Compare Kingdom of Cards prices across trusted key stores and find the best deal. Developed by Rubber Duck Games. Published by Gamirror Games. Released on 9/22/2025. Available on PC. Genres: Casual, Indie, RPG, Strategy.

If card-crafting meets kingdom-builder sounds like your weekend plan, this roguelite from Rubber Duck Games delivers a surprisingly layered fusion loop at a budget price point.

I went in expecting a light casual card game and found myself rebuilding my Armory lineup after getting wiped by the Pirate Queen at 1 a.m. Kingdom of Cards sits at the crossroads of Stacklands-style card stacking and a proper roguelite run structure, and that hybrid is both its main strength and the source of its friction. The core loop asks you to manage a small tableau of land cards, feed resources into buildings, and chain fusion recipes to produce increasingly powerful units before each boss encounter. On paper that sounds gentle. In practice, land randomisation means runs can stall early if the merchant gods hand you Mines and Enchanted Gardens when you need Croplands and Forest to feed your preferred build. Restarting to get a better land spread is a real consideration, and the community has been vocal about wanting more control over starting conditions. The building roster is where the strategic texture lives. The Blacksmith chains raw materials into tools and weapons, the Academy converts peasants into professions like lumberjacks using those tools, and the Armory takes those professions and arms them to produce soldiers, archers, mages, and necromancers. The Explorer's Clan and Thieves Den add an asymmetric scouting and theft layer on top, letting you send units into locations to extract hidden cards or loot from manors and castles. Over 250 cards are in the pool, with more than 300 fusion recipes to work through, which means the discovery album is genuinely useful rather than decorative. A run will not reveal everything, which is the correct design decision for a roguelite. The Version 1.0 release added a perk system with up to three equippable perks from a pool of ten, a Recruitment Camp, and Golden Card Packs as meta-progression hooks that meaningfully change how subsequent runs open up. Combat is automated and simultaneous, meaning your preparation before the fight matters far more than anything you click during it. Units randomise between normal attacks (melee, ranged, or magic) and special abilities including freeze, stealth, and heal, with passive bonuses active throughout. Bosses like the Evil Wizard carry challenge modifiers that rewrite run rules, and the Boss Rush mode added at 1.0 strings multiple encounters together for players who have already mapped the basic recipe trees. That mode is the right call for replayability, though with a small review base still accumulating, long-term run variety past the core boss roster is an open question. Community feedback post-launch flagged a mid-run save issue that the developer acknowledged, and a perk-point bug was noted in early reviews, suggesting the 1.0 polish pass left a few rough edges. For players coming from Stacklands or Dorfromantik, the learning curve here is gentle enough to pick up in a single session. The fusion recipe album removes the guesswork that makes crafting systems exhausting in other indie titles, and the simultaneous-action design keeps the pace moving rather than dragging through turn-by-turn menus. The weak spots are the land randomisation at run start, the lack of mid-run granular saves in some configurations, and a boss roster that dedicated players will exhaust faster than the price point might suggest. Rubber Duck Games responded well during Early Access, shipping the final boss, Boss Rush, perk system, and Recruitment Camp based on direct player feedback, which is a decent signal for future patches. At its sub-five-dollar tier, the depth-to-price ratio holds up for the target audience. Diego, Scout Team

Kingdom of Cards

Kingdom of Cards

Sep 22, 2025Rubber Duck GamesGamirror Games
GamerScout Says

If card-crafting meets kingdom-builder sounds like your weekend plan, this roguelite from Rubber Duck Games delivers a surprisingly layered fusion loop at a budget price point.

PC
Steam Deck Playable
Best Price Available
€4.17
at Kinguin
Lowest tracked: €4.17
Track this price

GamerScout Verdict

Worth it for Stacklands fans who want boss stakes and fusion depth, with caveats around early run randomness and a still-thin review base.

Compare Prices(7 stores)

KinguinBest price
StandardGlobalSteam KeyKey
€4.17
Priced in EUR by the store
Buy
StandardGlobalSteam KeyKey
€4.17-65%
Priced in EUR by the store
Buy
StandardGlobalSteam KeyKey
€4.45-62%
Priced in EUR by the store
Buy
StandardEurope (EU)Steam KeyKey
€4.45
Priced in EUR by the store
Buy
StandardGlobalSteam KeyKey
€5.33
Priced in EUR by the store
Buy
StandardGlobalSteam KeyKey
€5.43
Priced in EUR by the store
Buy
StandardGlobalSteam KeyKey
€9.33-21%
Priced in EUR by the store
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StandardEurope (EU)Steam KeyKey
€11.79
Priced in EUR by the store
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Price History

