Part 5 (Jul 2026) · #2 of 9 in that tierWatch the moment (0:58:37)

Decktamer
- Developed by
- Horizon Edge
- Published by
- Assemble Entertainment
$15.99
Deck-building meets monster catching in this turn-based roguelike. Recruit enemy cards to your party as you dive into the depths of the abyss. Will you kill them or will you tame them?
What creators say
What players say
A turn-based roguelike deckbuilder where you tame enemy creatures into your deck, sacrifice or evolve them, and transfer mutated abilities between monsters while descending a Lovecraftian abyss.
Decktamer launched on Steam on Oct 27, 2025 (Horizon Edge, published by Assemble Entertainment) and sits at Very Positive, about 86% of roughly 2,400 Steam reviews. Players love the hand-drawn creature art, the taming-and-mutation hook and the tactical combat. The recurring complaint is a steep, sometimes punishing difficulty curve with attrition and RNG. Even many positive reviews carry caveats about balance, and several negative reviews call it a good game that is not yet tuned. It is a full release, not early access, and the dev appears active: players mention a published roadmap, community creature-submission events and difficulty rework.
Players love
- Striking, surreal, Lovecraftian hand-drawn creature and card art (reportedly by essentially one artist/dev), cited in nearly every positive review
- Taming mechanic adds real tension: monsters you tame are permanent-until-dead, so you weigh healing vs taming a stronger unit vs sacrificing
- Mutation/syringe system lets you move abilities between creatures, enabling inventive and sometimes broken synergies (e.g. speed-buff stacking snowballs)
- Deep tactical, puzzle-like combat; reviewers describe it as highly deterministic and min-max friendly
- Moody soundtrack and atmosphere, plus well-written bestiary and explorer diary lore entries that reward collecting new creatures
- Good value at $15.99 with many modes, bosses, secret bosses and high replayability for players who click with it
- Responsive developer who engages the community, runs creature-submission events and published a roadmap to address complaints
Common complaints
- Difficulty is widely called overtuned, even on the lowest settings; one reviewer cited under 41% of owners beating the medium difficulty
- Attrition problem: your creatures do not heal between fights while enemies do, so regen/lifesteal tanks dominate and glass-cannon or gimmick builds become liabilities
- Healing items and taming items are the same resource, forcing painful tradeoffs that feel punishing rather than fun to some
- RNG dependence at higher difficulties: missed tames, weak event rolls or no synergistic creatures late in a run can make it unwinnable
- Performance and optimization complaints: high GPU use, card shine effects with many syringes, older PCs struggling
- Some UI clunkiness and unclear unlocks/rewards (scrolling through abilities, battle reward clarity)
- Windows only on Steam (no Mac/Linux) and only partial controller support
- Limited long-term depth: some reviewers feel they have seen most of what the game offers after a few runs, citing too few ascension-style modifiers
Can feel tedious
- Runs feel draining: roughly 8 encounters per depth, each needing heavy thinking with little breathing room between them
- Very long turns and runs (turns of several minutes; Very Hard runs around 1.5-2 hours; Endless waves taking about 15 min each due to effect text)
- No sense of attachment or build identity: every creature eventually gets scrapped, so some players feel nothing builds on itself like in Slay the Spire
- Counterpoint complaint that levels are too short to assemble a deck, leaving finished levels feeling unsatisfying
- Losing runs teaches little, because the next run's creatures and events differ so much
What's unique
- Creature-catching as the deck-building engine: enemy cards are recruited into your deck rather than picked from reward pools
- Nuzlocke-like permanence: units that die are gone, and low-tier tames are treated as disposable fodder to trade up
- Ability extraction and mutation system (syringes) that moves abilities between monsters, which affects how creatures evolve
- Enemies have non-static moves and abilities, so the same monster species can appear stronger or weaker in later stages
- Lore delivered through a bestiary and explorer diary tied to the monsters you tame
- Turn-based battles closer to tactical puzzles or XCOM-style positioning than typical card-draw combat
Players want
- Retune the difficulty curve and give better guidance for learning higher difficulties, where reviewers say there is no reference for what works
- Add more between-battle activity and events, such as a Slay-the-Spire-style run map; events are few and their order is random
- Offer a toggle to turn off or speed up effect explanations and animations, especially for Endless mode where battles drag on
- Make the undo/redo on easier modes more useful; it only returns to before combat and does not refund items or placements
- Add more content and meta-progression: more ascension-style modifiers, since extra modes are seen as only added harshness, plus more bosses and events
- Broaden viable builds so that not only high-HP regen units work, and add optimization options
- Additional language support (Russian requested repeatedly) and platform support
Summarised from Steam reviews and community discussion.
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Tier list Part 5 (2026)
Deck Tamer is a board-centric deck-building roguelike where you fight beasts, capture them into your team, and extract their actives and passives to move onto other monsters. Combat is simple: place beasts, pick an ability each, and they attack automatically left to right. He finds it a deeply strategic, under-the-radar game that more people should know about. He beat it, calls it challenging, and places it in a really solid A tier, describing it as one of the best deck builders of recent years.
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