Compare HELLCARD prices across trusted key stores and find the best deal. Developed by Thing Trunk. Published by Skystone Games. Released on 2/1/2024. Available on PC, Xbox. Genres: Adventure, Indie, RPG, Strategy.

Cooperative deckbuilding with genuine positional tactics - if you have two friends and a free evening, this paper-dungeon crawler punches well above its indie weight class.

I have a folder on my desktop labelled 'deckbuilders to finish' that has been quietly growing for three years. HELLCARD actually made it out of that folder, and it did so because of one thing the genre almost never gets right: the cooperative hook is structural, not cosmetic. The core loop sits in familiar Slay the Spire territory - descend a twelve-floor dungeon, draft cards between encounters, collect artifacts, survive increasingly dense enemy waves, fight the Archdemon at the bottom. What breaks from that formula is the spatial combat layer. Your party of up to three heroes stands back-to-back in the center of an arena, and enemies close in from all sides. The battlefield is divided into sectors, and positioning actually changes the math: a Warrior's melee cards deal double damage to adjacent enemies, a Rogue's ranged attacks lose efficiency up close, and a Mage lobbing area-of-effect freeze spells needs careful aim or she clips her own team. Cards can also move enemies between zones or lock them in place, which means every hand you draw has a spatial decision attached to it, not just a damage calculation. That is a meaningful addition to the formula, and it holds up across runs. The four classes - Warrior, Mage, Rogue, and the post-launch Tinkerer - are distinct in ways that matter for team composition. The Tinkerer in particular plays nothing like the others: he assembles contraptions from components over multiple turns, starts slow, and can snowball into something genuinely threatening by the mid-floors. A post-launch Bruja DLC added a fifth class, the Blood Witch, whose Reckoning mechanic introduces a risk-reward resource loop that rewards aggressive play. The inter-class synergy is where the real decision-making lives. Running three Mages with different roles - one on crowd control, one on card draw acceleration, one building up heavy single-target combos - is a legitimate and interesting strategy, not an accident of class overlap. Solo players are not abandoned: AI companions handle their own decks automatically, which removes micromanagement friction without eliminating the positional choices that make combat feel tactical. The criticisms are real and worth naming. The unlock system is linear and opaque - you earn rewards without knowing what they are, which strips out the goal-setting that keeps roguelites compelling between sessions. Runs can start to blur together once you have a few dozen hours in, partly because the encounter variety does not scale as fast as the class and card depth does. The UI, while functional, has small readability issues around enemy ability icons that occasionally cause misplays rather than skill-testing decisions. The tutorial moves fast and assumes genre literacy; if this is your first deckbuilder, expect a rocky first two or three runs before the systems click. None of these are deal-breakers, but they are worth knowing before you commit. The multiplayer lobby system is active and finding a match is quick regardless of time zone, which matters for a co-op-focused game that relies on its player pool. The base game sits at a Steam rating of roughly 88% positive across over 1,600 reviews - a healthy signal that the community has found lasting value here well past launch. HELLCARD is the kind of game I recommend differently depending on who is asking. If you have two friends who like card games and an evening free, this is close to the ideal thing to fire up. If you are a solo player comparing it against Slay the Spire, understand you are trading some of that game's build elegance for positional depth and a combat system that actually feels different. The Tinkerer class alone is worth several hours of dedicated experimentation. Start with the Warrior, read your enemy attack indicators before you commit your mana, and do not ignore your companion's upgrade path on the solo runs. Diego, Scout Team

HELLCARD

HELLCARD

Feb 1, 2024Thing TrunkSkystone Games
GamerScout Says

Cooperative deckbuilding with genuine positional tactics - if you have two friends and a free evening, this paper-dungeon crawler punches well above its indie weight class.

PCXbox
Steam Deck VerifiedProtonDB Platinum
Best Price Available
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Historical low: €6.65

GamerScout Verdict

Best for co-op deckbuilder fans who want genuine positional tactics, though solo players will still find enough mechanical depth to justify the run count.

