
CloverPit is a strong Action/Adventure that delivers where it counts.
80
Verdict
90%
Steam
62
IGDB
Verdict score based on confidence-adjusted Steam reviews?
Very Positive on Steam (90% positive from 22K reviews)
Healthy player count of 1,056 concurrent
No significant drawbacks reported
CloverPit is a 2025 rogue-lite psychological horror indie video game developed by Italian studio Panik Arcade and published by Future Friends Games. The game tasks the player with paying-off an increasing debt using a slot machine.

Runs well on modern hardware.
Last updated 11d ago
This game is so fun and can run on a 14 year old pc with no graphics card a true 10/10
Pretty good game, very unique gameloop, theming, and visual style, but its 90% luck 10% skill. Yes I know "its gambling" Yes Yes I know. *I know*. But Balatro is literally poker and does something more transformative and skill based with its concept than Cloverpit does. With the dlc out now after no real gameplay tweak updates (we got a hard mode before real balancing), Im motivated to actually write a review on this game that could have been great. Early Game: With the game being a demonic slot machine you'd think the game is to "beat" the house and overcome the luck factor of the game. But in practice, It is entirely too difficult to genuinely get a run going when the shop offers you absolutely nothing. Either charms that are impossibly expensive for the first 2 rounds or things that do not help the early game. For example, what do you do when your first three rerolls are filled with interest items, 666 items, scalable items, and extremely situational items? Round one and the best thing you can buy only benefits one symbol? Tough luck! This is especially bad when doing runs with corpse parts due to higher quotas. Comparing this to several other roguelikes, there isnt an earlygame as hellish as Cloverpit's (even balatro gold stake runs give me more agency in whether I win or lose). Late Game/Endgame: While the early game is a tedious grind until you get a good shop roll, the late game (within meta context) is frustrating as well. To get an ending, you need 5 cadaver parts. These come from charms left in drawers. Problem arises when you're trying to get these endings, you have to get the 5 parts *every time*. Combined with the early game slog, the endgame game loop involves filling drawers over and over and over just for an ATTEMPT at an ending. Now imagine this tedium done 3 times PER MEMORY CARD if you wanted to 100%. (and memory cards have limited uses, so you have to grind for those too!). All of this is not explained in-game, making the experience even more obtuse. Quality of Life: A paid dlc is out, but there is no option to speed up/skip cutscenes and triggers. You also cannot turn of tutorial-ish messages. The most we're given is speeding up charm activation transitions (which isnt detrimental to gameplay in the first place?). So while youre grinding out run attempts, it will also be slow! Yes devil I KNOW how the game works you do not have to tell me every single time that 666's take my money. I have spent more time clicking through dialogue and waiting through the death cutscene than making educated gameplay decisions in this game. To wrap this rant up I want to reiterate that this is a alright game, it stands above many other quota roguelikes, and getting game break level builds is awesome. But, it had much greater potential. With just some simple QoL and early game tweaks, it could have been a much better gameplay experience. Sadly, with a dlc out now and 1.4 not addressing the game's problems, it seems the dev's are happy with the state of the game as it is. If the devs ever address the frustrating, clunky aspects of the game, I will definitely return to Cloverpit. But for now, ill stick to other games I guess.
I recently visited Las Vegas, and at some point in the endless maze of casinos all teeming with dead-eyed automatons mechanically pulling levers, I thought, "Huh, [b]Clover Pit[/b] really does capture the essence of slot machines." That's… not necessarily a good thing. [h3]Gameplay + Details[/h3] Pull a lever, hope the symbols coalesce into one of (11) patterns, and earn enough coins to keep yourself out of a meat grinder. Standard mode challenges you to meet ~7+ ever-increasing "deadlines" by playing three (3) rounds at a slot machine, where each round is 1-7 spins and awards tickets to purchase "Lucky Charms" that might boost scores, alter odds, etc. Each deadline, a mysterious phone call offers permanent upgrades or immediate supplies. Around the third ante or so, you risk rolling a "666" and losing everything. [b]Controls. [/b]Fantastic with a mouse. Okay with controller. [b]Playtime. [/b]~6-10 hrs to first ending. [b]Settings/Options. [/b]Standard fare, plus some cool accessibility features: turn on/off text effects, screenshake, "wobbly polygons", and also reduce flashing lights. [h3]What Works For Me[/h3] ✅ [b]Endings.[/b] There's actual endings! They're not particularly fulfilling and feel rather like an obvious commentary on addiction, but they exist, and I think that's cool. Your first four victories unlock drawers that let you stash Lucky Charms, but can also spawn bloody corpse bits between games or after rolling a "666." Unlock the true ending by beating the game after [spoiler]equipping all (4) corpse parts and the skull, and surviving to the latter of deadline 7 or 3 rounds after obtaining all skeleton bits[/spoiler]. There's also a "secret ending" that requires hypervigilance and a keen sense of color. ✅ [b]Engine Building.