Compare Hand of Fate prices across trusted key stores and find the best deal. Developed by Defiant Development. Published by Defiant Development. Released on 2/17/2015. Available on PC, Xbox. Genres: Action, Indie, RPG. Metacritic score: 78/100.

A roguelike where the smartest play happens before the run starts: you build the dungeon's deck, then live with what it deals you. The narration is superb, the swordfighting much less so.

One mechanic rearranged how I think about risk here: the dungeon in front of you is a row of face-down cards, and a room is not a room until you flip it. I kept trying to play it like a CRPG, reading ahead, planning three encounters out, and the Dealer kept reminding me that planning is something you do before the run, not during it. You do not choose your path so much as choose which odds you are willing to walk into. That reframing is the whole game, and it is why a card turning over still makes my stomach drop after a dozen runs. The loop splits cleanly in two. Between runs you build the deck the dungeon will be made of, shuffling in encounter cards you have unlocked plus the equipment and companions you want the game to be able to hand you. Then you sit down across the table, the board gets laid out, and you move a token square by square while food drains, gold accumulates, and curses quietly stack. Encounters resolve as short text scenes with choices, and the ones with teeth resolve through a gamble: cards shuffle face down, you pick one, and success or failure lands on you immediately. When a card turns out to be a fight, the table dissolves and drops you into a real-time, third-person brawler built on timed blocks, counters and dodges, swinging whatever gear your deck actually gave you rather than whatever you wish it had. What works is the framing, and I do not mean that as faint praise for a wrapper. The Dealer is one of the great video game narrators, dry, faintly amused, needling you when you fold and needling you harder when you win. His commentary turns a bad flip from a dice roll into something that feels authored, as though the game has an opinion about your choices. The deck-building carries real weight too, because you are curating the range of stories a run is allowed to tell. Stacking your deck to fish for one specific weapon chain is exactly the kind of scheming I will happily lose an evening to. And watching a run collapse because you got greedy about gold, ran your food to nothing, and then had to fight two packs of skeletons on an empty stomach is fair in a way roguelikes often are not. Where it disappoints: the combat cannot carry the hours the structure asks of it. It is competent and rhythmic and shallow, closer to a stripped-down Arkham brawl than anything with genuine build expression, and by the time you are climbing from the Jacks to the Queens to the Kings you have seen nearly everything the move set will ever do. Hit reactions are loose, crowds get scrappy in ways that feel less like tension and more like noise, and the later gauntlets pad themselves with long boards and repeated enemy mixes. There is a stretch in the back half that is plain grind logic wearing a tarot costume. The writing is thinner than the presentation implies, as well. These are vignettes, not character arcs, so if you came hoping for a companion who changes over forty hours, look elsewhere. The variance bites too, and no amount of clever construction saves you from the wrong curse at the wrong square. Play it if you enjoy the scheming layer of roguelikes more than the twitch layer, and if a genuinely great narrator can buy forgiveness for mediocre swordplay. Play it in short sessions, one or two boss runs at a sitting, because the loop wears thin faster than it deepens, and marathoning it exposes the combat's ceiling in a hurry. It is a sharp idea executed with more charm than mechanical depth, and years on I still hear the Dealer's voice when I turn a card in any game, which is more than I can say for plenty of titles that fight better. Monika, Scout Team

Hand of Fate

Hand of Fate

Feb 17, 2015Defiant Development
GamerScout Says

A roguelike where the smartest play happens before the run starts: you build the dungeon's deck, then live with what it deals you. The narration is superb, the swordfighting much less so.

PCXbox
Best Price Available
€1.98
at Gamivo
Lowest tracked: €1.98
Track this price

GamerScout Verdict

For deck-tinkerers who want a superb narrator and can forgive shallow combat. Best in short bursts, not marathons.

Compare Prices(3 stores)

GamivoBest price
StandardGlobalSteam KeyKey
€1.98
Priced in EUR by the store
Buy
StandardEurope (EU)Steam KeyKey
€19.99
Priced in EUR by the store
Buy

Every store in this table quotes us in euros, so the EUR figure is the price the seller actually set, not our arithmetic — which is why EUR is also the currency we rank in. We only list an offer here when the store gives us its price in euros, so nothing in this table is a number we invented.

Pick USD, PLN, GBP, CAD or AUD in the header and we convert from EUR at the European Central Bank reference rate — converted amounts are prefixed with ~. Your bank or the store may apply a different rate at checkout. We never hide offers based on where you are: everyone sees this whole table.

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.

