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Card Quest on Steam

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Card Quest is a dungeon crawling adventure game with unique card combat. Play with a variety of unique character classes, and customize decks to fit your playstyle. Explore the strategic depth of tactical roguelike gameplay, and crush the undead plague.

Card Quest is a roguelike deckbuilder, card battler and rpg game developed and published by WinterSpring Games.
Released on November 07th 2017 is available on Windows, MacOS, Steam Deck and Steam Machine.

It has received 358 reviews of which 307 were positive and 51 were negative resulting in a rating of 8.0 out of 10. 😊

The game is currently priced at 8.19€ on Steam, but you can find it for 5.06€ on Eneba.


The Steam community has classified Card Quest into these genres:

Media & Screenshots

Get an in-depth look at Card Quest 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
  • OS *: Windows 7, 8, 10
  • Processor: SSE2 instruction set support.
  • Memory: 4 GB RAM
  • Graphics: DirectX11 compatible graphics card
  • DirectX: Version 11
  • Storage: 300 MB available space
MacOS
  • OS: Mac OS X 10.9+
  • Processor: SSE2 instruction set support.
  • Memory: 4 GB RAM
  • Graphics: DirectX10 compatible graphics card
  • Storage: 300 MB available space

User reviews & Ratings

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

1 hours played
Aug. 2026
This game is insanely good, Slay the Spire levels good. I played it a bunch on mobile and decided to buy it on PC to support the devs. The equipment combinations are crazy interesting and fun, the enemies super varied and quite insane at times, the classes all play differently, etc. It has an enormous amount of content and replayability too. The game plays like your classic card roguelite but with more enemies and kinda crazier and more punishing mechanics. Similarly, your deck of cards has some insanely strong cards, even when compared to other games in the genre. The game lets you change your starting decks of cards which won't change during the run, so it's not a matter of getting that one God run, but rather how good you are at using the deck you picked. In that sense the game plays a ton like magic or hearthstone in the best way possible. The visuals are a subjective matter, I personally love the gritty pixel art, but it wouldn't surprise me that people get turned off by it. There are a few issues, notably the game needs to be more clear with secret unlocks. The subclasses should also unlock differently than basically "play the subclass to unlock the actual subclass", or balancing the subclasses unlocked to go more in depth than just adding minor stat changes. The level ups many times feel quite useless too, and some are tied to actual RNG which is not great, same with that one archer card, although in his case it makes sense thematically. If you want a more puzzle based Slay the Spire/etc definitely pick this up, it's definitely up there. Pretty sad the remake was cancelled too, because balance wise this game only need a few little tweaks to be basically perfect.
49 hours played
Aug. 2026
This plays much more like a puzzle than a run-based roguelike. Great game.
57 hours played
June 2026
Card- Quest is a card-driven, campaign-centered game with rouge-like/lite aspects. One of the defining characteristics of this game is that it is card-driven, but is not really a deck-builder in the traditional sense. At game start-up, after choosing one of the four common archetype toons (wizard, archer, etc.), you will select up to four pieces of equipment. This equipment primarily serves to populate your deck. After this selection process, your deck will not change (outside of one-time only unlocks, which allow for card swaps). You are unable to trash cards. You are unable to get new cards. You are unable to upgrade existing cards. There are no relics to find to make a run unique. What you start with is what you roll with for the entire run. The run will take place in one of three areas, each of which has different paths of nodes representing different locations. Each path of nodes is identical from run-to-run. Within each location you will fight multiple battles. Upon finishing a node for the first time you will unlock a (fixed) piece of new equipment for the given character. For the most part, the new equipment probably isn’t strictly better than what you are using now, though it may be more effective in a given area. It is likely that you will be unable to finish the given area all of the way through with the equipment that you started the run with. The task then becomes to push deep enough into another area to obtain more equipment, which hopefully synergizes well enough in a given area to either complete said area, or to at least push deep enough to get you yet more equipment. The unlocking system is unique enough, and on its own not terrible, as the meta-progression is satisfying. Unfortunately, this system will see you fighting the same areas over and over again, and given the lack of randomness from run-to-run, against the same foes, with largely the same loadout. Pros: ++ The graphics combined with the text-based story telling provided a romantic vibe akin to games of the 80s and 90s. The story-telling was interesting enough (the first time I saw each narrative anyway). ++ The enemies and their mechanics, combined with your own abilities made for solid card-based combat. + In a vacuum, I liked the meta-progression of being rewarded for conquering each node. + The was a subclass system which had interesting constraints and solid rewards. Noting that I had no idea subclasses even existed due to the poor interface, until I stumbled upon their mention on the internet. Cons: --- The tedium of doing the same areas, against the same monsters, with largely the same deck (both between and within runs) is way too much. This point cannot be overstated in my opinion. -- ‘Hidden’ enemies were largely an unfun mechanic. -- Some battles are much more drawn out then I want them to be, especially for given decks. - Health is quite challenging to come by. You could easily be wiped after just a few missteps or bad draws. On its own, this may be expected in games such as this. However, the prospect of starting over and doing the same stuff yet again highlights this as an issue. Summary: The near complete lack of diversity and randomness killed this game for me long before I should have gotten bored with it. However, I am giving this game a very weak recommend since you will likely find some solid gameplay for one character (I chose the mage) until you get bored. Plus, the game is like $5 on sale. That said, I can’t imagine playing these same areas over and over (and over) for all four characters, so if you are OCD about completing games, you may wish to avoid this one. Overall: 5.5/10
19 hours played
May 2026
Genuinely a great game and pacing. You discover new things that open up easier pathways and tactics in increasing complexity and satisfaction. Learning moments stay with you and improve your skills. The graphics are retro but still creative and detailed. One mixed aspect (both good and bad) is that it feels very very calculated. It isn't totally 'random' card drawing - if it was, you'd probably lose a lot more. The game is figuring out the best strategies using the cards on hand, typically there's only 1 or 2 "right" choices on what action you should choose next. Sometimes not taking action is the right choice. Sort of feels a bit like a +1 0 -1 situation - and the cards you pull are sometimes in "response" to the good or bad choices. To either teach you a lesson, or reward your considered action. Gambling seems to not be rewarded as much as "making the obvious/safe choice" which is really just rewarding tactical decision making. There are tons of little surprises, the stories are enough to give some mild fluff. It can get frustrating not being able to progress sometimes - this often means you need to try a different area and path to find some new equipment that 'busts through' the circumstances you are getting stuck on elsewhere. There is never just 'one right approach' for long - before things can get stale or repetitive, the tactics change up and your choices start to matter more again. You uncover more chains and methods within the mixes of decks and items you can equip. It would be kind of cool to see if it could work as an actual deck duelling system. Recommended!
86 hours played
April 2026
This is to me one of the best "deckbuilder" games ever made. There's almost zero randomness, you build your entire deck at the start of the game (which is how actual physical deck building card games work) and try to survive until the end picking the right challenges suited for your cards. There are a couple of extra abilities and stat increases to gain along the way and further tailor your build, but most of the toolkit you have from the start. There is 4 classes, each with their own unique card pool, subclasses to unlock with their own unique spin on the main mechanic, dozens of equipment configurations. If you want to unlock everything this game has to offer, there is a lot.

