Commander Quest on Steam - User reviews, Price & Information

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Congratulations! You just found a 'one of a kind' roguelike that combines deck-building card game and auto battle strategy game! Consider unit counters, then create powerful synergy by breaking down the boundaries between the battlefield and cards, then lead your army to victory!

Commander Quest is a war, roguelike deckbuilder and card game game developed by Flyway Games and Inc. and published by Flyway Games, Inc., KRAFTON and Inc..
Released on April 04th 2025 is available only on Windows in 6 languages: English, Korean, Russian, Japanese, Simplified Chinese and German.

It has received 2,142 reviews of which 1,641 were positive and 501 were negative resulting in a rating of 7.4 out of 10. 😊

The game is currently priced at 11.79€ on Steam.


The Steam community has classified Commander Quest into these genres:

Media & Screenshots

Get an in-depth look at Commander 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
  • Requires a 64-bit processor and operating system
  • OS: Windows 10/11
  • Processor: i5-4670K @ 3.4Ghz or similar
  • Memory: 8 GB RAM
  • Graphics: GeForce 970 or better
  • DirectX: Version 12
  • Storage: 5000 MB available space

User reviews & Ratings

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

May 2025
Pledged I'd leave a review so here it is: A solid deckbuilder with a lack of depth. Has the same feel/mechanics/layout as slay the spire, and the ever satisfying "sauce". Really fun, but is still in need of much more variety and deckbuilding opportunities to improve replayability. I feel as though I've experienced the majority of the game after about 10-15 hours. I love the core of the game, it just lacks depth and variety. In slay the spire I had 500 hours unmodded before the novelty wore off (though I was unemployed/bored a lot at the time). Here is my dev feedback: I'd recommend a general increase of everything, relics, events, maps, bosses etc. Events should have more variety and be more "inviting" i.e. tempt players for a higher chance of deckthinning/powerful relics or w/e but also with the risk of curses/fights/RNG based loss (varying health/gold/cards from deck for powerful rewards). Currently it doesn't seem very worth it to go for random events (particularly the 95% to get hurt vs 5% chance of mythic card should be adjusted to at least 90/10). The classes, while fun, also don't feel distinctly different. Most builds tend to gravitate to a few select builds/cards to become strong. I feel there should be a chance for absolutely busted builds to come about. It's so satisfying and adds to the replayability/addiction of a game when you can, every now and then, have a completely broken and memorable run (in StS for example, piecing together a pure poison build and nuking bosses with tripling poison). In Commander, this was mostly found through strong single unit cards and modding them to summon multiple units as the winning condition (I had 4 archer huts on one square, making that lane free for the rest of the fight. Or steel generation+multiple trebuchets with similar results). More cards, e.g. summon one random unit from your hand per turn, another card gets +1 cost or lose all mana summon a x/x card, lose x health for this etc. Modifier cards to alter summon spots (adding poison/ghosts per turn/area damage to units spawned but -1 unit etc. Events such as randomly remove x cards for x10 gold, trade health for deckmodification, swapping cards for higher rarity ones, choice to fight for rewards, permanently gain hand size or something. Relics that do stuff like "next run start with x, increase hand size, double spawning on a random summon spot, cards exhaust but have reduced cost/cast twice, add x to hand at start of turn/battle, reduce cost but lose units/health/gold etc. Maybe a banish mechanic if the pool becomes diluted (a good problem to have as opposed to runs feeling the same and no variety). The card modification event in Commander should have a few more options (e.g. increase/decrease units/health by 1 every summon or double units but your opponent also gets one randomly) and more risks. Perhaps a rarity system so the player can feel super lucky every once in a while (the current "none" downside already feels nice just because of the different colour). More card unlocks should also be added as something to be chased, e.g. unlock certain units/cards through, say, having 5 cavalry units in your deck. The thrill of chasing new builds to unlock stuff adds a lot to retain players. It's awesome when you can still find stuff to unlock/try after many hours in game. Curses should also be expanded, with perhaps some relics/cards that synergise more with curses to really lean into it if one wants (had a build with a curse that added another curse when drawn, and the relic that gives 1 mana and 1 draw when curses drawn). Perhaps chosen modifiers per fights to add variety? Fighting the