Compare HeistGeist prices across 50+ stores and find the best deal. Developed by Doublequote Studio. Published by Doublequote Studio. Released on 11/11/2024. Available on PC, Mac, Linux. Genres: Action, RPG, Strategy.

Proof that a non-roguelike deckbuilder can carry a genuine story: HeistGeist nails the cyberpunk crew fantasy in about 12 hours, and the A-B-C combo system rewards anyone willing to think two cards ahead.

I've spent a long time in the deckbuilder space waiting for someone to ditch the roguelike treadmill and just build a proper narrative game around the card-combat loop. HeistGeist, from Slovakian indie Doublequote Studio, does exactly that. You play as Alexandra Novakova, a street-level thief on a 30-day deadline after a Venice job goes wrong, and the whole game is a linear, story-driven campaign set in the fictional cyberpunk city of Istrocity in 2040s Central Europe. No permadeath, no run resets. When you die in a fight, you adjust and try again with the same deck you've been building all game. For players who quit Slay the Spire after losing a 40-minute run to a bad shop RNG, this design decision alone is worth the entry price. The core mechanic is an A-B-C card combo system that takes maybe 10 minutes to grasp but has real texture once you start tuning a deck around it. Each card carries one of three letter designations, and playing them in sequence unlocks bonus effects on the following card: an A-category attack deals baseline damage, but following it immediately with a B card can chain an extra draw or an added action point. String enough of these together correctly and a single turn can cascade through ten or more cards. The deck has a fixed size limit, more like a collectible card game than a traditional roguelike deckbuilder, so every slot decision matters. Cards you earn during heists land in a collection pool; you manually slot them in or leave them out. That friction is the interesting part. Alexandra's deck skews toward combat, while crew member Zoya's separate deck handles hacking sequences, which play out as node-navigation puzzles where overshooting damage on a security node closes the path. It is not as satisfying as the combat, and some reviewers have flagged card balance issues where too many cards can fit into too many decks, trimming the sharpness of deck-building decisions. That is a fair criticism. The late game does get forgiving quickly once a combo engine assembles itself. The crew is the surprise. Karel the fence, Zoya the hacker, and Csaba the smuggler are all written with enough individual history that you actually care which of them is locked behind a security door during a multi-team heist. The story itself is standard cyberpunk territory: corporations, betrayal, a prototype MacGuffin. But the execution is grounded, the dialogue has genuine humor, and Alexandra is written as a believable professional rather than a genre placeholder. Heists are modular chunks of one to two hours each, mixing event scenes, fights, and hacking runs. Between heists you return to a home base, swap cards, bond with the crew, and spend cash on cyberware upgrades that alter base stats and deck size. Those upgrades have real impact early on when your hand size is still five cards and action economy is tight. The 2D art holds up. Neon-gloom palette, varied location design (slums, corporate labs, a literal castle), and slightly animated portrait dialogue that works better than a full visual novel budget would suggest. The Robert Bruckmayer soundtrack is legitimately good cyberpunk-adjacent rock that fits combat better than it has any right to. Voice acting is mostly solid, with a few delivery flat spots from the lead. Accessiblity note: no colorblind modes, and controls are not remappable as of launch. The ending arrives abruptly and there is no new-game-plus, which stings if you hit the credits with achievements still open. Plan one complete, deliberate playthrough rather than assuming you can mop up postgame. For strategy players who want to care about card sequencing without the punishment loop of a roguelike, HeistGeist sits in a genuinely underserved pocket of the genre. The depth ceiling is lower than a Slay the Spire build or a Dicey Dungeons run, but the narrative reason to push through each heist is stronger than almost anything in that space. Twelve hours, a competent story, and a combo system that rewards planning over luck. That is a reasonable deal. Diego, Scout Team

HeistGeist
ActionRPGStrategy

HeistGeist

Nov 11, 2024Doublequote Studio
GamerScout Says

Proof that a non-roguelike deckbuilder can carry a genuine story: HeistGeist nails the cyberpunk crew fantasy in about 12 hours, and the A-B-C combo system rewards anyone willing to think two cards ahead.