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Frequently Asked Questions

Card Quest is currently priced at 8.19€ on Steam.

No, Card Quest is currently not on sale. You can purchase it for 8.19€ on Steam.

Yes, Card Quest received 307 positive votes out of a total of 358 achieving a rating of 7.97.
😊

Card Quest was developed and published by WinterSpring Games.

Yes, Card Quest is playable and fully supported on Windows.

Yes, Card Quest is playable and fully supported on MacOS.

No, Card Quest is not playable on Linux.

Yes, Card Quest is playable on Steam Deck, though it might require a few minor tweaks. Make sure to check the Steam store page and community feedback on ProtonDB for exact compatibility details.

Yes, Card Quest is playable and fully supported on Steam Machine.

No, Card Quest does not support VR.

Card Quest is a single-player game.

No, Card Quest does not currently offer any DLC.

No, Card Quest does not support mods via Steam Workshop.

No, Card Quest does not support Steam Remote Play.

Yes, Card Quest 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 Card Quest.

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 23 September 2026 04:15 UTC
SteamSpy data 13 October 2026 19:12 UTC
Steam price 26 October 2026 20:03 UTC
Steam reviews 21 October 2026 15:52 UTC

If you'd like to dive deeper into the details about Card Quest, 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 Card Quest
  • SteamCharts - Analysis of Card Quest concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Card Quest compatibility
Card Quest
Rating
8.0
307
51
Game modes
Features
Online players
2
Developer
WinterSpring Games
Publisher
WinterSpring Games
Release 07 Nov 2017
Platforms
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