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Price History

Historical low
€6.652 Jul 2026
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€6.33€7.44€8.54€9.658 Jun19 Jun30 Jun11 Jul22 Jul
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About HELLCARD

I have a folder on my desktop labelled 'deckbuilders to finish' that has been quietly growing for three years. HELLCARD actually made it out of that folder, and it did so because of one thing the genre almost never gets right: the cooperative hook is structural, not cosmetic. The core loop sits in familiar Slay the Spire territory - descend a twelve-floor dungeon, draft cards between encounters, collect artifacts, survive increasingly dense enemy waves, fight the Archdemon at the bottom. What breaks from that formula is the spatial combat layer. Your party of up to three heroes stands back-to-back in the center of an arena, and enemies close in from all sides. The battlefield is divided into sectors, and positioning actually changes the math: a Warrior's melee cards deal double damage to adjacent enemies, a Rogue's ranged attacks lose efficiency up close, and a Mage lobbing area-of-effect freeze spells needs careful aim or she clips her own team. Cards can also move enemies between zones or lock them in place, which means every hand you draw has a spatial decision attached to it, not just a damage calculation. That is a meaningful addition to the formula, and it holds up across runs. The four classes - Warrior, Mage, Rogue, and the post-launch Tinkerer - are distinct in ways that matter for team composition. The Tinkerer in particular plays nothing like the others: he assembles contraptions from components over multiple turns, starts slow, and can snowball into something genuinely threatening by the mid-floors. A post-launch Bruja DLC added a fifth class, the Blood Witch, whose Reckoning mechanic introduces a risk-reward resource loop that rewards aggressive play. The inter-class synergy is where the real decision-making lives. Running three Mages with different roles - one on crowd control, one on card draw acceleration, one building up heavy single-target combos - is a legitimate and interesting strategy, not an accident of class overlap. Solo players are not abandoned: AI companions handle their own decks automatically, which removes micromanagement friction without eliminating the positional choices that make combat feel tactical. The criticisms are real and worth naming. The unlock system is linear and opaque - you earn rewards without knowing what they are, which strips out the goal-setting that keeps roguelites compelling between sessions. Runs can start to blur together once you have a few dozen hours in, partly because the encounter variety does not scale as fast as the class and card depth does. The UI, while functional, has small readability issues around enemy ability icons that occasionally cause misplays rather than skill-testing decisions. The tutorial moves fast and assumes genre literacy; if this is your first deckbuilder, expect a rocky first two or three runs before the systems click. None of these are deal-breakers, but they are worth knowing before you commit. The multiplayer lobby system is active and finding a match is quick regardless of time zone, which matters for a co-op-focused game that relies on its player pool. The base game sits at a Steam rating of roughly 88% positive across over 1,600 reviews - a healthy signal that the community has found lasting value here well past launch. HELLCARD is the kind of game I recommend differently depending on who is asking. If you have two friends who like card games and an evening free, this is close to the ideal thing to fire up. If you are a solo player comparing it against Slay the Spire, understand you are trading some of that game's build elegance for positional depth and a combat system that actually feels different. The Tinkerer class alone is worth several hours of dedicated experimentation. Start with the Warrior, read your enemy attack indicators before you commit your mana, and do not ignore your companion's upgrade path on the solo runs.

Diego
Diego · Scout Team

Strategy & simulation

Tags

singleplayermultiplayercooponline-coopachievementscontroller-supporttrading-cardscloud-savestier:indiePositional Combat3-Player Co-opCompanion SystemArena DefenseClass SynergyPapercraft AestheticTorment ModeArtifact BuildsBruja DLC

System Requirements

Minimum

OS
Windows 7, 8, 8.1, 10, 11
Memory
2 GB RAM
Storage
1500 MB available space
Graphics
512 MB DirectX 9.0c compatible graphics card
Processor
1.7 GHz Dual Core or Greater
Sound Card
DirectX 9.0c compatible

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Game Info

Developer
Thing Trunk
Publisher
Skystone Games
Release Date
Feb 1, 2024

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Frequently asked questions about HELLCARD

How much does HELLCARD cost?

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What platforms is HELLCARD available on?

HELLCARD is available on PC, Xbox.

When was HELLCARD released?

HELLCARD was released on 1 February 2024.

Who developed HELLCARD?

HELLCARD was developed by Thing Trunk and published by Skystone Games.