Compara los precios de HELLCARD en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Thing Trunk. Publicado por Skystone Games. Lanzado el 1/2/2024. Disponible en PC, Xbox. Géneros: Adventure, Indie, RPG, Strategy.

Cooperative deckbuilding with genuine positional tactics - if you have two friends and a free evening, this paper-dungeon crawler punches well above its indie weight class.

I have a folder on my desktop labelled 'deckbuilders to finish' that has been quietly growing for three years. HELLCARD actually made it out of that folder, and it did so because of one thing the genre almost never gets right: the cooperative hook is structural, not cosmetic. The core loop sits in familiar Slay the Spire territory - descend a twelve-floor dungeon, draft cards between encounters, collect artifacts, survive increasingly dense enemy waves, fight the Archdemon at the bottom. What breaks from that formula is the spatial combat layer. Your party of up to three heroes stands back-to-back in the center of an arena, and enemies close in from all sides. The battlefield is divided into sectors, and positioning actually changes the math: a Warrior's melee cards deal double damage to adjacent enemies, a Rogue's ranged attacks lose efficiency up close, and a Mage lobbing area-of-effect freeze spells needs careful aim or she clips her own team. Cards can also move enemies between zones or lock them in place, which means every hand you draw has a spatial decision attached to it, not just a damage calculation. That is a meaningful addition to the formula, and it holds up across runs. The four classes - Warrior, Mage, Rogue, and the post-launch Tinkerer - are distinct in ways that matter for team composition. The Tinkerer in particular plays nothing like the others: he assembles contraptions from components over multiple turns, starts slow, and can snowball into something genuinely threatening by the mid-floors. A post-launch Bruja DLC added a fifth class, the Blood Witch, whose Reckoning mechanic introduces a risk-reward resource loop that rewards aggressive play. The inter-class synergy is where the real decision-making lives. Running three Mages with different roles - one on crowd control, one on card draw acceleration, one building up heavy single-target combos - is a legitimate and interesting strategy, not an accident of class overlap. Solo players are not abandoned: AI companions handle their own decks automatically, which removes micromanagement friction without eliminating the positional choices that make combat feel tactical. The criticisms are real and worth naming. The unlock system is linear and opaque - you earn rewards without knowing what they are, which strips out the goal-setting that keeps roguelites compelling between sessions. Runs can start to blur together once you have a few dozen hours in, partly because the encounter variety does not scale as fast as the class and card depth does. The UI, while functional, has small readability issues around enemy ability icons that occasionally cause misplays rather than skill-testing decisions. The tutorial moves fast and assumes genre literacy; if this is your first deckbuilder, expect a rocky first two or three runs before the systems click. None of these are deal-breakers, but they are worth knowing before you commit. The multiplayer lobby system is active and finding a match is quick regardless of time zone, which matters for a co-op-focused game that relies on its player pool. The base game sits at a Steam rating of roughly 88% positive across over 1,600 reviews - a healthy signal that the community has found lasting value here well past launch. HELLCARD is the kind of game I recommend differently depending on who is asking. If you have two friends who like card games and an evening free, this is close to the ideal thing to fire up. If you are a solo player comparing it against Slay the Spire, understand you are trading some of that game's build elegance for positional depth and a combat system that actually feels different. The Tinkerer class alone is worth several hours of dedicated experimentation. Start with the Warrior, read your enemy attack indicators before you commit your mana, and do not ignore your companion's upgrade path on the solo runs. Diego, Scout Team

HELLCARD

HELLCARD

1 feb 2024Thing TrunkSkystone Games
GamerScout opina

Cooperative deckbuilding with genuine positional tactics - if you have two friends and a free evening, this paper-dungeon crawler punches well above its indie weight class.

PCXbox
Steam Deck VerifiedProtonDB Platinum
Mejor precio disponible
€0.00
en N/A
Mínimo histórico: €7.00

Comparar precios(0 tiendas)

Cargando precios...

We may earn a commission when you buy games through links on this page — at no extra cost to you. It never affects our rankings or verdicts.

Historial de precios

Historical low
€7.008 Jun 2026
Keyshops
€6.44€6.81€7.19€7.568 Jun13 Jun18 Jun23 Jun28 Jun
Tracking prices since 8 Jun 2026
Create alert