Price History

Lowest tracked
€1.985 Sept 2026
Current best
€1.98
Lowest since we started tracking
Keyshops
€1.95€2.06€2.16€2.2726 Aug29 Aug1 Sept3 Sept6 Sept
Tracking prices since 26 Aug 2026
Create alert

Screenshots & Media

About Hand of Fate

One mechanic rearranged how I think about risk here: the dungeon in front of you is a row of face-down cards, and a room is not a room until you flip it. I kept trying to play it like a CRPG, reading ahead, planning three encounters out, and the Dealer kept reminding me that planning is something you do before the run, not during it. You do not choose your path so much as choose which odds you are willing to walk into. That reframing is the whole game, and it is why a card turning over still makes my stomach drop after a dozen runs. The loop splits cleanly in two. Between runs you build the deck the dungeon will be made of, shuffling in encounter cards you have unlocked plus the equipment and companions you want the game to be able to hand you. Then you sit down across the table, the board gets laid out, and you move a token square by square while food drains, gold accumulates, and curses quietly stack. Encounters resolve as short text scenes with choices, and the ones with teeth resolve through a gamble: cards shuffle face down, you pick one, and success or failure lands on you immediately. When a card turns out to be a fight, the table dissolves and drops you into a real-time, third-person brawler built on timed blocks, counters and dodges, swinging whatever gear your deck actually gave you rather than whatever you wish it had. What works is the framing, and I do not mean that as faint praise for a wrapper. The Dealer is one of the great video game narrators, dry, faintly amused, needling you when you fold and needling you harder when you win. His commentary turns a bad flip from a dice roll into something that feels authored, as though the game has an opinion about your choices. The deck-building carries real weight too, because you are curating the range of stories a run is allowed to tell. Stacking your deck to fish for one specific weapon chain is exactly the kind of scheming I will happily lose an evening to. And watching a run collapse because you got greedy about gold, ran your food to nothing, and then had to fight two packs of skeletons on an empty stomach is fair in a way roguelikes often are not. Where it disappoints: the combat cannot carry the hours the structure asks of it. It is competent and rhythmic and shallow, closer to a stripped-down Arkham brawl than anything with genuine build expression, and by the time you are climbing from the Jacks to the Queens to the Kings you have seen nearly everything the move set will ever do. Hit reactions are loose, crowds get scrappy in ways that feel less like tension and more like noise, and the later gauntlets pad themselves with long boards and repeated enemy mixes. There is a stretch in the back half that is plain grind logic wearing a tarot costume. The writing is thinner than the presentation implies, as well. These are vignettes, not character arcs, so if you came hoping for a companion who changes over forty hours, look elsewhere. The variance bites too, and no amount of clever construction saves you from the wrong curse at the wrong square. Play it if you enjoy the scheming layer of roguelikes more than the twitch layer, and if a genuinely great narrator can buy forgiveness for mediocre swordplay. Play it in short sessions, one or two boss runs at a sitting, because the loop wears thin faster than it deepens, and marathoning it exposes the combat's ceiling in a hurry. It is a sharp idea executed with more charm than mechanical depth, and years on I still hear the Dealer's voice when I turn a card in any game, which is more than I can say for plenty of titles that fight better.

Monika
Monika · Scout Team

RPGs

Tags

auto-admittedDeckbuildingCard-Based CombatRoguelike ElementsReal-Time CombatNarrator-DrivenRisk ManagementReplayable RunsResource ManagementTabletop FramingThird-Person BrawlerChoice-Driven EncountersRun-Based ProgressionGear UnlocksBoss GauntletsShort Session FriendlyDark Fantasy

System Requirements

Minimum

Processor
2.4ghz Intel Core 2 Duo or equivalent
Memory
4 GB RAM
Graphics
Nvidia 260 GTS or Radeon HD 4850 - 512 MB of VRAM
DirectX
Version 9.0c
Storage
1 GB available space S…

Recommended

Processor
2.66GHz Intel Core i7
Memory
4 GB RAM
Graphics
Nvidia 460 GTX / Radeon 5770 - 1 GB of VRAM
DirectX
Version 9.0c
Storage
5 GB available space
Sound Card
Di…

Keep exploring

Community Discussion

Be the first to comment on Hand of Fate.

Reviews & Ratings

Metacritic
78
Steam
89%(10,680)

Game Info

Developer
Defiant Development
Publisher
Defiant Development
Release Date
Feb 17, 2015

Features

Single-playerSteam AchievementsFull controller supportSteam Trading CardsSteam CloudSteam LeaderboardsRemote Play on TVFamily Sharing

Price Alert

Get notified when the price drops below your target!

Create Alert
Best price€1.98
See offer

Across the 24,305 games we track, a verified key was cheaper than the official store 90% of the time. See the method and the full numbers in our game price report.

No card? Pay another way

Top up your Steam Wallet or buy crypto with any card — instant delivery, no bank account needed.

More from Defiant Development

Buy smarter: helpful guides

Looking for more? See games like Hand of Fate →

Frequently asked questions about Hand of Fate

How much does Hand of Fate cost?

As of 6 September 2026, the cheapest in-stock offer for Hand of Fate is €1.98 at Gamivo, out of 3 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Hand of Fate cheapest?

The lowest in-stock price we track for Hand of Fate is €1.98 at Gamivo (6 September 2026). We compare 3 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Hand of Fate available on?

Hand of Fate is available on PC, Xbox.

When was Hand of Fate released?

Hand of Fate was released on 17 February 2015.

Who developed Hand of Fate?

Hand of Fate was developed by Defiant Development.

Is Hand of Fate worth buying?

Hand of Fate holds a Metacritic score of 78/100, making it one of the standout Action titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.