Compara los precios de Demon's Mirror en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Be-Rad Entertainment. Publicado por Good Shepherd Entertainment. Lanzado el 5/9/2024. Disponible en PC. Géneros: Strategy.

Two resource systems running in parallel, zero wasted turns, and a branching map that punishes greedy routing, Demon's Mirror is the deckbuilder that actually respects your decision-making bandwidth.

My first instinct when I saw a match-3 grid sharing screen space with a card hand was mild suspicion, that combination has a long history of collapsing into one mechanic cannibalizing the other. Demon's Mirror is one of the rare cases where the concern evaporates within a handful of fights. The core tension is this: you have three energy per turn, and spending two of it on a chain pull from the 6x6 gem board is expensive but often correct. Wulf, the starting character, gets his first chain free each turn, which keeps newcomers from feeling locked out of the board entirely. Draga and Axo, unlocked through accumulated run-score points, shift the calculus differently and demand you rebuild your board-vs-cards mental model from scratch. That character-to-character variation is exactly the kind of design decision I want to see in this genre. The combat loop has real mechanical density. Tile matches attack enemies, generate shields, or produce temporary energy. Cards can directly damage or defend, but the more interesting ones manipulate the board itself, setting up longer chains that would otherwise be geometrically impossible. Enemies place hostile tiles on the grid with countdown timers, clear them via matching before the timer hits zero or absorb a heavy hit. That creates a constant triage problem: optimize your own turn or neutralize the incoming threat. Good roguelikes live or die on the quality of that moment-to-moment dilemma, and Demon's Mirror mostly gets it right. The forced full-hand discard at the end of each turn is a deliberate friction point that rewards tight deck construction over hoarding powerful one-offs. The run structure follows the Slay the Spire branching-path blueprint across three maps, each with twelve node encounters before a boss. Nodes mix battles, shops, campfires for healing or crafting single-use scrolls, and random narrative events with binary choices that affect your run state. The path decisions matter more than they might first appear, ducking battles to rush campfires when your health is low versus chasing shops to hit a key trinket before a boss is the kind of routing logic that separates early runs from polished ones. The modification system deserves a specific callout for newcomers: you can dial down enemy health and damage without a penalty flag on most achievements, which is a sensible difficulty ramp that more roguelikes should copy. Difficulty 10 exists for the people who want a real ceiling to grind toward. Where Demon's Mirror stumbles is consistency. The randomization, while standard for the genre, can feel punishing in ways that even veteran deckbuilder players will recognize as unfair rather than instructive. If your preferred synergy depends on a specific card showing up, the pool of over 200 cards means you can go multiple full runs without seeing it. The story is thin to the point of being decorative, and enemy variety thins out noticeably in repeat sessions. Runs are also on the shorter side, which cuts both ways, sessions are approachable in length, but the content ceiling arrives faster than you might want from a genre where you expect a slow unraveling of build space. Critics noted the game sits around an 81 average across a modest review pool, with the split coming predictably from players who wanted deeper card complexity versus those who found the hybrid format freshly demanding. For strategy players specifically, the value proposition is clear. This is a game about optimizing two resource streams simultaneously, reading enemy intent telegraphed one turn ahead, and routing a map with incomplete information about what's coming. That is a genuinely satisfying decision space even if the narrative scaffolding around it is forgettable. New players should start with Wulf, keep decks lean, and treat the board as a primary weapon rather than a fallback. The modification system is there for a reason, use it, learn the synergies, then strip the training wheels off. Diego, Scout Team

Demon's Mirror

Demon's Mirror

5 sept 2024Be-Rad EntertainmentGood Shepherd Entertainment
GamerScout opina

Two resource systems running in parallel, zero wasted turns, and a branching map that punishes greedy routing, Demon's Mirror is the deckbuilder that actually respects your decision-making bandwidth.

PC
Steam Deck Verified
Mejor precio disponible
8,94 €-55%
en Eneba
Mínimo registrado: 8,71 €
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Veredicto de GamerScout

Solid pick for deckbuilder veterans who want a second resource system to optimize, lighter on content depth than the best in the genre, but mechanically distinct enough to earn its place in the rotation.

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StandardGlobalSteam KeyClave
8,94 €-55%
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StandardGlobalSteam KeyClave
8,99 €
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9,19 €
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11,19 €-44%
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StandardGlobalSteam KeyClave
11,93 €-17%
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16,99 €-15%
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18,79 €-6%
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Historial de precios

Mínimo registrado
8,71 €8 jun 2026
Mejor precio actual
8,94 €
Tiendas de claves
8,14 €8,61 €9,09 €9,56 €8 Jun25 Jun12 Jul29 Jul15 Aug
8 jun — 15 ago
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Capturas y multimedia

