

Card Quest
WinterSpring Games · November 7, 2017 · Roguelike Deckbuilder, Card Battler, RPG, Strategy, Indie
Buy Card Quest from Steam at $4.99 — the cheapest of 1 store we compare.
Where to buy Card Quest — official stores
Card Quest price by region
Card Quest costs $3.14 in Georgia (USD), £3.59 in the United Kingdom, €4.09 in Europe (EUR), $4.99 in the United States, CA$5.74 in Canada, NZ$6.19 in New Zealand, A$7.25 in Australia, R$10.34 in Brazil and zł17.99 in Poland right now.
| Region | Best price | Official store | Key shop | Stores |
|---|---|---|---|---|
| $3.14 −50% | $3.14 | — | 1 | |
| £3.59 −50% | £3.59 | — | 1 | |
| €4.09 −50% | €4.09 | — | 1 | |
| $4.99 −50% | $4.99 | — | 1 | |
| CA$5.74 −50% | CA$5.74 | — | 1 | |
| NZ$6.19 −50% | NZ$6.19 | — | 1 | |
| A$7.25 −50% | A$7.25 | — | 1 | |
| R$10.34 −50% | R$10.34 | — | 1 | |
| zł17.99 | zł17.99 | — | 1 |
Each row is a real price from that region's own stores, not a currency conversion, so the figures are not directly comparable. Switch regions in the header to shop the one you buy in.
Screenshots
About Card Quest
Card Quest is a dungeon crawling adventure game with unique card combat. Play with a variety of unique character classes, and customize decks to fit your playstyle. Explore the strategic depth of tactical roguelike gameplay, and crush the undead plague.
Card Quest — game info
- Platforms
- Windows, macOS
- Steam Deck
- Playable
- Player modes
- Single-player
- PC Game Pass
- Not included
What Steam players say
Recent verbatim reviews from Steam — separate from playze.io community reviews below.
Card Quest is a puzzle-like card game praised for its engaging strategic depth, varied enemy encounters, and satisfying moment-to-moment gameplay where players feel rewarded for mastering card combinations and discovering synergies. Players appreciate the distinct class playstyles, retro aesthetic, and gradual unlocks, though opinions diverge on whether the non-traditional deck-building approach (fixed equipment-based decks with no mid-run changes) creates rewarding puzzle-solving or becomes repetitive grind after the initial hours.
Genuinely a great game and pacing. You discover new things that open up easier pathways and tactics in increasing complexity and satisfaction. Learning moments stay with you and improve your skills. The graphics are retro but still creative and detailed. One mixed aspect (both good and bad) is that it feels very very calculated. It isn't totally 'random' card drawing - if it was, you'd probably lose a lot more. The game is figuring out the best strategies using the cards on hand, typically there's only 1 or 2 "right" choices on what action you should choose next. Sometimes not taking action is the right choice. Sort of feels a bit like a +1 0 -1 situation - and the cards you pull are sometimes in "response" to the good or bad choices. To either teach you a lesson, or reward your considered action. Gambling seems to not be rewarded as much as "making the obvious/safe choice" which is really just rewarding tactical decision making. There are tons of little surprises, the stories are enough to give some mild fluff. It can get frustrating not being able to progress sometimes - this often means you need to try a different area and path to find some new equipment that 'busts t…1 found this helpful
This game is insanely good, Slay the Spire levels good. I played it a bunch on mobile and decided to buy it on PC to support the devs. The equipment combinations are crazy interesting and fun, the enemies super varied and quite insane at times, the classes all play differently, etc. It has an enormous amount of content and replayability too. The game plays like your classic card roguelite but with more enemies and kinda crazier and more punishing mechanics. Similarly, your deck of cards has some insanely strong cards, even when compared to other games in the genre. The game lets you change your starting decks of cards which won't change during the run, so it's not a matter of getting that one God run, but rather how good you are at using the deck you picked. In that sense the game plays a ton like magic or hearthstone in the best way possible. The visuals are a subjective matter, I personally love the gritty pixel art, but it wouldn't surprise me that people get turned off by it. There are a few issues, notably the game needs to be more clear with secret unlocks. The subclasses should also unlock differently than basically "play the subclass to unlock the actual subclass", or ba…
This plays much more like a puzzle than a run-based roguelike. Great game.
Great solo card game. Awesome classic medieval fantasy aesthetic. Fun personnalisation that you unlock gradually. Good class feeling gameplay wise. The only downside i would say is that some things are not well explained, but by continuing to play, you finish by learning them fast. My favorite card game, i recommend it.
Card- Quest is a card-driven, campaign-centered game with rouge-like/lite aspects. One of the defining characteristics of this game is that it is card-driven, but is not really a deck-builder in the traditional sense. At game start-up, after choosing one of the four common archetype toons (wizard, archer, etc.), you will select up to four pieces of equipment. This equipment primarily serves to populate your deck. After this selection process, your deck will not change (outside of one-time only unlocks, which allow for card swaps). You are unable to trash cards. You are unable to get new cards. You are unable to upgrade existing cards. There are no relics to find to make a run unique. What you start with is what you roll with for the entire run. The run will take place in one of three areas, each of which has different paths of nodes representing different locations. Each path of nodes is identical from run-to-run. Within each location you will fight multiple battles. Upon finishing a node for the first time you will unlock a (fixed) piece of new equipment for the given character. For the most part, the new equipment probably isn’t strictly better than what you are using now, thoug…
Card Quest is like half a deckbuilder: you're not actually building any decks, just choosing equipment sets that contain the cards in your deck. It's also about half a roguelike: battles have slight variations but are generally the same from run to run. While these things on their own aren't half bad, this game is full grind and full drain. Initially this game seems really fun. The puzzle like nature of arranging your hands, drawing, discarding, and playing combos that make you feel smart when you "solve" each section with minimal loss of resources. Finding cool combos that let you play 10-15 cards in one turn are really wild and engaging when they happen. However, after a few hours you start to get stuck. Ultimately, you are going to playing the exact same card combinations from section to section and while this isn't necessarily unfun, it gets tedious quickly. Worse, there's some hard gates that prevent you from progressing past certain points: in order to get better equipment for your characters, you have to beat a series of sections. If you can't beat them, you have to start again from the beginning. This gets frustrating when you get to a certain point and find that you …
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