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

RPGs
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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…
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Reviews & Ratings
Game Info
- Developer
- Defiant Development
- Publisher
- Defiant Development
- Release Date
- Feb 17, 2015