Acerca de Demon's Mirror

My first instinct when I saw a match-3 grid sharing screen space with a card hand was mild suspicion, that combination has a long history of collapsing into one mechanic cannibalizing the other. Demon's Mirror is one of the rare cases where the concern evaporates within a handful of fights. The core tension is this: you have three energy per turn, and spending two of it on a chain pull from the 6x6 gem board is expensive but often correct. Wulf, the starting character, gets his first chain free each turn, which keeps newcomers from feeling locked out of the board entirely. Draga and Axo, unlocked through accumulated run-score points, shift the calculus differently and demand you rebuild your board-vs-cards mental model from scratch. That character-to-character variation is exactly the kind of design decision I want to see in this genre. The combat loop has real mechanical density. Tile matches attack enemies, generate shields, or produce temporary energy. Cards can directly damage or defend, but the more interesting ones manipulate the board itself, setting up longer chains that would otherwise be geometrically impossible. Enemies place hostile tiles on the grid with countdown timers, clear them via matching before the timer hits zero or absorb a heavy hit. That creates a constant triage problem: optimize your own turn or neutralize the incoming threat. Good roguelikes live or die on the quality of that moment-to-moment dilemma, and Demon's Mirror mostly gets it right. The forced full-hand discard at the end of each turn is a deliberate friction point that rewards tight deck construction over hoarding powerful one-offs. The run structure follows the Slay the Spire branching-path blueprint across three maps, each with twelve node encounters before a boss. Nodes mix battles, shops, campfires for healing or crafting single-use scrolls, and random narrative events with binary choices that affect your run state. The path decisions matter more than they might first appear, ducking battles to rush campfires when your health is low versus chasing shops to hit a key trinket before a boss is the kind of routing logic that separates early runs from polished ones. The modification system deserves a specific callout for newcomers: you can dial down enemy health and damage without a penalty flag on most achievements, which is a sensible difficulty ramp that more roguelikes should copy. Difficulty 10 exists for the people who want a real ceiling to grind toward. Where Demon's Mirror stumbles is consistency. The randomization, while standard for the genre, can feel punishing in ways that even veteran deckbuilder players will recognize as unfair rather than instructive. If your preferred synergy depends on a specific card showing up, the pool of over 200 cards means you can go multiple full runs without seeing it. The story is thin to the point of being decorative, and enemy variety thins out noticeably in repeat sessions. Runs are also on the shorter side, which cuts both ways, sessions are approachable in length, but the content ceiling arrives faster than you might want from a genre where you expect a slow unraveling of build space. Critics noted the game sits around an 81 average across a modest review pool, with the split coming predictably from players who wanted deeper card complexity versus those who found the hybrid format freshly demanding. For strategy players specifically, the value proposition is clear. This is a game about optimizing two resource streams simultaneously, reading enemy intent telegraphed one turn ahead, and routing a map with incomplete information about what's coming. That is a genuinely satisfying decision space even if the narrative scaffolding around it is forgettable. New players should start with Wulf, keep decks lean, and treat the board as a primary weapon rather than a fallback. The modification system is there for a reason, use it, learn the synergies, then strip the training wheels off.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscontroller-supportcloud-savestier:indieChain-3 MechanicsDual Resource ManagementBranching Path MapDifficulty ModifiersRun-Score UnlocksTrinket SynergiesBoard ManipulationTurn-Based RoguelikeSingle-Session Friendly

Requisitos del sistema

Mínimos

OS
Windows 10 x64 Bit
Memory
8 GB RAM
DirectX
Version 11
Storage
2 GB available space
Graphics
GeForce GTX 660 (2048 MB) Radeon HD 7850 (2048 MB) HD Graphics 630
Processor
Intel Core i5-4570T (2 * 2900), or equivalent. AMD A10-5800K APU (4 * 3800), or equivalent.

Recomendados

OS
Windows 11 x64 Bit
Memory
8 GB RAM
DirectX
Version 12
Storage
2 GB available space
Graphics
GeForce GTX 1050 Ti (4096 MB) Radeon RX 470 (4096 MB) Iris Pro Graphics 580
Processor
Intel Core i5-8600K (6 * 3600), or equivalent. AMD Ryzen 5 1500X (4 * 3500, or equivalent.)

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Información del juego

Desarrolladora
Be-Rad Entertainment
Distribuidora
Good Shepherd Entertainment
Fecha de lanzamiento
5 sept 2024

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Mejor precio8,94 €
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Preguntas frecuentes sobre Demon's Mirror

¿Cuánto cuesta Demon's Mirror?

A 15 de agosto de 2026, la oferta más barata disponible de Demon's Mirror es €8.94 en Eneba, de entre 7 ofertas activas que seguimos en tiendas de claves verificadas. Los precios cambian a diario — la tabla de esta página se actualiza continuamente.

¿Dónde puedo comprar Demon's Mirror más barato?

El precio más bajo disponible que seguimos para Demon's Mirror es €8.94 en Eneba (15 de agosto de 2026). Comparamos 7 ofertas activas de tiendas de claves verificadas — la tabla completa con cada tienda y su puntuación de confianza está en esta página.

¿En qué plataformas está disponible Demon's Mirror?

Demon's Mirror está disponible en PC.

¿Cuándo se lanzó Demon's Mirror?

Demon's Mirror se lanzó el 5 de septiembre de 2024.

¿Quién desarrolló Demon's Mirror?

Demon's Mirror fue desarrollado por Be-Rad Entertainment y publicado por Good Shepherd Entertainment.