HELLCARD on Steam - User reviews, Price & Information

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Hellcard is a unique cooperative deck builder rogue-like game. Descend into the paper dungeons on your own, recruit computer-controlled companions or join other players' lobbies in fast-paced tactical card battles against the armies of darkness and the Archdemon himself!

HELLCARD is a co-op, rogue-like and card battler game developed by Thing Trunk and published by Skystone Games.
Released on February 01st 2024 is available only on Windows in 15 languages: English, Simplified Chinese, French, German, Polish, Russian, Spanish - Latin America, Traditional Chinese, Bulgarian, Portuguese - Brazil, Spanish - Spain, Japanese, Korean, Italian and Ukrainian.

It has received 3,845 reviews of which 3,302 were positive and 543 were negative resulting in a rating of 8.3 out of 10. 😎

The game is currently priced at 24.50€ on Steam, but you can find it for 8.93€ on Gamivo.


The Steam community has classified HELLCARD into these genres:

Media & Screenshots

Get an in-depth look at HELLCARD 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, 8.1, 10, 11
  • Processor: 1.7 GHz Dual Core or Greater
  • Memory: 2 GB RAM
  • Graphics: 512 MB DirectX 9.0c compatible graphics card
  • Sound Card: DirectX 9.0c compatible

User reviews & Ratings

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

Feb. 2026
I really enjoyed Hellcard at first, but after completing a full run once, the progression felt slow and unmotivating. The main issue for me is that post-win progression doesn’t feel meaningful. Torment levels mostly just increase difficulty without introducing new mechanics, enemies, or content, so it ends up feeling like you’re just chasing the most “cheese” strategy rather than exploring new ways to play. Another big problem is the card unlock system. Unlocking single cards that only work as part of a much larger combo makes many builds feel incomplete for a long time. Until you unlock the full combo, the archetype simply isn’t viable, which discourages experimentation and makes progression feel grindy rather than exciting. I think the game would benefit a lot from: Unlocking full archetypes or card packages instead of individual cards. (maybe add boosters and rarity as rewards to motivate playing) Adding new content or mechanics tied to higher Torment levels (new enemies, bosses, events, or rules). Introducing more meaningful long-term progression beyond just difficulty scaling. Hellcard has great combat and co-op potential, but the progression system holds it back from being as engaging long-term as other deckbuilders.
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Feb. 2026
This recommendation only comes with the assumption that you have 2 other friends to play this with. I say this because the runs I have done by myself and with one other friend have been miserable and honestly the game is balanced around having a full party. That said the game is fun, the four classes all have viable playstyles. The DLC character is fine but does not work in higher level runs where one needs all characters to synergize. A standard run sees a player going through 10 floors and clearing monsters on each and a boss at the end. Every time the player completes a run they unlock a random torment modifier. These torment modifiers make the next run harder in exchange for giving the player more experience which unlocks new cards, outfits, artifacts, and emotes. Some are manageable like having 5 less max health while others are in fact torment like not being able to keep gems between floors. This is a problem as a big portion of upgrading and building a characters's deck requires the player to at least have 2-3 gems to spend. A player can go up to 20 torments, so each new run has the player’s sacrificing more. It also does not help the torment the player unlocks is random, they might be punished more than their friends. Each torment has a different value the two I mentioned were 1 and 3 torment value, meaning sometimes a player may be forced to pick one they do not want to if they want to unlock the next torment level. It also does not help that a run feels heavily RNG dependent, especially at higher torment levels. I say this for multiple reasons. Firstly, all classes have cards that are more optimal than others, with the rest of the cards a player receives becoming junk clogging up their deck. Each floor the player beats rewards them with a random new card and a gem (3 for bosses), but typically if a player wants the best chance of success, they want to keep their hand small (around 9-12 cards) meaning that they might want to skip this if the offered 3 card choices are junk (something a later torment punishes the player for doing. Artifacts are another game mechanic that is RNG dependent. Some artifact are not worth mentioning (getting 5 block at the end of the turn if the player does not play an attack card), while others allow the player to quickly build power ( an extra card selection, more gems, getting to chose 2 shop options), or be useless as the run is nearly over, or actively harm the players chances ( like getting two random attack cards, thankfully the player always has the option to turn down a artifact). ultimately this means that even if the player's have amazing tactical prowess a run can be lost simply to either bad card luck or artifact luck. Most of the time enemies are balanced enough, but there is a glaring exception. I’m not sure who thought the gargoyles were balanced. Not only do they have the one of the highest base Health (hp) and attack power in the game for any normal monster, but whenever a player attacks them, they give that damage as block to all other monsters in its sector, and on top of that if they get below 10 hp they enter a mode where the player can only deal 1 damage per attack. They show up pretty often in a typical run, meaning a player can just die because there is no way to pull off enough damage to burn through their health pool. Their are other monsters that also punish the players for not having certain capabilities. The bomb demons come to mind (when they die in close range all players take damage equal to their attack value) either demanding the players have some way to push them to the outside or block which become hard once the player unlocks the to torment capping their block to 10. The game, I would say, is fun up to about torment level 10 at which point it becomes heavily RNG dependent, as a lot of runs die in the cradle because the cumulative effects of torment stop any deck development. I say this because at that point the player cannot afford anything but the random upgrades, making it harder to succeed when they also may have doubled all the monsters hp and attack power. It end up making the game feel more like rolling dice than actually playing a game.
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Sept. 2025
This game is a little hard to recommend but it is very fun. Participated in a lot of the betas with friends where we noticed a lot of the problems people have been mentioning in reviews: lack of meaningful meta progression, run similarities etc. We were hoping that with the release of the game and the huge influx of cards added would solve a lot of these issues but unfortunately that doesn't seem to be the case. I will definitely be playing more Hellcard but as someone who loves the roguelike deckbuilder genre it lacks something truly engaging that other games have to keep players coming back to do runs again and again in one sitting. I recommend grabbing this game on sale if you are unsure about it.
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July 2025
I don't usually write reviews, but one of my friends who I have played quite a few runs of this game with told me I should. So here you go. TLDR: Awesome game. Would recommend. Love the whole thing. So it starts out feeling like any other roguelike. Your cards suck. You can't do anything interesting. You are getting devastated most encounters. Then you finish your run and your character gets some experience and unlocks new cards and some artifacts (artifacts grant a buff for the duration of a run). I didn't think anything of it at the time, until my second run after unlocking an artifact. I discovered that I now had access to starting artifacts. Each starting artifact has a different effect varying from awesome to niche. Some unlock specific builds, making them function much earlier in a run. Then I found out that when you "cap" a character, you unlock 2 starting artifacts that allow you to fully randomize your starting deck, instead of using the starter deck. This also completely changes the game. At this point, I've unlocked all 10 starting artifacts for each character and I still find myself wanting to play some of my preferred builds again and again, simply because they're fun. Each character feels distinct. I personally love the Tinkerer and the Bruja. The Tinkerer sets up "contraptions" which then do something, usually damage. They have to deal with additional resources, but its a lot of fun and gets some truly crazy builds later in the game. The Bruja spends life to do damage, giving you a yo-yo effect on your health. Lots of give and take. Or you can build Redemption, and just destroy everything. There are 3 other classes, and none are bad, they're just more simple. The warrior focuses on Swords or Block, usually, but has other niche builds as well. The Mage has at least 3 builds, but I've actually never gotten the Rune one to work the way I wanted it to work Bolts and draw support are excellent in multiplayer. The Rogue shoots arrows or quarrels, moves things around, and has a lot of stuff to stun enemies and move enemies. I would highly recommend the game if you have a friend to play with once in a while.
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July 2025
great co-op game that does a good job in being challenging enough to "force" coordination to win. Pros: - Unique battles,. Really enjoyed the battles that added certain mechanics, like limited cards, to really enhance the strategy aspect across all players, not just yourself. - Runs feel unique per player even in a team. Runs feel unique for each individual player, because upgrades/combat paths are all unique to each person. - True strategy game. All enemy moves are telegraphed so no deaths felt unfair since you know everything coming your way. Cons: - Enemy variety. After a run or 2, youve already seen all the enemy types and it gets stale. - Heavy reliance on AOE. You will lose if you do not have some AOE moves as the enemy numbers will overwhelm you.
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Frequently Asked Questions

