

Gold and Graves
Yoon · September 7, 2025 · Roguelike Deckbuilder, Creature Collector, Card Game, Auto Battler, Turn-Based Strategy
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About Gold and Graves
1. Bribe your enemies!
You no longer need to simply defeat your enemies!Offer them gold and turn them to your side.Wear down their health to break their fighting spirit, and eventually they’ll have no choice but to accept your offer!
2. Position your mercenaries on the battlefield!
Remember!Your strategy can lead your entire team to victory—or total defeat.3. Command your mercenaries to annihilate your foes
You can order your mercenaries whom to attack and where to move.Under your command, your mercenaries will wipe out the enemy forces.4. Combine cards, relics, and mercenaries to create the ultimate synergy.
Surviving the battle alone is not enough.Manage your remaining gold wisely to earn more interest, and strengthen your deck and team even further.The stronger your combinations of cards, relics, and mercenaries, the smoother your future expeditions will become.5. Escape the dungeon and bring your recruited mercenaries with you!
You no longer need to Slay the Dungeon — Escape the Dungeon instead!Preserve the mercenaries you’ve recruited, along with the cards and relics you’ve collected, and expand your resources even further.This will help you prepare more thoroughly for your next dungeon run.However, anything lost inside the dungeon cannot be recovered.Choose the right moment to escape carefully.6. Don’t linger too long in the dungeon.
Don’t test the dungeon’s patience.The longer you stay, the higher the danger level grows—and the stronger the monsters you’ll face.Choose your path carefully to avoid raising the danger level too much.And escape before it’s too late!Gold and Graves — game info
- Platforms
- Windows
- 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.
Gold and Graves is a standout indie roguelike deckbuilder that players praise for its clever mechanics, satisfying loop, and surprising depth that distinguishes it from the crowded genre—particularly through its unique recruitment system that turns enemies into assets rather than mere obstacles. While the core gameplay is engaging and offers meaningful build variety across multiple runs, players consistently note that the UI and readability need work, as the many overlapping effects and systems can be overwhelming for newcomers despite not being unplayable.
Gold and Graves, developed and published by Yoon, is a smartly designed indie strategy game that blends roguelike structure, deckbuilding mechanics, and turn-based tactical combat into a cohesive and distinctive experience. While it borrows familiar elements from several well-known genres, it sets itself apart through a clever central idea: enemies are not just obstacles to be eliminated, but potential assets to be recruited. This single design choice reshapes how players approach combat, risk, and progression, giving the game a personality that feels thoughtful rather than derivative. At the core of the experience is a dungeon-crawling loop built around grid-based, turn-based battles. Each encounter plays out on a clear tactical board where positioning, turn order, and ability timing matter greatly. Instead of simply attacking until enemies fall, players are encouraged to weaken foes strategically and then use gold to bribe them into joining their side. Once recruited, these former enemies become controllable units with their own abilities, strengths, and weaknesses. This creates a constant tension between spending gold as a resource and preserving it for future growth, as every …3 found this helpful
Surprising amount of depth and a good game loop. Looking forward to continued updates.1 found this helpful
In a wildly oversaturated roguebuilder environment, gold and graves manages to stand out by acknowledging a few things. 1. The game doesn't need to last for 200 hours. The fact that you can extraction-shooter your resources out of, and then back into the dungeon means that eventually you'll build a critical mass of good ♥♥♥♥ that lets you win consistently 2. Fun is more important than balance. Once again, this game doesn't need to dethrone slay the spire, but it should be fun for the two dozen hours you get out of it, and it is. Sadly, the game seriously struggles in terms of UX and readability. Its not unplayable or anything, but there is just so much ♥♥♥♥ going on, and so many effects, that it will take you a few runs to really understand all of the layers of what the ♥♥♥♥ is actually happening/going to happen. It also seems a bit restrictive in terms of build variety, but thats mostly a minor gripe about how overtuned the act1 boss is to stalling (regen, and three tanks, AND 15 flat damage reduction?), and have some prohibitively punishing events. An event where you have no choices other than to lose the irreplaceable card that makes your deck function is a bad event.1 found this helpful
well done
really enjoying this roguelite has tons of ways to do different builds and runs. fun
Game is great. It is on the easy side towards the beginning but ramps up in higher difficulties. There is a good amount of variety, but I hope the Devs keep working towards the diversity of combinations and builds. Would definitely recommend.
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