Compara los precios de Shambles: Sons of Apocalypse en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por EXLIX. Publicado por GRAVITY. Lanzado el 26/6/2025. Disponible en PC. Géneros: Adventure, Indie, RPG, Strategy.

A post-apocalyptic roguelite deckbuilder that earns its 'Mostly Positive' badge once you survive the steep early-run learning curve and let the branching storylines pull you in.

I went in expecting a lightweight mobile port dressed up for PC, and Shambles genuinely surprised me. What EXLIX has built is a three-way genre sandwich: text-heavy RPG adventure on the surface, turn-based card combat underneath, and roguelite run structure holding the whole thing together. The continent of Eustea spans over 100 zones, each carrying its own story beats and faction politics, and the choices you make between combat encounters carry real weight across multiple questline arcs. It is not a game you can half-read. The deck-building side has more teeth than the modest price suggests. You are working with a pool of over 300 cards and 200-plus skills and equipment pieces, and the archetypes diverge meaningfully: a soldier leaning on modern firearms plays nothing like a wizard stacking synergies, and a knight build that focuses on gear-boosted stats opens up its own late-game ceiling. Quest color alignment matters when building your run, skull quests accelerate card acquisition fastest, gray quests offer safe diversification when your deck is off-color, and merchant nodes are invaluable for plugging defensive gaps before a tough zone. Community players have noted that some builds, particularly poison-stacking routes, can push into genuinely overpowered territory on lower difficulties, which gives newcomers a real on-ramp before jumping to harder settings where new enemy variants and encounters start appearing. The rough edges are real and worth naming. Early runs are punishing because you cannot undo story choices, and certain recurring encounters will wipe under-built teams repeatedly until you have enough run knowledge to route around them. The English localization has visible cracks: some dialogue is awkwardly worded, a handful of card descriptions read strangely between zones, and minor UI bugs surface when reviewing your deck mid-expedition. None of it is game-breaking, but players who need clean prose will notice. The genre mixing also creates a pacing tension: story-first players will sometimes sit through combat sequences that interrupt the narrative momentum, while deckbuilder fans have to absorb walls of text before the cards come out. For the strategy-minded player willing to put in two or three runs before the systems click, the payoff is substantial. Multiple questline branches mean replays feel different at the story level, not just the deck level. Higher difficulty tiers unlock new encounters and enemy variants that reshape routing decisions in a meaningful way. The moral and ethical dilemmas woven into the story are better constructed than I expected from an indie at this price tier, and the pictorial book collection mechanic rewards thorough exploration rather than just combat efficiency. This is genuinely a game that gets better the more attention you pay to it. Diego, Scout Team

Shambles: Sons of Apocalypse

Shambles: Sons of Apocalypse

26 jun 2025EXLIXGRAVITY
GamerScout opina

A post-apocalyptic roguelite deckbuilder that earns its 'Mostly Positive' badge once you survive the steep early-run learning curve and let the branching storylines pull you in.

PC
Steam Deck Playable
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€0.00
en N/A
Mínimo histórico: €4.93

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I went in expecting a lightweight mobile port dressed up for PC, and Shambles genuinely surprised me. What EXLIX has built is a three-way genre sandwich: text-heavy RPG adventure on the surface, turn-based card combat underneath, and roguelite run structure holding the whole thing together. The continent of Eustea spans over 100 zones, each carrying its own story beats and faction politics, and the choices you make between combat encounters carry real weight across multiple questline arcs. It is not a game you can half-read. The deck-building side has more teeth than the modest price suggests. You are working with a pool of over 300 cards and 200-plus skills and equipment pieces, and the archetypes diverge meaningfully: a soldier leaning on modern firearms plays nothing like a wizard stacking synergies, and a knight build that focuses on gear-boosted stats opens up its own late-game ceiling. Quest color alignment matters when building your run, skull quests accelerate card acquisition fastest, gray quests offer safe diversification when your deck is off-color, and merchant nodes are invaluable for plugging defensive gaps before a tough zone. Community players have noted that some builds, particularly poison-stacking routes, can push into genuinely overpowered territory on lower difficulties, which gives newcomers a real on-ramp before jumping to harder settings where new enemy variants and encounters start appearing. The rough edges are real and worth naming. Early runs are punishing because you cannot undo story choices, and certain recurring encounters will wipe under-built teams repeatedly until you have enough run knowledge to route around them. The English localization has visible cracks: some dialogue is awkwardly worded, a handful of card descriptions read strangely between zones, and minor UI bugs surface when reviewing your deck mid-expedition. None of it is game-breaking, but players who need clean prose will notice. The genre mixing also creates a pacing tension: story-first players will sometimes sit through combat sequences that interrupt the narrative momentum, while deckbuilder fans have to absorb walls of text before the cards come out. For the strategy-minded player willing to put in two or three runs before the systems click, the payoff is substantial. Multiple questline branches mean replays feel different at the story level, not just the deck level. Higher difficulty tiers unlock new encounters and enemy variants that reshape routing decisions in a meaningful way. The moral and ethical dilemmas woven into the story are better constructed than I expected from an indie at this price tier, and the pictorial book collection mechanic rewards thorough exploration rather than just combat efficiency. This is genuinely a game that gets better the more attention you pay to it.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayertier:indieRoguelite DeckbuilderMoral Choice SystemZone-Based ExplorationMultiple EndingsArchetype BuildsText-Adventure Combat HybridDifficulty ScalingPost-Apocalyptic Faction Politics

Requisitos del sistema

Mínimos

OS
Windows 7 or later
Memory
4 GB RAM
DirectX
Version 11
Storage
3 GB available space
Graphics
GeForce GTX 550 ti or Radeon hd 6570
Processor
Intel(R) Core(TM) i5-3570
Sound Card
DirectX 11.0c compatible

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Información del juego

Desarrolladora
EXLIX
Distribuidora
GRAVITY
Fecha de lanzamiento
26 jun 2025

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¿En qué plataformas está disponible Shambles: Sons of Apocalypse?

Shambles: Sons of Apocalypse está disponible en PC.

¿Cuándo se lanzó Shambles: Sons of Apocalypse?

Shambles: Sons of Apocalypse se lanzó el 26 de junio de 2025.

¿Quién desarrolló Shambles: Sons of Apocalypse?

Shambles: Sons of Apocalypse fue desarrollado por EXLIX y publicado por GRAVITY.