cosmetic - it is load-bearing. The mechanical core runs on a 3x5 reel grid with seven symbol types, each carrying a different coin value and drop frequency. That surface simplicity is where the game earns its rogue-lite label, because layered on top is a library of over 150 charms that can warp the machine's behaviour entirely. Some charms add flat value to a specific symbol. Others convert dead spins into payouts, turn the feared 666 pattern from a coin-eater into a trigger condition, or chain into synergies that snowball a modest run into something absurd. Each deadline is structured into rounds, and at the end of each round you choose how many spins to take - three spins earns an extra clover ticket for the shop, seven spins earns one ticket but more raw coin opportunity. That single choice, made repeatedly, is where the decision-making lives: starve your charm economy for short-term coin, or invest in the build and hope the reels cooperate long enough for the synergies to kick in. Phone calls at round completion offer one of three permanent upgrades per run, adding another layer of planning on top of the shop rotation. There is also an endless mode for players who want to stress-test a build without a narrative ceiling. Where the community is split is on a legitimate design question: how much of this is skill and how much is RNG luck? The honest answer sits somewhere in the middle, and which side you land on depends heavily on how many unlocks you have accumulated. Early runs, before the charm pool opens up, can feel punishingly random - the machine is the machine, and no amount of strategic intent compensates for seven blank spins in a row against a hard deadline. Critics who bounced off the game almost universally did so in this window. Stick past it, and the calculus shifts. Charms start doing genuinely broken things, stacking multipliers that let you treat the slot as a puzzle you are solving rather than a lever you are hoping. A dissenting minority of reviewers argues this never fully resolves, that the house odds never fully surrender to the player's agency. That criticism has weight, but it is also the point - the friction is intentional, a commentary on compulsion dressed up in low-poly PS1-era horror aesthetics and viscera-stained wood panelling. The Balatro comparison gets thrown around a lot, and it is fair up to a point. The debt-as-ante structure, the joker-equivalent charm slots, the interest system rewarding coin deposits - these all carry Balatro's DNA. But the texture is different. CloverPit is more oppressive, more confrontational, more willing to mock your decision-making through in-game events and phone call dialogue. It has two distinct endings gated behind specific run conditions involving red phone calls and the 666 trigger, giving players with patience a genuine secret-hunting layer on top of the build game. A premium DLC called Unholy Fusion, released in April 2026, adds a Surgery Machine that fuses two charms into a single more powerful trinket, expanding the late-game build space further. On the technical side, one notable complaint across reviews concerns resolution handling and ultrawide support - the game does not scale well outside its intended display mode, which is a real frustration for monitors outside standard aspect ratios. Controller support is present and works well, and the game runs cleanly on Steam Deck per community reports. For strategy and build-focused players: the learning curve is steep but not opaque. The computer terminal in the cell lists every charm and its unlock condition, which means you can plan across runs rather than just react to whatever the shop offers. Meta-progression unlocks new starter items and expands the charm pool, so every death carries forward progress. Runs average 30 to 45 minutes, which is a sensible session length for a game this tense. If you are the type who colour-codes a spreadsheet of item synergies after a single session, CloverPit has more depth than its tiny cell suggests.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscontroller-supportcloud-savestier:sub-5Debt-Deadline LoopCharm SynergiesHorror Rogue-liteMeta-ProgressionBuild VarietyLow-Poly AestheticPsychological HorrorMultiple EndingsEndless ModeSteam Deck Verified

Requisitos del sistema

Mínimos

OS
Windows 10 or more
Memory
1 GB RAM
Storage
512 MB available space
Graphics
Most dedicated GPUs should work.
Processor
Intel i3 4th generation or equivalent

Recomendados

Requires a 64-bit processor and operating system

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Reseñas y valoraciones

Metacritic
80

Información del juego

Desarrolladora
Panik Arcade
Distribuidora
Future Friends Games
Fecha de lanzamiento
26 sept 2025

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¿En qué plataformas está disponible CloverPit?

CloverPit está disponible en PC, Xbox.

¿Cuándo se lanzó CloverPit?

CloverPit se lanzó el 26 de septiembre de 2025.

¿Quién desarrolló CloverPit?

CloverPit fue desarrollado por Panik Arcade y publicado por Future Friends Games.

¿Merece la pena comprar CloverPit?

CloverPit tiene una puntuación Metacritic de 80/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.