
Griftlands stands out as one of the best Adventure/RPG titles in recent memory.
90
Verdict
94%
Steam
84
IGDB
Verdict score based on confidence-adjusted Steam reviews?
Very Positive on Steam (94% positive from 14K reviews)
Critically acclaimed (84/100 critic average)
No significant drawbacks reported
Griftlands is a 2021 roguelike deck-building video game developed and published by Klei Entertainment. It was initially released in early access for Microsoft Windows in June 2019; the full version of the game was released for Windows, Linux, macOS, Nintendo Switch, PlayStation 4 and Xbox One in June 2021.

Runs well on modern hardware.
Last updated 18d ago
This game looks like it has a lot going on, but underneath it there isn't a lot of depth or personality to it. Most of the quests are just different versions of a few templates, and the characters, while unique, don't really do much in the story. Also the main draw of the game, the card battle system, just isn't that fun to play. Enemies seem to have far more advantages than you do, and a lot of the cards have specific synergies or uses that aren't easily accessed because it uses the same deck-building system as slay the spire where you are picking and removing cards constantly. Even when you upgrade cards they don't seem to get much better, and you pretty quickly hit a wall where the enemies outscale you and none of your cards feel satisfying to play because they don't accomplish anything.
Not recommended. Deck builder game with an alien theme and story line. Combat was not fun. Developers tried to make it unique by having cards to 'negotiate' instead of combat. Became a chore. Nothing special about the combat cards either. Storyline was terrible. [Honestly, felt like a software for elementary school children to learn english rather than a game.] Slay the spire would be extremely superior.
This is an excellent deck-building game that distinguishes itself from many others in the genre through meaningful choices and creative mechanics. While the card gameplay is enjoyable on its own, two features in particular make the experience stand out. First, the game's "choices matter" philosophy is implemented remarkably well. Decisions made early in a run can have significant consequences later on. Saving a character might earn valuable assistance in a future encounter or allow you to bypass a difficult challenge, while exploiting or eliminating someone can create entirely different outcomes. These branching consequences make the world feel reactive and encourage players to think beyond immediate rewards. The second standout feature is the dual-deck system. Many objectives can be resolved either through combat or negotiation, each using its own deck and entirely different mechanics. This creates an interesting layer of strategy when drafting cards and choosing upgrades, as investing in one approach often comes at the expense of the other. Since some encounters and bosses can only be defeated through combat, while negotiation can provide powerful advantages elsewhere, players are constantly weighing trade-offs and adapting their builds accordingly. The result is a deck-builder that offers far more player agency than most games in the genre. Meaningful decisions, multiple paths to success, and a clever blend of combat and diplomacy make every run feel unique and rewarding.
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