same starter battles definitely gets boring. Meta progression could reduce enemy health in first few battles to get into a proper run quicker perhaps. A faster game speed and pause (with spacebar) should also be added, as well as speeding up times between fights (black screen when returning to map etc.). Getting a mana crystal near the end of your turn and being unable to play another unit before turn ends feels bad, even though you keep the crystal for next turn. The meta progression could also use some expansion, the currency accumulates slowly and isn't too satisfying in result. Rerolls (once purchased )should also restock after boss fights. Foods should also give a choice of 3, with the option to skip. Most foods feel downright detrimental to your fight and I usually discard them. Maybe instead of discarding you could "feed to troops" and get something like +1 health to first 3 units summoned? Finally, map variety. Currently the map is an identical clone of slay the spire, which isn't bad but it ultimately doesn't feel rewarding or unique. Perhaps some new event types (full healing tree, buffs for x amount of fights, secret side routes for rare cards, rare fight encounters, remove 2 chosen cards but get 1 random type events) and more branches to give players agency over their run and builds. These are all criticisms for the sake of improving, the game itself feels really good and is satisfying af. I look forward to seeing more added and sinking more hours on the battlefield. I'll still be playing as I have a goofy foot atm and I've already got 600+ hours and completionist+ in balatro lol. Tl;dr a really fun and satisfying deckbuilder with the bones to become one of the greats if more variety and discovery/mystery are added.
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May 2025
Great Foundation, But RNG and Lack of Strategic Depth Hold It Back I've spent over 50 hours in Commander Quest and genuinely enjoy the core gameplay loop—there's a lot of potential here. However, the game currently leans too heavily on RNG, which undermines the strategic experience it could offer. Deckbuilding Direction Needs Refinement It would be a major improvement if the game recognized your early deck choices—say, within the first 5–10 cards—and began offering more synergetic options rather than continuing with random, unrelated picks. This would make each run feel more purposeful and rewarding, and less like fighting against the system. Event Choices Need Transparency Events often feel like blind gambles. For example, paying 150 gold for a "Legendary Card" gives you a random one with no control. Instead, allow us to pick from a few (1–3) legendaries to give players more agency. Strategic games thrive when players make informed decisions, not blind guesses. Wacky Work Labs Need a Rework (Not a Rebuild) This feature has potential, but currently feels like a slot machine. It would be vastly improved if, when selecting a card (e.g., Owlbear), you could preview 3–4 possible positive and negative outcomes at the same time before committing. A simple right-click or hover-to-preview would make this feature far more engaging. Additionally, clearly separate the outcome pools for different card types (units, structures, etc.), and allow players to back out ("Head Back") before locking in a choice. This would add strategy without removing the unpredictability that makes roguelikes fun. Faction Variety Is Lacking Currently, we only have Humans and Dwarves. While new leaders like Khan or Attila are welcome additions, the game needs an entirely new faction—Orcs, Elves, Dragons, Goblins, or something fresh and thematic. A full tribe with its own mechanics and card pool would greatly enhance replay value and strategic diversity. A Pause Button Would Go a Long Way Adding a spacebar pause function during battles would be a huge quality-of-life improvement, especially for newer or older players who want to carefully plan tactical card placement. Since it’s a single-player game, giving players the option to pause without penalty would improve accessibility without affecting game balance. Map Pathing Feels Bland and Predictable The current act structure could use more variety and meaningful choices. Starting each act with a battle and ending with a campfire (for rest or upgrades) is fine, but in between, the limited node types—Wacky Labs, elite fights, and shops—don’t feel dynamic or rewarding. Introducing new node types or map events (e.g., altars, training camps, scouting towers) could make pathing more exciting. Additionally, adding a relic or mechanic that reveals upcoming event types (not exact results, but the kind of event) would eliminate the frustrating “double RNG” problem—where you don’t know the event or its outcome. Let players know what type of risk they’re taking, even if the exact result is still random. That’s good roguelike design. RNG in Relics Needs Tuning Relic offerings also suffer from inconsistency. For example, I’ve completed around 10 successful