Quick primer: I'm a former world record holder in Slay the Spire, have beaten dozens of games in the roguelike deckbuilder subgenre, and everything I say in this review will come from that background. I 100%'d the game. Crush the Industry is a small project that has a lot of love put into it. I adore the humor and aesthetic (though the meta narrator -- a weird guy in a hot tub -- didn't land with me, the rest of the game definitely did); the game pokes fun at gaming culture, especially gaming work culture in ways that only someone in the industry could. The art is solid but not mind-blowing, and I found the music listenable for my entire playtime. None of this stuff is top class, but it's definitely not bad, and certainly is good enough to rope you into the meat of the game: the strategy. So how's the gameplay? Well, it's a mixed bag with strong fundamentals. It blends an Earthbound/Mother battle system with a traditional deckbuilder system in a way that is wholly unique to it. You will be terribly overwhelmed at first, as the game's systems aren't online anywhere, so you only have this one page in-game to work off of, and there are actually a whopping THIRTY-FOUR keywords on this one screen. Thankfully, the game is great at letting you scroll over cards and keywords and explaining them, so after some lengthy reading, you will start to grasp the basics. The UI work for all this is relatively seemless, and other than some notable miscues (why isn't the difficulty shown during the run in the top right corner as is standard in the subgenre? Why can't you see what boss is coming up in the act when you click "show schedule [the map]"? There's no past runs or compendium in the main mentu?? Cmon this is basic stuff), the UI for explaining and playing the game is wonderful. So yes, the game's got a learning curve, but it tries to compensate for that by ... making the early difficulties a complete pushover. I didn't lose a run for the first 40 hours of me playing the game or something like that, I think. It took me until the final difficulty ("Corporate Hell"), on the special Nightmare "superhard" setting, to start losing a run here and there. Yes, I have a ton of experience in the subgenre, and yes this has happened to me in a lot of other games in the subgenre (I just did Roguebook recently and it was the same thing), but I know when it's tuned way, way too low. I can't imagine even players new to the genre dying at the early difficulties. There's a rest site like every other fight. Dying takes real effort. Corporate Hell, the hardest difficulty, was also incredibly easy, and it was only when I added Nightmare to it that I had to start thinking. In that final setting, the character and card imbalances start to truly show themselves, as you can do pretty much whatever you want before that. And even still...that wasn't that hard, either. I did it first try with like 3 of the characters, and I lost a couple with the underpowered characters (Zeke is especially weak) and then won. Getting to 90+% winrate on Corporate Hell Nightmare seems doable without a lot of work. The game is super forgiving the whole way through. This trickles down to achievements unfortunately, and I have to say they're quite poorly designed. This is primarily because the default/Normal difficulty is so insanely easy. Beating the game with no added or upgraded skills like one achievement asks of you sounds hard until you realize that the base deck for all the characters puts Normal difficulty in the grave without any effort (I went near damageless in my attempt...). A big part of a roguelike deckbuilders casual play is 1) how fun is the grind up the difficulty levels and 2) how fun are all the unlockables/achievements to get? And the game is way too easy to make either of those rewarding. I never felt the jump in difficulty from going from one ascension level to the next; I was rolling through the game, with most of my mental energy being spent still trying to wrap my mind around its systems. Super weird that Nightmare + Corporate Hell with 5 chars isn't its own achievement tho; it's represented in game as a Diamond trophy and everything. Whack. The thing that holds it all together is the process of evaluating cards, relics, and strategies is nonetheless fantastic and truly a joy, as the core fundamentals of the battle system are so unique and varied. You -do- have to pick specific cards to beat specific fights, and have to plan around the existence of certain enemies when making choices (this is great!! most deckbuilders get this wrong. Enemy designs are fantastic). This is not always a good thing for the game's balance (see: instead of being more dynamic, it simply railroads you to the small corner of the better cards/options that are strong. Finding and figuring out what's strong is SUPER fun but ... I don't know it's kind of whack that like 4 enemies make thorns unusably bad?). A unique mechanic the game presents is the "Sanity" meter. Low sanity and some negative effects happen to you. Both high sanity and low sanity builds are viable. This mechanic is...genius. So is rolling health. Actual pageantry. I want to kiss the devs for these ideas. Absolutely brilliant. Bravo. Having said that I wish Delirium (a low Sanity penalty which makes you use skills at random) didn't feel so bad. 2 of the runs I lost were directly as a result of bad Delirium rolls. Yuck. The core mechanics do a lot of heavy lifting for some pretty egregious design flaws outside that. Event design is some of the worst I've seen in the genre. The crypto (double or nothing) event is silly, the Nimble Upstream event (where you are forced to take thorns, which can lose you the entire run, or else swap out your entire deck for random cards) is incredibly poorly designed, and for the most part every event has 1 clearly correct option without much choice. Lightbulb events are meant to be "hard tradeoff choices" but they almost never are (how is +1 energy turn 1 ever a tradeoff lol that's just good. Nitpicking but lightbulbs are so consistently just free relics). You can go to up to 3 shops an act (an there are 4 acts) and you have 1 reroll in each shop, with a massive shop list. This means you can very consistently hunt for the broken shop relics; I can't imagine a scenario you'd click any of the terrible ones. Similarly character, card, and talent balance is all over the place. I wish I could go through every card but I will run out of text characters in Steam's review limit lol. Sanitize and Anticipate tho woo wee boy those are some insanely strong cards. Each of the 5 characters are very distinct from one another in playstyle (they did a great job with that), but your deck only has 10 cards max (and you often end with only 5 or 6 cards in the entire deck). This makes battle and deck variety a bit dull. You can consistently search for your best turn because you have Rethinks (similar to how Balatro lets you roll for new cards). The mechanics of this are fun, and necessary to make turns more engaging considering the low card to card interaction at play. So to sum it all up...it's a flawed game I still love LOL. It has a neat aesthetic, it's funny, and has so many one of a kind ideas. It's no masterpiece because it's held together by duct tape, but I can tell this is a result of a lot of sleepless nights. I can only imagine the eureka moments during the dev process because some of the ideas here are genius. I'd love to share some more in-depth feedback with the devs because I am limited by Steam's review character limit, but regardless...game's fun! Most players won't experience half of the depth of thought I did! Most will just laugh at the funny humor, clicky click and move on to the next game. But there's more here than that, even if in a highly flawed package, and it won me over despite all of it, warts and all.