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About HeistGeist

I've spent a long time in the deckbuilder space waiting for someone to ditch the roguelike treadmill and just build a proper narrative game around the card-combat loop. HeistGeist, from Slovakian indie Doublequote Studio, does exactly that. You play as Alexandra Novakova, a street-level thief on a 30-day deadline after a Venice job goes wrong, and the whole game is a linear, story-driven campaign set in the fictional cyberpunk city of Istrocity in 2040s Central Europe. No permadeath, no run resets. When you die in a fight, you adjust and try again with the same deck you've been building all game. For players who quit Slay the Spire after losing a 40-minute run to a bad shop RNG, this design decision alone is worth the entry price. The core mechanic is an A-B-C card combo system that takes maybe 10 minutes to grasp but has real texture once you start tuning a deck around it. Each card carries one of three letter designations, and playing them in sequence unlocks bonus effects on the following card: an A-category attack deals baseline damage, but following it immediately with a B card can chain an extra draw or an added action point. String enough of these together correctly and a single turn can cascade through ten or more cards. The deck has a fixed size limit, more like a collectible card game than a traditional roguelike deckbuilder, so every slot decision matters. Cards you earn during heists land in a collection pool; you manually slot them in or leave them out. That friction is the interesting part. Alexandra's deck skews toward combat, while crew member Zoya's separate deck handles hacking sequences, which play out as node-navigation puzzles where overshooting damage on a security node closes the path. It is not as satisfying as the combat, and some reviewers have flagged card balance issues where too many cards can fit into too many decks, trimming the sharpness of deck-building decisions. That is a fair criticism. The late game does get forgiving quickly once a combo engine assembles itself. The crew is the surprise. Karel the fence, Zoya the hacker, and Csaba the smuggler are all written with enough individual history that you actually care which of them is locked behind a security door during a multi-team heist. The story itself is standard cyberpunk territory: corporations, betrayal, a prototype MacGuffin. But the execution is grounded, the dialogue has genuine humor, and Alexandra is written as a believable professional rather than a genre placeholder. Heists are modular chunks of one to two hours each, mixing event scenes, fights, and hacking runs. Between heists you return to a home base, swap cards, bond with the crew, and spend cash on cyberware upgrades that alter base stats and deck size. Those upgrades have real impact early on when your hand size is still five cards and action economy is tight. The 2D art holds up. Neon-gloom palette, varied location design (slums, corporate labs, a literal castle), and slightly animated portrait dialogue that works better than a full visual novel budget would suggest. The Robert Bruckmayer soundtrack is legitimately good cyberpunk-adjacent rock that fits combat better than it has any right to. Voice acting is mostly solid, with a few delivery flat spots from the lead. Accessiblity note: no colorblind modes, and controls are not remappable as of launch. The ending arrives abruptly and there is no new-game-plus, which stings if you hit the credits with achievements still open. Plan one complete, deliberate playthrough rather than assuming you can mop up postgame. For strategy players who want to care about card sequencing without the punishment loop of a roguelike, HeistGeist sits in a genuinely underserved pocket of the genre. The depth ceiling is lower than a Slay the Spire build or a Dicey Dungeons run, but the narrative reason to push through each heist is stronger than almost anything in that space. Twelve hours, a competent story, and a combo system that rewards planning over luck. That is a reasonable deal. Diego, Scout Team

Tags

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:aaaNon-RoguelikeDeckbuilderCyberpunkCombo SystemTurn-Based CombatHacking PuzzlesLinear NarrativeCyberware ProgressionFully Voiced

System Requirements

Minimum

OS
Windows 10 (64bit)
Memory
8 GB RAM
DirectX
Version 9.0
Storage
5 GB available space
Graphics
GeForce GTX 560
Processor
Intel Core 2 Duo E5200

Recommended

OS
Windows 10 (64bit)
Memory
16 GB RAM
DirectX
Version 11
Storage
5 GB available space
Graphics
GeForce GTX 560
Processor
Intel Core i5
Additional Notes
1080p, 16:9 recommended

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Game Info

Developer
Doublequote Studio
Publisher
Doublequote Studio
Release Date
Nov 11, 2024

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HeistGeist is available on PC, Mac, Linux.

When was HeistGeist released?

HeistGeist was released on 11 November 2024.

Who developed HeistGeist?

HeistGeist was developed by Doublequote Studio.