Capturas y multimedia

Acerca de HELLCARD

I have a folder on my desktop labelled 'deckbuilders to finish' that has been quietly growing for three years. HELLCARD actually made it out of that folder, and it did so because of one thing the genre almost never gets right: the cooperative hook is structural, not cosmetic. The core loop sits in familiar Slay the Spire territory - descend a twelve-floor dungeon, draft cards between encounters, collect artifacts, survive increasingly dense enemy waves, fight the Archdemon at the bottom. What breaks from that formula is the spatial combat layer. Your party of up to three heroes stands back-to-back in the center of an arena, and enemies close in from all sides. The battlefield is divided into sectors, and positioning actually changes the math: a Warrior's melee cards deal double damage to adjacent enemies, a Rogue's ranged attacks lose efficiency up close, and a Mage lobbing area-of-effect freeze spells needs careful aim or she clips her own team. Cards can also move enemies between zones or lock them in place, which means every hand you draw has a spatial decision attached to it, not just a damage calculation. That is a meaningful addition to the formula, and it holds up across runs. The four classes - Warrior, Mage, Rogue, and the post-launch Tinkerer - are distinct in ways that matter for team composition. The Tinkerer in particular plays nothing like the others: he assembles contraptions from components over multiple turns, starts slow, and can snowball into something genuinely threatening by the mid-floors. A post-launch Bruja DLC added a fifth class, the Blood Witch, whose Reckoning mechanic introduces a risk-reward resource loop that rewards aggressive play. The inter-class synergy is where the real decision-making lives. Running three Mages with different roles - one on crowd control, one on card draw acceleration, one building up heavy single-target combos - is a legitimate and interesting strategy, not an accident of class overlap. Solo players are not abandoned: AI companions handle their own decks automatically, which removes micromanagement friction without eliminating the positional choices that make combat feel tactical. The criticisms are real and worth naming. The unlock system is linear and opaque - you earn rewards without knowing what they are, which strips out the goal-setting that keeps roguelites compelling between sessions. Runs can start to blur together once you have a few dozen hours in, partly because the encounter variety does not scale as fast as the class and card depth does. The UI, while functional, has small readability issues around enemy ability icons that occasionally cause misplays rather than skill-testing decisions. The tutorial moves fast and assumes genre literacy; if this is your first deckbuilder, expect a rocky first two or three runs before the systems click. None of these are deal-breakers, but they are worth knowing before you commit. The multiplayer lobby system is active and finding a match is quick regardless of time zone, which matters for a co-op-focused game that relies on its player pool. The base game sits at a Steam rating of roughly 88% positive across over 1,600 reviews - a healthy signal that the community has found lasting value here well past launch. HELLCARD is the kind of game I recommend differently depending on who is asking. If you have two friends who like card games and an evening free, this is close to the ideal thing to fire up. If you are a solo player comparing it against Slay the Spire, understand you are trading some of that game's build elegance for positional depth and a combat system that actually feels different. The Tinkerer class alone is worth several hours of dedicated experimentation. Start with the Warrior, read your enemy attack indicators before you commit your mana, and do not ignore your companion's upgrade path on the solo runs.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayermultiplayercooponline-coopachievementscontroller-supporttrading-cardscloud-savestier:indiePositional Combat3-Player Co-opCompanion SystemArena DefenseClass SynergyPapercraft AestheticTorment ModeArtifact BuildsBruja DLC

Requisitos del sistema

Mínimos

OS
Windows 7, 8, 8.1, 10, 11
Memory
2 GB RAM
Storage
1500 MB available space
Graphics
512 MB DirectX 9.0c compatible graphics card
Processor
1.7 GHz Dual Core or Greater
Sound Card
DirectX 9.0c compatible

DLC y complementos de HELLCARD1

Expansiones, packs de DLC y contenido adicional de este juego. Haz clic en cualquier elemento para ver las ofertas de las tiendas.

Sigue explorando

Community Discussion

Be the first to comment on HELLCARD.

Reseñas y valoraciones

No hay valoraciones disponibles

Información del juego

Desarrolladora
Thing Trunk
Distribuidora
Skystone Games
Fecha de lanzamiento
1 feb 2024

Alerta de precio

¡Recibe un aviso cuando el precio baje de tu objetivo!

Crear alerta

Más de Thing Trunk

Compra mejor: guías útiles

¿Buscas más? Mira juegos como HELLCARD →

Preguntas frecuentes sobre HELLCARD

¿Cuánto cuesta HELLCARD?

El precio de HELLCARD cambia a menudo y varía según la tienda, la edición y la región. La tabla de precios en vivo de esta página compara las ofertas más baratas en stock de tiendas de claves de confianza como Eneba y Kinguin, para que siempre veas el precio más bajo actual antes de comprar.

¿Dónde puedo comprar HELLCARD más barato?

Compara los precios de HELLCARD en todas las tiendas verificadas en la tabla de precios de esta página. Listamos las ofertas de claves y tiendas más baratas en stock, actualizadas con frecuencia, para que siempre veas la mejor oferta actual antes de comprar.

¿En qué plataformas está disponible HELLCARD?

HELLCARD está disponible en PC, Xbox.

¿Cuándo se lanzó HELLCARD?

HELLCARD se lanzó el 1 de febrero de 2024.

¿Quién desarrolló HELLCARD?

HELLCARD fue desarrollado por Thing Trunk y publicado por Skystone Games.