HELLCARD is currently priced at 24.50€ on Steam.

HELLCARD is currently not on sale. You can purchase it for 24.50€ on Steam.

HELLCARD received 3,302 positive votes out of a total of 3,845 achieving a rating of 8.29.
😎

HELLCARD was developed by Thing Trunk and published by Skystone Games.

HELLCARD is playable and fully supported on Windows.

HELLCARD is not playable on MacOS.

HELLCARD is not playable on Linux.

HELLCARD offers both single-player and multi-player modes.

HELLCARD includes Co-op mode where you can team up with friends.

There are 4 DLCs available for HELLCARD. Explore additional content available for HELLCARD on Steam.

HELLCARD does not support mods via Steam Workshop.

HELLCARD does not support Steam Remote Play.

HELLCARD 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 HELLCARD.

Data sources

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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 08 March 2026 19:33
SteamSpy data 11 March 2026 22:58
Steam price 15 March 2026 04:48
Steam reviews 14 March 2026 18:02

If you'd like to dive deeper into the details about HELLCARD, 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 HELLCARD
  • SteamCharts - Analysis of HELLCARD concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck HELLCARD compatibility
HELLCARD
Rating
8.3
3,302
543
Game modes
Multiplayer
Features
Online players
104
Developer
Thing Trunk
Publisher
Skystone Games
Release 01 Feb 2024
Platforms
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