Anode Heart on Steam - User reviews, Price & Information

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A semi-open world, monster tamer RPG, set in a digital, futuristic environment, with fast-paced combat, a card minigame and focus on exploration.

Anode Heart is a adventure, rpg and creature collector game developed and published by Stove Powered Games.
Released on November 17th 2023 is available on Windows and MacOS in 2 languages: English and French.

It has received 378 reviews of which 342 were positive and 36 were negative resulting in a rating of 8.4 out of 10. 😎

The game is currently priced at 17.49€ on Steam.


The Steam community has classified Anode Heart into these genres:

Media & Screenshots

Get an in-depth look at Anode Heart through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS *: Windows 7, 8, 10 or 11
  • Processor: 1.1 GHz Processor
  • Memory: 2 GB RAM
  • Graphics: Integrated graphics
  • Storage: 500 MB available space
MacOS
  • Processor: 1.1 GHz Processor
  • Memory: 2 GB RAM
  • Storage: 500 MB available space

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

June 2025
I don't usually like reviewing games by comparing them to other titles, but in this case, it feels appropriate: Anode Heart has the soul of Digimon World 2003, with elements of the classic Digimon World. All of this without the aspects I personally disliked in those games: the repetitiveness, the tedium of certain actions, the lack of clarity in others. It feels like the best parts have been taken and the roughest edges smoothed out, making it a game more suitable for modern times. And all this without ever being too hand-holdy or using any “yellow paint” — something I truly, deeply appreciate. There are multiple layers of gameplay and several subsystems that are fairly well integrated. The overworld is charming, the areas are nicely designed, and while the music isn’t anything extraordinary, it’s pleasant enough. The character feels responsive, though sometimes gets stuck on terrain edges a bit too easily. Battles, balance, and the Tama growth systems are well thought out, and it's clear there’s an effort to create something original while sticking to a turn-based combat structure. The card game is fun, but acquiring packs is overly complicated unless you invest a significant amount of time, especially given how rare some cards are. The story is nice, and seems coherent from beginning to end, though it does require a bit of mental gymnastics to grasp and explain some of the natural laws of Anode Heart’s world. You're placed in a universe with its own rules, where many significant events occurred in the past, and explaining how the world works is far from straightforward. In fact, it seems quite intentional not to explain how the physics of the world function, likely to allow more creative freedom — something that also increases the risk of contradictions. As a personal tip, I recommend playing it on portable devices like the Steam Deck or at lower resolutions. While the pixel art is lovely, navigating the Tama archive or the item bank can be a bit of a challenge — it's genuinely hard to tell what’s what. This problem is much less noticeable on smaller screens. To sum up, it’s a game I definitely feel like recommending: it’s original, fun and mysterious, even if it's a bit rough around the edges.
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June 2025
If you like the older Digimon games, you will like Anode Heart. It's a love letter to Digimon World 3 - catch monsters, build your team and explore big areas.
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May 2025
Great game for the price normally, an absolute steal on sale. Clear inspiration from Digimon with its world and progression, it's all about finding NPCs and doing quests for them so they join your town. The turn-based battle system has you managing resources to plan your turns. You get basically mana every turn and all of your moves cost different amounts. You can overspend mana to say use an expensive attack at 1 mana, but your enemy gets extra mana for their turn the more you overspend. Edit: Mid-late game some clear issues come up. There are two forms of "fast travel": one that teleports you to one of 5 specific locations, while the second is how you get to most other areas of the game. Nearly every screen/area will have a spot on the ground you can interact with to enter a maze-like area which interconnects MOST other areas of the game. This maze has a few treasure chests or quest specific locations but otherwise is used for the purpose of "fast travel". It is unnecessarily confusing and time consuming to backtrack because of how this maze is laid out, why not just let us teleport to more areas of the game instead? The maze is a cool concept but when it's a majority of the backtracking it just makes me think "Why do I have to do this instead of just appearing near where I'm trying to go?". There are a number of quests that don't give enough direction. ~1/3 of the quest descriptions are vague and sometimes don't even tell you the area you need to search in/go to. I appreciate that the quests aren't just exclamation points on a map you go to, but it feels like there isn't enough direction which can feel even worse. Important NPCs like shops and quest givers have zero indication which can make finding them difficult. Numerous times I scan an area talking to every NPC thinking, "Did I talk to them? Guess I just talk again, don't want to miss anything!". Important NPCs should have some form of indicator that they are important since there are so many NPCs that just give light lore and are otherwise unimportant. When you reach specific progression points/clear a story quest, you unlock another "reboot". When creatures reach max level you can "reboot" them, resetting their level to 1 but providing additional stats and a higher level cap. This happens too often, you need to reboot ~5 times for a decent level cap of the low 30s. That's 5 times leveling up a single creature from 1 when you can carry 6 creatures at a time (3 used at once in battles). I feel it would have been better to continually up the level cap at progression points instead, then if you want to min-max you can reboot after reaching your new cap to get more stats with additional effort. The current setup REQUIRES you to reboot each creature multiple times for a decent level cap, which adds tedium and especially makes raising new/lower level creatures late game a chore. Despite these complaints, this game is still great especially for the price you're paying. Lots of creature variety, great artstyle, interesting combat. It's just a shame the QoL drags down the experience a bit.
