Compare Aeon's End prices across 50+ stores and find the best deal. Developed by Handelabra Games Inc.. Published by Handelabra Games Inc.. Released on 9/17/2019. Available on PC, Mac, Linux. Genres: Adventure, Indie, Strategy.

If you've ever wanted a deck-builder that punishes sloppy play and actually rewards thinking three turns ahead, Aeon's End is the one to keep installed. Expect to lose repeatedly, and enjoy it.

I've played enough cooperative deck-builders to know that most of them let you get away with bloated, unfocused hands and still squeak out a win. Aeon's End does not. The design discipline here is unusual: you never shuffle your discard pile when it runs out, which means the order you discard cards is a genuine decision with consequences several turns down the line. That single rule change turns what looks like a modest digital tabletop port into something closer to a puzzle game - every gem you play, every spell you prep to a breach, every relic you hold back needs to slot into a plan. Blow the sequencing early and the Nameless compounds your mistake until Gravehold's life total crumbles faster than you thought possible. The base game ships with 8 Breach Mages, each with a unique starting card and a chargeable ability. Kadir can heal herself or an ally and let teammates dig for spells; Xaxos peeks at the top of the turn order deck and helps allies charge faster. You assemble a team of up to four mages, then face off against one of four Nemeses - Rageborne charges in hard using his Strike Deck, the Prince of Gluttons devours cards directly from your market, the Carapace Queen floods the board with minion insects, and the Crooked Mask corrupts your deck by shuffling bad cards into it mid-game. Each Nemesis deck is built from a mix of basic and boss-specific cards before the match, so repetition doesn't mean predictability: you will face the same Nemesis multiple times and get different threat sequences every run. The randomized turn order - mages and Nemesis share the same order deck and it reshuffles each round - means the Nameless can occasionally chain turns together while your mages scramble to keep pace, which is the game's sharpest source of tension. The market is the other major differentiator from genre peers. Before each match you hand-pick which gems, relics, and spells fill the nine supply slots - and each slot contains a stack of identical copies of that card. No mid-game card lottery, no random surprises from the shop. That design intentionality is what makes the pre-game setup feel like its own layer of strategy: you are theorycrafting a market to suit your mage composition and the specific Nemesis mechanics you know you will face. This is not a game where you react to what you draw; it is a game where you architect the conditions for winning before the first card hits the table. For newcomers, the tutorial does cover the basics and then steps aside, which is fine if you are the type to learn by doing. A full in-game rulebook is available if you want to read the system properly, and I'd actually recommend doing so. Sessions run around 30 minutes once you know the game, making it more approachable than the complexity level implies. The bigger concern is the absence of online multiplayer - local co-op in pass-and-play mode exists, but remote synchronous play requires workarounds like screen sharing. The artwork is functional rather than striking, which is a consistent note across the community. Steam user sentiment lands around 82% positive across several hundred reviews, with the negative minority almost entirely split between difficulty complaints and the missing online mode. Neither should deter you if you understand what you are buying. Three paid DLC packs - The Nameless, The Depths, and The New Age - expand the mage and Nemesis roster substantially, with The New Age introducing a multi-session Expedition system for players who want persistent progression. Diego, Scout Team

Aeon's End
AdventureIndieStrategy

Aeon's End

Sep 17, 2019Handelabra Games Inc.
GamerScout Says

If you've ever wanted a deck-builder that punishes sloppy play and actually rewards thinking three turns ahead, Aeon's End is the one to keep installed. Expect to lose repeatedly, and enjoy it.

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About Aeon's End

I've played enough cooperative deck-builders to know that most of them let you get away with bloated, unfocused hands and still squeak out a win. Aeon's End does not. The design discipline here is unusual: you never shuffle your discard pile when it runs out, which means the order you discard cards is a genuine decision with consequences several turns down the line. That single rule change turns what looks like a modest digital tabletop port into something closer to a puzzle game - every gem you play, every spell you prep to a breach, every relic you hold back needs to slot into a plan. Blow the sequencing early and the Nameless compounds your mistake until Gravehold's life total crumbles faster than you thought possible. The base game ships with 8 Breach Mages, each with a unique starting card and a chargeable ability. Kadir can heal herself or an ally and let teammates dig for spells; Xaxos peeks at the top of the turn order deck and helps allies charge faster. You assemble a team of up to four mages, then face off against one of four Nemeses - Rageborne charges in hard using his Strike Deck, the Prince of Gluttons devours cards directly from your market, the Carapace Queen floods the board with minion insects, and the Crooked Mask corrupts your deck by shuffling bad cards into it mid-game. Each Nemesis deck is built from a mix of basic and boss-specific cards before the match, so repetition doesn't mean predictability: you will face the same Nemesis multiple times and get different threat sequences every run. The randomized turn order - mages and Nemesis share the same order deck and it reshuffles each round - means the Nameless can occasionally chain turns together while your mages scramble to keep pace, which is the game's sharpest source of tension. The market is the other major differentiator from genre peers. Before each match you hand-pick which gems, relics, and spells fill the nine supply slots - and each slot contains a stack of identical copies of that card. No mid-game card lottery, no random surprises from the shop. That design intentionality is what makes the pre-game setup feel like its own layer of strategy: you are theorycrafting a market to suit your mage composition and the specific Nemesis mechanics you know you will face. This is not a game where you react to what you draw; it is a game where you architect the conditions for winning before the first card hits the table. For newcomers, the tutorial does cover the basics and then steps aside, which is fine if you are the type to learn by doing. A full in-game rulebook is available if you want to read the system properly, and I'd actually recommend doing so. Sessions run around 30 minutes once you know the game, making it more approachable than the complexity level implies. The bigger concern is the absence of online multiplayer - local co-op in pass-and-play mode exists, but remote synchronous play requires workarounds like screen sharing. The artwork is functional rather than striking, which is a consistent note across the community. Steam user sentiment lands around 82% positive across several hundred reviews, with the negative minority almost entirely split between difficulty complaints and the missing online mode. Neither should deter you if you understand what you are buying. Three paid DLC packs - The Nameless, The Depths, and The New Age - expand the mage and Nemesis roster substantially, with The New Age introducing a multi-session Expedition system for players who want persistent progression. Diego, Scout Team

Tags

singleplayermultiplayercooplocal-coopachievementstrading-cardscloud-savestier:indieNo-Shuffle Deck-BuildingMarket DraftingBoss RushTurn-Order RandomizationBreach ManagementCooperative SoloDigital Boardgame PortExpedition ModePass-and-Play

Steam Deck & Linux

Steam Deck VerifiedProtonDB Platinum

Valve rates this game Steam Deck Verified. Runs flawlessly on Linux out of the box. Based on 3 ProtonDB community reports.

System Requirements

Minimum

OS
Windows 7 SP1+
Memory
2 GB RAM
DirectX
Version 10
Storage
400 MB available space
Graphics
DX10, DX11, DX12 Capable
Processor
x64 architecture with SSE2 instruction set support

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Game Info

Developer
Handelabra Games Inc.
Publisher
Handelabra Games Inc.
Release Date
Sep 17, 2019

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Aeon's End is available on PC, Mac, Linux.

When was Aeon's End released?

Aeon's End was released on 17 September 2019.

Who developed Aeon's End?

Aeon's End was developed by Handelabra Games Inc..