Steel Production Dwarf runs, but only once was I offered the relic that gives +10 steel per turn. A relic that fits perfectly into a synergy should appear more often across multiple runs—not once in ten. This kind of low drop frequency feels punishing rather than rewarding. Hero Balance Could Use a Pass Some starting heroes, their powers, and their starting relics are significantly weaker than others. I’m sure the devs have backend data showing which heroes are most and least picked. Please don’t nerf the popular ones—instead, bring the weaker ones up to par. Consider adding new cards or relics that complement underused abilities so that every starting hero feels viable and fun. Final Thoughts I say all this as someone who wants to love this game. It has charm, style, and a solid core—but it desperately needs more strategic depth and less blind randomness to reach its full potential. With targeted improvements to deckbuilding, event clarity, map pathing, faction variety, and balance, Commander Quest could become one of the defining roguelike deckbuilders on Steam. I’m rooting for this game, and I hope the developers are listening—for the long-term health of the game and its growing community. 💖
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April 2025
Pretty decent Card Battler... I don't understand why the low ratings The demo had a generous amount of content and many players like me enjoyed it beyond 50 hours. It was a huge success and had at one point, overwhelming positive reviews... the release version is just as good as the demo. I also think the current price is fair, even more so for those that played the demo a lot... not many games (including some card battlers, that are way more expensive and trash) warrant 50h+ of enjoyment for this price.
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April 2025
It's slay the spire but an auto battler. Good game for $10. Seems like it could use some additional content. Hopefully there are plans for it in the future but worth the buy
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April 2025
Really like the game, but the Snow-Melter boss during the final act is literally impossible to defeat (unless your build is broken enough to somehow do it within two turns). After three turns, he activates all three torches making himself invincible, and as far as I can tell there is no way to extinguish the torches and the battle just keeps going forever until you either lose or give up. Will change to a positive review if and when this is somehow fixed. EDIT: I played through the game a couple more times and the boss' mechanic DOES work as intended. That being, when you summon units in a specific lane it will either light or extinguish the candle within the corresponding lane. However, when using the Light-catcher archive in combination with the Amalgest it becomes virtually impossible to defeat the snow melter. This is because the combination of these two relics causes all summons to occur twice (as all cards become exhausts and all exhausts are played twice). Therefore, the Snow-melters candles are triggered twice every time the player summons units, causing the candles to go off and then back on again (or vice versa) making it effectively impossible to defeat that boss with this specific build, as you physically cannot extinguish any candles once they have been lit. I've decided to change my review to positive given that it's a minor problem but I still think it should be worked on. TLDR: I got fucked because my build was too good.
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Frequently Asked Questions

Commander Quest is currently priced at 11.79€ on Steam.

Commander Quest is currently not on sale. You can purchase it for 11.79€ on Steam.

Commander Quest received 1,641 positive votes out of a total of 2,142 achieving a rating of 7.40.
😊

Commander Quest was developed by Flyway Games and Inc. and published by Flyway Games, Inc., KRAFTON and Inc..

Commander Quest is playable and fully supported on Windows.

Commander Quest is not playable on MacOS.

Commander Quest is not playable on Linux.

Commander Quest is a single-player game.

Commander Quest does not currently offer any DLC.

Commander Quest does not support mods via Steam Workshop.

Commander Quest does not support Steam Remote Play.

Commander 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 Commander 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 22 July 2025 07:18
SteamSpy data 27 July 2025 07:35
Steam price 30 July 2025 04:49
Steam reviews 29 July 2025 03:56

If you'd like to dive deeper into the details about Commander 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 Commander Quest
  • SteamCharts - Analysis of Commander Quest concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Commander Quest compatibility
Commander Quest PEGI 12
7.4
1,641
501
Game modes
Features
Online players
72
Developer
Flyway Games, Inc.
Publisher
Flyway Games, Inc., KRAFTON, Inc.
Release 04 Apr 2025
Platforms