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Decktamer

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?

Consensus
B74.6/100
Steam players86.2% positiveVery Positive2,409 reviews
Metacritic ↗Users: 8.3/10
VG Insights estimate ↗≈144K copies · ≈$1.6M gross

What creators say

View full ranking →

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

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.

Liked

  • Very simple core gameplay (place beast, choose ability) that produces extensive, domino-effect strategy
  • Fair encounters: you always fight things you could field yourself, so nothing feels unfair
  • Capture-and-extract system (syringes, even mid-combat) creates unique self-made synergies and varied runs
  • Pokemon-like tension of weakening enemies to capture them rather than kill them
  • Every monster stays relevant, even weak starters, since they can absorb blows; constant deck churn
  • Undo/redo mechanic that scales down with difficulty, good for teaching then committing
  • Strong audio-visuals with attack art popping out; not AI generated; single final boss makes no-capture feel justified

Disliked

  • Animation/zoom is a bit claustrophobic; he wishes it could zoom out to appreciate visuals
  • Only two path choices before each battle; he wants a third
  • Capture chance RNG (e.g. 80%) can abruptly end a deep run, which feels bad at high levels
  • Losing monsters permanently feels rough at first and takes getting comfortable with
  • Challenging; requires wrapping your head around many possibilities

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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