[/b] As you play, gradually unlock a metric ♥♥♥♥-ton (150+) of Lucky Charms with unique effects and occasional traits. The basic Lucky Charms are kinda useless on their own, but as your catalog grows, so does your options. A lot of negative reviews point out that the basic strategy is still always the same, and it kinda is (boost your multipliers, folks!), but there's a lot of ways to get there. ✅ [b]Luck.[/b] Unlike in [i]Balatro[/i], "Luck" is a quantifiable randomly-generated thing baked into gameplay. For each value of luck, you're guaranteed at least one matching symbol (so, if Luck = 7, at least 7 symbols will match. You need 10 Luck for any guaranteed scores). You can manipulate Luck with Lucky Charms, but will also get random boosts and occasional "pity luck" if you're struggling. ✅ [b]Retro Horror Visuals.[/b] Gets me every time. Artist "Lorenzo T" cites [i]Buckshot Roulette[/i] as specific inspo, but it really nails the gritty, kinda edgy, starkly dystopian look of PS2 horror games. ✅ [b]Setting.[/b] This ties into the previous point, but I do love the utterly grim prison cell furnished with only a slot machine, toilet, demon cabinet, and meat grinder floor. I mean, as an allegory, it's solid. Also, bonus points for the [i]Raccoin[/i] sticker! [h3]What Doesn't Work For Me[/h3] 🟥 [b]Closing.[/b] This probably ties into the whole "allegory for gambling addiction" theme, but it's impossible to close the screen unless you're standing in front of the slot machine; between games, your only option is to play again. I've right-clicked the taskbar icon to close [i]so many times[/i]. 🟥 [b]Gets Stale / Completionists, Beware![/b] The first ~8-10 hours were great fun, but after the first real ending, it starts feeling… repetitive, annoying, and pointless. The "Lord of the Pit" achievement requires you to not only unlock all (20) Memory Cards at least twice (see below), but also beat each one on "Hard" mode. I just don't think it's possible in less than 40-50 hours, and I'm already kinda over this. 🟥 [b]No, but Really.[/b] The win condition requires you to equip (5) corpse bits, which each increase deadline requirements by 5% (for a total of 25%) and are not easy to come by unless you deliberately threw a previous game or stack the deck against yourself. I've spent the last ~5-6 hours working toward that second ending, and… I'm tired, boss. 🟥 [b]Memory Cards.[/b] If you accumulated enough coins to beat the next deadline, you get a choice: skip the deadline and receive 1-2 "memory packs." You can still answer the phone, purchase charms, etc. before saying yea or nay, and each memory pack contains (3) cards that unlock one of ~20 new game modes/challenges. In theory, this is [i]awesome[/i]. In practice… I hate it. First, the card is consumed once you play it; if you get a lame seed, you need to score another card from another memory pack to try again. Second, getting memory packs is tricky enough, but for some reason, there's a rarity system that makes certain cards almost impossible to find -- let alone beat twice. 🟥 [b]Slow to Start.[/b] The first few rounds feel basic to the point of boring, and rely heavily on the meat grinder to hold your attention. It can also take a while to figure out how different objects work together to boost your score, but the basic formula [i]seems[/i] to be: Symbol Value (just 1) x Multiplier x Pattern Value x Multiplier. [h3]Final Thoughts + Recommendation[/h3] [b]Clover Pit[/b] is the unholy union of [i][url=https://store.steampowered.com/app/2379780/Balatro/?curator_clanid=45365863]Balatro[/url][/i] and [i][url=https://store.steampowered.com/app/1404850/Luck_be_a_Landlord/?curator_clanid=45365863]Luck Be a Landlord[/url][/i], but it's also… less. Someone I trusted gambled everything away, so I don't gamble with real-life currency outside of fanatical.com mystery bundles. I don't understand the appeal of slot machines. Las Vegas isn't my jam, though the food is often tasty. The Italian bros behind Panik Arcade clearly have similar feelings (the press kit literally says, "We don’t really like gambling. That’s what the game is about!"), but I think the game suffers for it? You're forced to play and play again, and can't easily quit between rounds. Where [i]Luck Be A Landlord[/i] often felt very RNG-based and unbalanced, it somehow felt more balanced than [b]Clover Pit[/b] -- where luck is such a stark factor. I hate the Memory Card system; if I unlock something, I want unlimited goes at it. I'm honestly quite done and will probably uninstall after this. I would only recommend this to a completionist if they, like, chained me in a bathtub a la [i]Saw[/i]. However. While writing this, I went back and forth between posting a "positive" or "negative" review. At the end of the day, I paid $8 USD (on sale), enjoyed a solid ~14 hours spread out over several months, and had a good time. I'm not a completionist. I had my dose of retro horror and weird off-brand [i]Balatro[/i], and I'm happy to walk away. If that sounds like you, I recommend this. It's worth a go. [quote][b]Follow [u][url=https://store.steampowered.com/curator/45365863/]Eekz Today[/url][/u] for more crafting, life sim, management, strategy, and story-rich recommendations.[/b][/quote]
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