Part 5 (Jul 2026) · #1 of 1 in that tierWatch the moment (1:08:00)

Doomspire
- Developed by
- Crater Studios
- Published by
- Crater Studios
$14.99
Descend into the Doomspire, a fast-paced roguelike deckbuilder where every run is different. Build wild synergies, battle unique bosses, and push deeper into the tower. Easy to pick up, endlessly replayable, and built for players who love strategy with chaos.
What creators say
What players say
A casual single-player roguelike deckbuilder by Crater Studios, heavily modeled on Hearthstone's Dungeon Run/Solo Adventure, where you pick a faction (allegiance) and climb an endless tower of ever-harder boss fights.
Doomspire has Mixed Steam reviews (about 56% positive of roughly 160; the store page showed 54% of 139). Launch (Sep 19, 2025) was poorly received: players called it a demo-like product with a bloated random card pool, too few bosses and enemies, and an unfair difficulty wall after around floor 15. Sentiment among reviewers improved after the v1.1 Allegiance patch, which let players pick a faction with its own starting deck, and later patches; several reviews are flipped or edited from negative to positive. It is still viewed as thin on content, repetitive at depth and overpriced at $14.99 (some paid more at launch). Critic coverage is almost nonexistent: Metacritic shows a single 70 from Gamesurf, who felt it should have launched in Early Access, and no OpenCritic entry was found. It is a full release, not labeled Early Access, but it plays like one.
Players love
- Hearthstone Dungeon Run-style loop is fun and low-stress; several reviewers say it is a good chill game after a long day
- Allegiance (faction) system added in v1.1 gives focused starting decks and clear archetypes, widely credited as the patch that fixed the worst of launch
- Fun to discover synergies and find what is overpowered; one reviewer likes that it favors fun over balance
- Good visuals, animations and sound for an indie; 3D heroes and blocky minions are liked by some
- Developers ship frequent patches (balance, 60+ new cards, deck reshuffling, faster progression) and are seen as listening to feedback
- Progression unlocks passives, hero skins, card backs and powers; some players sink 70 to 270+ hours
- Easy to pick up with no city building or meta-management, just cards and depth
Common complaints
- Very small content pool: only around 9 bosses, few enemy types and roughly 8 cards per faction, so runs feel samey quickly
- Endless-run is the only mode; there is no real ending, and deep runs (depth 40+) become long, same-feeling fights against boss HP in the thousands
- Difficulty spikes and feels rigged after roughly floor 15; AI enemies get strong stacked passives and multiplicative buffs while players get additive ones
- Heavy RNG in offers: reviewers complain of being offered off-synergy cards and passives that dilute decks, and of clunky power cards that clog the deck
- Enemy AI is simple (trade 1 for 1, otherwise go face) and enemies have no special mechanics, just more passives
- Missing basic quality-of-life: no tutorial, no glossary, cannot inspect your deck or opposing passives when choosing fights, no animation speed-up
- Technical issues: Windows only, runs poorly on Steam Deck (about 20 fps, no controller support), a reported GPU renderer-timeout hang, and odd bugs such as a huge negative floor number
- Reports that updates wipe saved runs
Can feel tedious
- Long deep runs where every fight looks the same but bigger, with no animation speed-up; several players quit around depth 40 to 50 from boredom
- Starting over with the same weak starting cards each run in earlier versions; progression that mostly unlocks things you already saw a boss use
- Switching faction requires abandoning a run
- Grinding to unlock key passives and factions before higher floors feel manageable; about 30 achievements seen as grindy
- Constantly having to skip offered cards because the growing unlocked pool is off-synergy
What's unique
- Essentially an entire game built around the Hearthstone Dungeon Run / Tavern Brawl idea, with minion-board combat instead of hand-management card play
- Faction (allegiance) identities such as dragons, thorns/silverthorn, undead/death knight, poison and archers, each with leveled unlocks
- Enemies and bosses use the same passives the player can unlock, so the passives you see bosses use are what you later collect
- Infinite depth scaling where bosses get increasingly silly stats
- Deck reshuffling so a run does not end when your deck empties (added in a late patch)
Players want
- More bosses, enemy types and cards per faction (the most repeated request, even in positive reviews)
- Ability to buff or upgrade specific cards outside combat (items on cards, like Monster Train or Legends of Runeterra) and more ways to customize or thin a deck
- Percentage-based or more plentiful healing, since flat heals are useless at deep floors with very large max HP
- Starting-deck and build variety, plus a real run structure or ending, not just endless scaling
- Animation speed options, tutorial, glossary and deck/passive viewing during route selection
- Steam Deck and controller support, and saves that survive updates
Summarised from Steam reviews and community discussion.
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Tier list Part 5 (2026)
Doomspire is a Hearthstone-style deck-building roguelike that tries to recapture Hearthstone's PvE modes such as Catacombs. Between fights you pick cards, passives and removals, but the game pushes only a few builds and is badly unbalanced. He describes infinite loops, ramping so strong a turn-one full board is routine, and thin enemy and content variety. He thinks the developers did not play enough Hearthstone or deckbuilders. He creates a D tier just for it, the only game placed there.
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