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Vault of the Void

Vault of the Void

Developed by
Spider Nest Games
Published by
Spider Nest Games

$17.99

Vault of the Void is a fast-paced roguelike deckbuilder where the power is in your hands. Continuously customise your deck, crafting powerful combos and ingenious strategies. Upgrade your cards with Void Stones, infusing them with new abilities to help defeat the minions of The Void!

Consensus
B75.3/100
Steam players92.2% positiveVery Positive3,013 reviews
VG Insights estimate ↗≈90.4K copies · ≈$1.1M gross

What creators say

View full ranking →

Part 1 (Sep 2023) · #13 of 13 in that tierWatch the moment (3:00:19)

Part 2 (May 2024) · #13 of 13 in that tierWatch the moment (2:37:37)

Tier list Part 1 (2023)

Vault of the Void is a deck-building roguelike with an unusual stress-meter mechanic, where managing stress matters as much as health and higher stress brings more enemies. PepperHead says plainly that he did not like it, even though it has very positive reviews and he has played a lot of deckbuilders. He found the gameplay boring and the art and environments unappealing, and felt the game did not feel alive during card fights. He played about 10 hours and concedes that more time with different card combinations might have changed his view. He places it in high D tier and stresses that D tier means not for him rather than a bad game.

Liked

  • Has a unique gimmick in the stress meter, which adds a resource to manage besides health
  • Pretty unique design choices overall
  • Acknowledges the very positive reviews and that the game may be good for others
  • Concedes that discovering different card combinations might make it more interesting

Disliked

  • Gameplay felt boring to him
  • Art style disliked
  • Fights and the card board felt lifeless and not visually interesting
  • World environment not visually pleasing
  • Stress mechanic is complicated to explain and the game is complex, which contributed to it not clicking

Tier list Part 2 (2024)

Vault of the Void is a fairly standard deck-building roguelike that he re-evaluated after playing it longer. He originally tried it for a few hours, disliked it and placed it in C tier, but viewer comments and his own deck-building design video research pushed him to revisit it. He now finds it really solid, with a lot of content and replayability. He moves it up to A tier (described as low A), admitting he was wrong before.

Liked

  • Very solid, well-executed core deck-building loop
  • Lots of small mechanical details that make moment-to-moment play interesting
  • Large amount of content: many cards and artifacts
  • High replayability
  • Has its own vibe despite similarity to Slay the Spire
  • One of the few deck builders without unique gimmicks that still succeeds just by doing the basics well

Disliked

  • Lacks really unique mechanics, which is normally risky for deck builders due to Slay the Spire comparisons
  • Fairly similar to Slay the Spire in some aspects
  • His first impression was poor, suggesting it may not hook players quickly (he partly blames his own mood and short playtime)

What players say

A roguelike deckbuilder from Spider Nest Games built around planning and player agency: fixed 20-card decks, full map vision, deck swaps between fights, and Void Stone card upgrades.

Players rate it Very Positive on Steam (about 92% of roughly 3,000 reviews locally, 93% on the store page), and a loud minority of genre veterans call it their favourite deckbuilder, often ahead of Slay the Spire and Monster Train. Praise centres on control over RNG, build variety and depth. Critics have barely covered it: Metacritic holds one listed review (God is a Geek, 70/100) and no aggregate score. The main complaint is front-loaded complexity, a weak tutorial and a busy UI, so it is seen as a deep cut for experienced players rather than an entry point. It left Early Access (Nov 2020) for 1.0 on Oct 4 2022, then added a new class and kept updating: a Nightmare update, a Halloween update mentioned by reviewers, and The Weaver DLC on Oct 30 2025 (87% positive, 62 reviews). Mobile ports (iOS, Android) and a Switch listing exist. Steam-revenue-calculator estimates about $1.5M gross and $444k net (Boxleiter-style, not audited).

Players love

  • High agency over randomness: full map visibility, intent shown before enemies act, and control over draw order and card rewards
  • Swapping cards in and out of your deck between fights, so builds can be tuned and rethought constantly
  • Four classes plus a DLC class, each with three distinct starting decks and spells, so runs feel different from the first fight
  • Retain and purge/energy systems that reward sequencing and turn-order planning
  • Large content pool: 440+ cards, 320+ artifacts, Void Stone upgrades, and 50 challenge coins with modifier-based and goofy empowered runs
  • Scalable difficulty, including a customisable Impossible mode, which fans of hard Slay the Spire ascensions enjoy
  • Cross-save between platforms, singled out by players as underrated
  • Reviewers say it is polished and more fleshed out than a Slay the Spire clone; one calls it a quiet technical pleasure with lots of depth
  • Repeatedly called an underrated hidden gem that gets buried on Steam and rarely appears on best-of-genre lists

Common complaints

  • Steep learning curve: around 20 mechanics arrive at once and the tutorial explains them poorly (discard vs purge vs exhaust is a common confusion)
  • Busy UI with heavy mental arithmetic, which some find hurts readability
  • Mechanics feel more complicated than necessary just to be different from Slay the Spire (negative reviewers' view)
  • Mandatory 20-card deck and near-mandatory starter cards prevent thin-deck strategies and make starter cards hard to drop
  • Killed enemies still deal their damage until the whole fight ends, which players find counter-intuitive
  • Theme, plot and art are described as generic or bog-standard, with only serviceable visuals
  • Steam Deck and controller bugs reported, including missing map art, invisible portraits and audio dropouts
  • Some translation, typo and crash or save-recovery threads on the Steam forum
  • Several reviewers, including players past Impossible 20+, find it solid but unexciting or lacking variety, and prefer Slay the Spire or Monster Train

Can feel tedious

  • Learning the dense keyword system in the first runs, which some bounced off (several recommend the free demo first)
  • Constant deck micromanagement between fights, which some players find unappealing
  • Mental maths and planning overhead on every turn
  • Starter-card dependence makes deck-building feel less free than in Slay the Spire
  • Bare Bones challenge coin called out as the one unfun piece even by a 200-hour fan

What's unique

  • Fixed 20-card deck that you can restructure between every fight, instead of an ever-growing deck
  • Retained cards can be deleted for energy or mana on later turns
  • Full map vision plus enemy previews before battle, reducing hidden-information gambles
  • Void Stones and runes inserted into cards as a customisation layer, alongside potions, relics and spells
  • Reset-fight option to brute-force a puzzle or undo a mistake
  • The Weaver DLC class commands a team of 25+ pets across five slots with Weave and Unravel mechanics

Players want

  • A better tutorial that introduces keywords gradually and explains the core mechanics in depth
  • A cleaner, less cluttered UI with clearer numbers and names
  • Fixes for Steam Deck and controller compatibility bugs
  • More language support and localisation fixes (forum requests)
  • Clearer item and ability descriptions (forum reports on Zeal tree confusion and an equipment misrepresentation bug)
  • Some fans single out the Bare Bones challenge coin as unfun, suggesting balance tuning

Summarised from Steam reviews and community discussion.

Steam tags

IndieRoguelike DeckbuilderDeckbuildingChoices MatterStrategyCard BattlerCard GameRogue-liteRogue-likeProcedural Generation

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