I’ve been playing a lot of inscryption and while kaycee’s mod is fun, it can get a little boring after a while. Is there anything that will scratch that itch? (that’s not magic the gathering, too predatory).
Edit: Just bought slay the spire and it is really fun so far. Thanks to everyone for their suggestions.
Slay the spire is the best, I probably have 400-500 hours played in it, but as I don’t see anybody else recommending it, I would check out Nowhere Prophet as well. It has some slight tactical elements but the core is a good rogue-like deck builder. It’s much harder than slay the spire IMO which has meant it’s not quick as pick up and play fun to me.
And likewise, I’ll take your suggestion and look into Nowhere Prophet
Gwent (witcher 3 mini game) and Slay the Spire.
And now an independent game massively redesigned compared to the W3 mini game!
Eternal card game has similarities to Magic and Hearthstone, but has more generous rewards and is designed to take advantage of the digital space.
I liked Black Book more than Inscryption. it’s about a young evil witch in a fantasy version of eastern europe, and you cast spells by stringing a combination of cards together that are curses or blessings. There are some encounters that use puzzle decks, but mostly you build your own deck as you progress and get new cards.
it’s heavily steeped specifically in slavic mythology, which is different from most worldbuilding using viking or celtic or the like. So you meet things like leshys instead of trolls.
Look into a game called Aeon’s End. It’s a digital adaptation of a tabletop deck builder that’s super fun. You can choose opponents of varying difficulties so the learning curve is pretty reasonable. One you understand the game’s strategies, it’s very satisfying to play at a high level.
the multiplayer is predatory still, but the single player mode in legends of runterra has actually been really fun.
Haven’t seen it mentioned yet but “monster train” is a great second to slay the spire. Different enough gameplay to justify both.
I would actually add that I prefer it to Slay the Spire.
I feel more at fault in Monster Train when I lose. And I feel more responsible when I win. And the “two clans” thing makes it feel like I have a dozen “characters” instead of only the 4.
Cultist Simulator is a great card game. A little odd, not like other games at all and kind of mysterious but ultimately a cool experience
Absolutely. I miss the OLD Cultist Simulator before they made changes to the success system, but it’s still a really awesome game.
What changes? I played the shit out of cultist simulator around its release date but didn’t complete all dlcs, always meant to come back to it at some point.
Before the Scars system was introduced, probabilities for most tests were 30%/70%/100% at the 1/5/10 threshold. After scars were added, it became 30%/70%/90% at the same threshold. This modification changed Cultist Simulator from a game of secret knowledge and skill, to a game of chance.
It most importantly affected grinds and expedition and weakened the cult choice. It affected grinds because you could no longer have a cultist be your income long-term. Craftwork? Your Shapers (exalted Forge cultist) will eventually become corpses if you keep crafting. Previously, that’s just how you’d make money as the Unflinching Order. Now, the transition to writing is mandatory (since painting was nerfed to oblivion as well). If you’re unlucky, you can scar so fast that your Shapers don’t even earn you a nest egg before being too scarred to risk (3 of the same scar is instant death).
And then expeditions. The lategame used to be expedition rushes with your prepared cult always winning. Now, it’s another coin toss. First, you find yourself just summoning up a bunch of demons and hirelings because it’s too dangerous to risk scarring a cultist (and except curses, screw success rate. Just keep throwing stuff at it till you get through)… And then there’s curses… unless you enter each mission situated to pull
An Imminence
on demand (not trivial especially considering how short-lived influences are), you are risking that chance of pulling a curse and losing a permanent attribute. The current “best practice” is to build up heart influence and “talk loop” it before entering any expedition that carries a curse.Taking a step back… I wrote the original cult guide on reddit. One thing I loved about Cultist Simulator was how much your cult choice influenced your gameplay despite how little it technically did. The reason? The 100% success rate on ONE action, that nobody else could have. Go Forge? Safe money. Go Edge? Safe from anyone that breathes (literally, Assassins meant you could disregard notoriety entirely as long as you took the time to murder every investigator). Go Heart? Perfect shield from notoriety. Grail? Safe (imperfect, you could fail but not die) handling of people and kidnapping, etc.
Scars made “let’s try it” more viable for off-cult, while reducing the 100% success rate made cult-specific builds disappear. The former sounds good (and might have been), but combined with the latter, it basically doesn’t matter what cult you pick anymore.
…as for the dlcs. The stories they add are phenomenal. I really enjoyed playing all of them except Exile (which I watched on youtube because it went all-in on the chance related changes). The game is basically unplayable without Dancer because Sulochana is so important to every strategy. Why? Because you can talk to her about anything. When you use a card in a verb, its timer stops… and that kinda reiterates all the above stuff (and that heart influence) about what I didn’t like about the changes.
…and the work change.
Painting was nerfed so bad it’s barely worth doing. You have to play it very carefully if you want to make any money off it. Shocker, it’s partly RNG-driven. You only make money if you paint with reputation (notoriety). But painting debuffs you and you only remove them by painting with passion and rolling well.
With cult work also nerfed, that leaves Glover & Glover. Since anti-notoriety strategies are nerfed, that leaves “second highest position at Glover & Glover”.
Ultimately, by midgame, nothing makes “worth it” money except the various lore treatises that your acquaintances give out.
Ultimately, here’s what changed:
- There’s really only one or two ways to do most things now
- This is 5x true with work, where all the creative ways to make money are gone and the only decent money is Clerk early and writing treatises on lore late.
- And you really should save scum a lot now because a few low-rolls in a row will suck the fun out of the game.
WBridge5 (http://www.wbridge5.com/) is a free award-winning bridge program. It won’t teach you how to play the game, though.
Stacklands is very unique and crazy good
Hand of Fate 2 was great on switch years ago, a hybrid card / tabletop / combat game
Nobody’s mentioned it yet, so here you go:
Across the Obelisk is like Slay The Spire in some ways, but you always have a party of 4 adventurers and they each have their own seperate decks to represent their differing abilities and classes. Early on it can feel basic, but the more you play the more cards you unlock and the gameplay and deck varieties really deepen and get engaging.
If you want a larger game like Across the Obelisk but less meta progress and more RPG themed I would vouch for Gordian Quest. Haven’t played it too much myself but it is pretty neat. Played more Across the Obelisk because of multiplayer and my friends are into it.
I can’t believe no one has mentioned Wildfrost! Just look at the artstyle. It’s incredibly cute but it also has a lot of strategic depth. Right now winning a run in the game is quite hard but in the beta branch they’ve just made it easier to win a normal run while also adding more challenge modifiers for those who want the challenge.
Card Hunter is an excellent trpg/ deck builder that has card based actions. Excellent single player with multilayer options that I haven’t explored much because I generally need to be able to pause for extended periods, but it seems solid enough (no idea if there is an active community though).
You can pay to skip ahead, but I had a great time never paying for anything. Probably put 100 hrs plus in.
It’s not a full game but check out shroom and gloom on itch.io