Lowest tracked
€4.1723 Jun 2026
Current best
€4.17
Lowest since we started tracking
Keyshops
€4.14€4.25€4.37€4.489 Jun1 Jul24 Jul15 Aug6 Sept
9 Jun — 6 Sept
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Screenshots & Media

About Kingdom of Cards

I went in expecting a light casual card game and found myself rebuilding my Armory lineup after getting wiped by the Pirate Queen at 1 a.m. Kingdom of Cards sits at the crossroads of Stacklands-style card stacking and a proper roguelite run structure, and that hybrid is both its main strength and the source of its friction. The core loop asks you to manage a small tableau of land cards, feed resources into buildings, and chain fusion recipes to produce increasingly powerful units before each boss encounter. On paper that sounds gentle. In practice, land randomisation means runs can stall early if the merchant gods hand you Mines and Enchanted Gardens when you need Croplands and Forest to feed your preferred build. Restarting to get a better land spread is a real consideration, and the community has been vocal about wanting more control over starting conditions. The building roster is where the strategic texture lives. The Blacksmith chains raw materials into tools and weapons, the Academy converts peasants into professions like lumberjacks using those tools, and the Armory takes those professions and arms them to produce soldiers, archers, mages, and necromancers. The Explorer's Clan and Thieves Den add an asymmetric scouting and theft layer on top, letting you send units into locations to extract hidden cards or loot from manors and castles. Over 250 cards are in the pool, with more than 300 fusion recipes to work through, which means the discovery album is genuinely useful rather than decorative. A run will not reveal everything, which is the correct design decision for a roguelite. The Version 1.0 release added a perk system with up to three equippable perks from a pool of ten, a Recruitment Camp, and Golden Card Packs as meta-progression hooks that meaningfully change how subsequent runs open up. Combat is automated and simultaneous, meaning your preparation before the fight matters far more than anything you click during it. Units randomise between normal attacks (melee, ranged, or magic) and special abilities including freeze, stealth, and heal, with passive bonuses active throughout. Bosses like the Evil Wizard carry challenge modifiers that rewrite run rules, and the Boss Rush mode added at 1.0 strings multiple encounters together for players who have already mapped the basic recipe trees. That mode is the right call for replayability, though with a small review base still accumulating, long-term run variety past the core boss roster is an open question. Community feedback post-launch flagged a mid-run save issue that the developer acknowledged, and a perk-point bug was noted in early reviews, suggesting the 1.0 polish pass left a few rough edges. For players coming from Stacklands or Dorfromantik, the learning curve here is gentle enough to pick up in a single session. The fusion recipe album removes the guesswork that makes crafting systems exhausting in other indie titles, and the simultaneous-action design keeps the pace moving rather than dragging through turn-by-turn menus. The weak spots are the land randomisation at run start, the lack of mid-run granular saves in some configurations, and a boss roster that dedicated players will exhaust faster than the price point might suggest. Rubber Duck Games responded well during Early Access, shipping the final boss, Boss Rush, perk system, and Recruitment Camp based on direct player feedback, which is a decent signal for future patches. At its sub-five-dollar tier, the depth-to-price ratio holds up for the target audience.

Diego
Diego · Scout Team

Strategy & simulation

Tags

singleplayerachievementstrading-cardscloud-savestier:sub-5Card FusionRoguelite Run StructureBoss RushAutomated CombatResource ChainPerk SystemRecipe DiscoveryKingdom Builder

System Requirements

Minimum

OS
Windows 7 or higher
Memory
2 GB RAM
Storage
2 GB available space
Graphics
NVIDIA GeForce GTS 450 / ATI Radeon HD 5750
Processor
Intel Core i5

Recommended

Windows 7 or higher

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Game Info

Developer
Rubber Duck Games
Publisher
Gamirror Games
Release Date
Sep 22, 2025

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Frequently asked questions about Kingdom of Cards

How much does Kingdom of Cards cost?

As of 6 September 2026, the cheapest in-stock offer for Kingdom of Cards is €4.17 at Kinguin, out of 8 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Kingdom of Cards cheapest?

The lowest in-stock price we track for Kingdom of Cards is €4.17 at Kinguin (6 September 2026). We compare 8 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Kingdom of Cards available on?

Kingdom of Cards is available on PC.

When was Kingdom of Cards released?

Kingdom of Cards was released on 22 September 2025.

Who developed Kingdom of Cards?

Kingdom of Cards was developed by Rubber Duck Games and published by Gamirror Games.