Compara los precios de De'Vine: Card Battles en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Stapleton. Publicado por DPSII. Lanzado el 15/3/2019. Disponible en PC. Géneros: Indie, RPG, Strategy.

Forget luck-based card draws and gacha mechanics: De'Vine Card Battles hands you a fixed seven-card lineup and dares you to out-think the AI every single fight.

I spend a lot of time around games that reward careful, pre-battle planning over in-match improvisation, and De'Vine Card Battles leans hard into exactly that philosophy. There are no random draws here. You construct a team of seven cards before each encounter and commit to it, which means your preparation, not a lucky hand, determines whether you win or lose. For a certain kind of strategy player, that is an immediately compelling premise. For anyone who leans on variance as a crutch, it will feel brutal within the first few fights. The card roster sits north of 300 entries, and each card carries an elemental identity that changes how it behaves mid-battle. Fire cards gain a bonus attack once their health drops below half, creating a counter-intuitive reason to let them take damage early. Air cards dodge every other turn, making them reliable disruptors. Unliving cards cannot be healed but resurrect on their own, which opens up some genuinely weird synergy lines if you build around them. Angelic cards will sacrifice themselves to protect a fallen ally, which can be the difference between a clean win and a full wipe on the Tower of Ascension mode. Water cards heal adjacent teammates on death, rewarding positional thinking about slot order in your lineup. These elemental rules are not decorative, they interact in ways that make deck construction feel more like a puzzle than a collection exercise. The game ships with three distinct modes beyond the main story campaign. Tower of Ascension escalates difficulty with each floor, serving as the endgame loop for players who want to stress-test their most optimized builds. The Tournament mode pits you against a bracket of sixteen opponents to reach the Hall of Champions, which adds some light replay motivation since different bracket paths expose different enemy compositions. Boss battles punctuate the campaign with encounters that demand coordinated lineup responses rather than raw card power. It is worth noting that this is an RPGMaker title, so visual presentation and UI are firmly budget-tier, and some players have flagged achievement-syncing issues with Steam. Community activity is low and the mod ecosystem is essentially nonexistent, which matters if you typically rely on community patches or quality-of-life mods to smooth over rough edges. The developer has acknowledged plans for a substantial overhaul including a renovated UI and new content, but that work has been delayed while other projects are prioritized. For the target audience, none of that is necessarily a dealbreaker. If you like building optimized static lineups, thinking through elemental counter-matchups, and replaying encounters to refine your seven-card configuration, the core loop has genuine depth for its price bracket. The complete absence of RNG is a double-edged quality: fights can feel punishing and even opaque early on because there is no variance to obscure bad decision-making. That honesty is the game's strongest feature and its steepest barrier simultaneously. New players should expect a short but not well-signposted learning curve before the elemental system clicks. Diego, Scout Team

De'Vine: Card Battles

De'Vine: Card Battles

15 mar 2019StapletonDPSII
GamerScout opina

Forget luck-based card draws and gacha mechanics: De'Vine Card Battles hands you a fixed seven-card lineup and dares you to out-think the AI every single fight.

PC
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I spend a lot of time around games that reward careful, pre-battle planning over in-match improvisation, and De'Vine Card Battles leans hard into exactly that philosophy. There are no random draws here. You construct a team of seven cards before each encounter and commit to it, which means your preparation, not a lucky hand, determines whether you win or lose. For a certain kind of strategy player, that is an immediately compelling premise. For anyone who leans on variance as a crutch, it will feel brutal within the first few fights. The card roster sits north of 300 entries, and each card carries an elemental identity that changes how it behaves mid-battle. Fire cards gain a bonus attack once their health drops below half, creating a counter-intuitive reason to let them take damage early. Air cards dodge every other turn, making them reliable disruptors. Unliving cards cannot be healed but resurrect on their own, which opens up some genuinely weird synergy lines if you build around them. Angelic cards will sacrifice themselves to protect a fallen ally, which can be the difference between a clean win and a full wipe on the Tower of Ascension mode. Water cards heal adjacent teammates on death, rewarding positional thinking about slot order in your lineup. These elemental rules are not decorative, they interact in ways that make deck construction feel more like a puzzle than a collection exercise. The game ships with three distinct modes beyond the main story campaign. Tower of Ascension escalates difficulty with each floor, serving as the endgame loop for players who want to stress-test their most optimized builds. The Tournament mode pits you against a bracket of sixteen opponents to reach the Hall of Champions, which adds some light replay motivation since different bracket paths expose different enemy compositions. Boss battles punctuate the campaign with encounters that demand coordinated lineup responses rather than raw card power. It is worth noting that this is an RPGMaker title, so visual presentation and UI are firmly budget-tier, and some players have flagged achievement-syncing issues with Steam. Community activity is low and the mod ecosystem is essentially nonexistent, which matters if you typically rely on community patches or quality-of-life mods to smooth over rough edges. The developer has acknowledged plans for a substantial overhaul including a renovated UI and new content, but that work has been delayed while other projects are prioritized. For the target audience, none of that is necessarily a dealbreaker. If you like building optimized static lineups, thinking through elemental counter-matchups, and replaying encounters to refine your seven-card configuration, the core loop has genuine depth for its price bracket. The complete absence of RNG is a double-edged quality: fights can feel punishing and even opaque early on because there is no variance to obscure bad decision-making. That honesty is the game's strongest feature and its steepest barrier simultaneously. New players should expect a short but not well-signposted learning curve before the elemental system clicks.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscontroller-supporttier:sub-5No-RNG StrategyFixed Lineup BuilderElemental SynergyTower EndgameRPGMaker Card BattlerPre-Battle PlanningBoss Rush

Requisitos del sistema

Mínimos

OS
Windows XP, Vista, 7, 8/8.1, 10
Memory
3 GB RAM
DirectX
Version 10
Storage
1 GB available space
Graphics
1 GB
Processor
Dual Core 2.4 GHZ

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Información del juego

Desarrolladora
Stapleton
Distribuidora
DPSII
Fecha de lanzamiento
15 mar 2019

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¿En qué plataformas está disponible De'Vine: Card Battles?

De'Vine: Card Battles está disponible en PC.

¿Cuándo se lanzó De'Vine: Card Battles?

De'Vine: Card Battles se lanzó el 15 de marzo de 2019.

¿Quién desarrolló De'Vine: Card Battles?

De'Vine: Card Battles fue desarrollado por Stapleton y publicado por DPSII.