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Feb. 2025
Absolute unmitigated banger. Yes, it's Digimon World. but it's also pokemon and mario and a trading card game and the story gets unexpectedly deep and there's some glitchcore horror at the fringes and it's just an incredibly well made game all told. Battling has some depth to it, although you can certainly just push through digimon style with better stats than your enemy. Raising is simple on the surface, but you have a lot of control over lifespan and you can fuse mons to inherit moves and you can learn moves from basically anything by seeing it in battle, and there's a Shin Megami Tensei ish recruitment system where you can give gifts in battle to get new mons. There's a day/night cycle and a timer and you recruit inhabitants for your town and there is just overall a stupendous amount of game in this game. Support works like Anode Heart. This kind of thing should be commercially successful. Edit: I actually don't like the card game. It's very "either you draw into your engine or you brick," and this makes it obnoxious to play with the starting cards. I do think it works well once you've got most of an element collected and you can do 4x copies of all its bread-and-butters and 1x of the key rares, but that doesn't happen for a *while*. Being at the mercy of the gacha doesn't help either. I like that you can't just purchase spam packs, but it makes getting to a viable deck a massive slog. 2nd Edit: It's not what you would go to a game like this for, but the writing really is superb. A lot of clever worldbuilding that tinges on the existential without losing its thread as an adventure story. The characters are fun, but there's kind of a masterclass in show vs tell going on in the background. 3rd Edit: There is real serious depth to the monster raising and battling that only starts to hit about 50% of the way through the game. Up until then, you can just have more levels than an enemy and win, but by the time you're doing castles this is NOT true and the actual battling starts feeling as good as in stuff like Monster Sanctuary. 4th Edit: I've gotten enough cards that my experience of the card game has changed. Now it's "you draw your counters or you brick." There's no sense in playing a particular element's strategy, since they all require building towards specific cards and this means you are more vulnerable to disruption. Instead, you just run lots of disruption and card draw yourself and unless you don't draw your card draw (in which case you brick) and your card draw doesn't get disrupted (in which case you brick) you counter your enemy until they run out of cards and then you use your resources to get x3 shard draws and summon 4/4 training dummies. There's theoretically counterplay to this---you can do all your resourcing and summoning from behind the firewall and make big monsters that way---but again, you need multiple cards to do that and your opponent only needs a targeted delete or a board wipe or w/e to take you out. Yugioh uses things like untargetability and immunity to destruction as ways of keeping big monsters relevant, but I haven't really seen any of that here. All told, I think this is why only 5% of players did the first card tournament. It's very close to being a good card game, but the ways in which it's held back are super duper frustrating to push past. 5th Edit: I think I'm at a level of completion that I'm happy with. I've rolled credits on the main story, done a bit of the post game, and I'm *certain* there's more secrets but also there's sort of an underlying plot thread about how we don't need to know everything so I'm going to abide by that thread and stop here for now. This is a really wonderful game, and easily one of my favorite monster catchers and/or cyberpunk jrpgs. I'll absolutely be following whatever the developer does next---all my griping about the card game aside, this is a wonderful title. Get it at full price, and get a copy for your friend.
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Feb. 2025
I would highly recommend Anode Heart on Steam. I’ve been so sick for the past few days with barely any strength to get up. I used to turn to older handheld Pokemon games to keep me company and help me pass the time… but I can’t even look at any Pokemon content these days without feeling immense frustration and disappointment. Enter: Anode Heart. It scratches the itch while offering new things that I’ve never experienced before in a creature collecting game. A lot of people say it’s more akin to a Digimon game than Pokemon. Either way, I’ve found some new monsters (called Tama) to keep me company when I’m sick and sad. The shark Tama and the spider Tama go so hard!!! They’re my friends now.
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Frequently Asked Questions

Anode Heart is currently priced at 17.49€ on Steam.

Anode Heart is currently not on sale. You can purchase it for 17.49€ on Steam.

Anode Heart received 342 positive votes out of a total of 378 achieving a rating of 8.37.
😎

Anode Heart was developed and published by Stove Powered Games.

Anode Heart is playable and fully supported on Windows.

Anode Heart is playable and fully supported on MacOS.

Anode Heart is not playable on Linux.

Anode Heart is a single-player game.

Anode Heart does not currently offer any DLC.

Anode Heart does not support mods via Steam Workshop.

Anode Heart does not support Steam Remote Play.

Anode Heart is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Anode Heart.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 29 July 2025 15:20
SteamSpy data 28 July 2025 04:54
Steam price 30 July 2025 12:32
Steam reviews 28 July 2025 03:51

If you'd like to dive deeper into the details about Anode Heart, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Anode Heart
  • SteamCharts - Analysis of Anode Heart concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Anode Heart compatibility
Anode Heart
8.4
342
36
Game modes
Features
Online players
14
Developer
Stove Powered Games
Publisher
Stove Powered Games
Release 17 Nov 2023
Platforms