Compara los precios de Vestiges: Fallen Tribes en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por WanadevStudio. Publicado por WanadevStudio. Lanzado el 24/4/2025. Disponible en PC. Géneros: Indie, Strategy.

A Dune-flavored card-battler where positioning matters more than reflexes, solid solo campaign, cross-platform PvP, and a thin but real player base to test your deck against.

I came into Vestiges: Fallen Tribes expecting a gimmick dressed up in sci-fi robes. What I found instead is a tighter, more considered design than the genre mash-up suggests. It sits at the intersection of deck-building, turn-based tactics, and autobattler, you build a hand, spend energy to place unit cards on a compact desert battlefield, then watch the resolution phase play out automatically. The catch is that all the meaningful decisions happen before the fight starts. Positioning, sequencing, and reading the map layout are what win matches here, not reaction time. That suits the flatscreen audience just fine even if the game was clearly designed with VR in mind. There are three playable tribes, the Illustrans, Adrarii, and Amonsets, and they are genuinely asymmetric. The Illustrans lean into grouped defensive lines anchored by units like the Cura, a healer that buffs their cluster-heavy playstyle, and legionnaires who absorb frontal hits. The Adrarii pressure early and hard. Each tribe's deck has a distinct rhythm you have to actually learn, which gives the deckbuilding layer some real teeth. The solo campaign runs 21 missions with escalating enemy counts and no difficulty slider, so if you tune out during the positioning phase you will hit walls. Cards like Tactical Retreat add reactive depth, letting you pull ineffective units mid-engagement rather than just watching them die. Match length sits around five to ten minutes, which is about right for this format, long enough to feel like you earned the outcome, short enough to queue another one. The PvP side is where the game either earns its money or loses it depending on your situation. The cross-platform matchmaking (PC and PCVR share the pool) found a game within 30 seconds at launch weekend, which is a decent sign for a niche indie. Both players operate with partial information, you know your hand, not theirs, so bluffing and counter-decking have room to breathe. The 100 HP drain-per-turn combat loop keeps pacing tight. That said, the player population is small and the game has no visible ranked ladder. If you are the type who needs a functioning competitive ecosystem, that is a real concern. Grab a friend who can commit to regular games or manage your expectations accordingly. The weaknesses are predictable for the scope: one play environment, limited map variety across 21 missions, and environment design that leans entirely on the sci-fi desert aesthetic without much range. Community feedback also surfaced some motion comfort concerns on the VR side specifically. None of that kills the flatscreen experience, but it does mean the game punches narrower than its concept implies. The strategic loop is good enough to carry it, watching a carefully staged army resolve combat after a clever positioning phase has a satisfaction that auto-battler fans will clock immediately. If you want a no-fuss multiplayer shooter loop, keep walking. This one asks you to think before you act, and it rewards the players willing to do that. Fred, Scout Team

Vestiges: Fallen Tribes

Vestiges: Fallen Tribes

24 abr 2025WanadevStudio
GamerScout opina

A Dune-flavored card-battler where positioning matters more than reflexes, solid solo campaign, cross-platform PvP, and a thin but real player base to test your deck against.

PC
Steam Deck Playable
Mejor precio disponible
€0.00
en N/A
Mínimo histórico: €7.56

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Acerca de Vestiges: Fallen Tribes

I came into Vestiges: Fallen Tribes expecting a gimmick dressed up in sci-fi robes. What I found instead is a tighter, more considered design than the genre mash-up suggests. It sits at the intersection of deck-building, turn-based tactics, and autobattler, you build a hand, spend energy to place unit cards on a compact desert battlefield, then watch the resolution phase play out automatically. The catch is that all the meaningful decisions happen before the fight starts. Positioning, sequencing, and reading the map layout are what win matches here, not reaction time. That suits the flatscreen audience just fine even if the game was clearly designed with VR in mind. There are three playable tribes, the Illustrans, Adrarii, and Amonsets, and they are genuinely asymmetric. The Illustrans lean into grouped defensive lines anchored by units like the Cura, a healer that buffs their cluster-heavy playstyle, and legionnaires who absorb frontal hits. The Adrarii pressure early and hard. Each tribe's deck has a distinct rhythm you have to actually learn, which gives the deckbuilding layer some real teeth. The solo campaign runs 21 missions with escalating enemy counts and no difficulty slider, so if you tune out during the positioning phase you will hit walls. Cards like Tactical Retreat add reactive depth, letting you pull ineffective units mid-engagement rather than just watching them die. Match length sits around five to ten minutes, which is about right for this format, long enough to feel like you earned the outcome, short enough to queue another one. The PvP side is where the game either earns its money or loses it depending on your situation. The cross-platform matchmaking (PC and PCVR share the pool) found a game within 30 seconds at launch weekend, which is a decent sign for a niche indie. Both players operate with partial information, you know your hand, not theirs, so bluffing and counter-decking have room to breathe. The 100 HP drain-per-turn combat loop keeps pacing tight. That said, the player population is small and the game has no visible ranked ladder. If you are the type who needs a functioning competitive ecosystem, that is a real concern. Grab a friend who can commit to regular games or manage your expectations accordingly. The weaknesses are predictable for the scope: one play environment, limited map variety across 21 missions, and environment design that leans entirely on the sci-fi desert aesthetic without much range. Community feedback also surfaced some motion comfort concerns on the VR side specifically. None of that kills the flatscreen experience, but it does mean the game punches narrower than its concept implies. The strategic loop is good enough to carry it, watching a carefully staged army resolve combat after a clever positioning phase has a satisfaction that auto-battler fans will clock immediately. If you want a no-fuss multiplayer shooter loop, keep walking. This one asks you to think before you act, and it rewards the players willing to do that.

Fred
Fred · Scout Team

Shooters

Etiquetas

singleplayermultiplayerpvponline-pvpcross-platformtier:indieAuto-BattlerDeck-BuildingAsymmetric FactionsTurn-Based PositioningCross-Platform PvPPCVR CompatibleShort Match LengthTribal Sci-Fi

Requisitos del sistema

Mínimos

OS
Windows 10 (64 bits)
Memory
8 GB RAM
Network
Broadband Internet connection
Graphics
NVIDIA GTX 1060 equivalent
Processor
Intel Core i5-7300HQ equivalent
VR Support
OpenXR on Meta with Meta headsets only (SteamVR headsets soon)

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Requires a 64-bit processor and operating system

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Información del juego

Desarrolladora
WanadevStudio
Distribuidora
WanadevStudio
Fecha de lanzamiento
24 abr 2025

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¿En qué plataformas está disponible Vestiges: Fallen Tribes?

Vestiges: Fallen Tribes está disponible en PC.

¿Cuándo se lanzó Vestiges: Fallen Tribes?

Vestiges: Fallen Tribes se lanzó el 24 de abril de 2025.

¿Quién desarrolló Vestiges: Fallen Tribes?

Vestiges: Fallen Tribes fue desarrollado por WanadevStudio.