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One Deck Dungeon on Steam - User reviews, Price & Information

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The hit roguelike adventure that captures all the fun of a dungeon crawl in a single deck of cards!

One Deck Dungeon is a dungeon crawler, board game and rogue-lite game developed and published by Handelabra Games Inc..
Released on May 18th 2018 is available in English on Windows, MacOS, Linux, Steam Deck and Steam Machine.

It has received 823 reviews of which 665 were positive and 158 were negative resulting in a rating of 7.7 out of 10. 😊

The game is currently priced at 9.75€ on Steam, but you can find it for 1.04€ on Gamivo.


The Steam community has classified One Deck Dungeon into these genres:

Media & Screenshots

Get an in-depth look at One Deck Dungeon 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 SP1+
  • Processor: x64 architecture with SSE2 instruction set support
  • Memory: 2 GB RAM
  • Graphics: DX10, DX11, DX12 Capable
  • DirectX: Version 10
  • Storage: 500 MB available space
MacOS
  • OS: Mojave 10.14+
  • Processor: Apple Silicon or Intel x64 architecture with SSE2
  • Memory: 2 GB RAM
  • Graphics: Metal capable Intel and AMD GPUs
  • Storage: 500 MB available space
  • Additional Notes: Apple officially supported drivers
Linux
  • OS: Ubuntu 20.04, Ubuntu 18.04, and CentOS 7
  • Processor: x64 architecture with SSE2 instruction set support
  • Memory: 2 GB RAM
  • Graphics: OpenGL 3.2+ / Vulkan capable
  • Storage: 500 MB available space
  • Additional Notes: Gnome desktop environment running on top of X11 windowing system

User reviews & Ratings

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

1 hours played
Aug. 2026
The classic solitaire dice game, except now you don't have to be the one keeping track of everything!
56 hours played
July 2026
The basic gameplay loop of ODD is that you carefully balance you resources (time, health, potions, even dice) in an effort to obtain as much loot (XP for level ups, potions, gear for more dice and health, and skills) as possible and in the best loadout possible to beat the dungeon boss. A simple premise but it really is quite engaging. There are three core aspects I love about the game. The first is how rewarding it feels to succeed when you make good choices. Multiple times I've thought to myself things such as "Man I'm glad I fled from that encounter and checked the other doors instead before descending. It would have hard countered me and probably cost me the run." or "This skill is useful for the dungeon, checks the boss card , but not the boss, when I'm getting close I should look to swap it for a better boss fight skill and level up for another potion." then later "That potion was clutch AF! I'm glad I decided to trade out that skill!" Things like that. Forethought is rewarded. Good strategy brings victory. Half assing it or not paying attention will usually end a run that could have been a win. The second thing I adore is the crazy ♥♥♥♥♥♥♥♥ you can do to manipulate your rolls and snatch victory from the jaws of defeat. Many, many times I've looked at an encounter and thought to myself "How the hell am I going to beat this !?" or "I think think this ends my run..." only to later go "I cannot believe I beat that." or "I only lost 2 time from that? I thought I was dead for sure!" It's pretty hard for me to descibe in a way that one would read and think "Oh hell yeah I wanna play this!" cause the dopamine hit does not come with fanfare. This isn't a game you'd stream on Twitch (except perhaps to a very niche audience?). No, instead it comes when you click "End Encounter" and walk out with no damage cause you were able to maximize the tools available to you and turn what initially looked like a ♥♥♥♥ roll into a win. The third thing I really love is that you can roughly dial in the degree of difficulty in order for it to always be a challenge, but not frustrating ♥♥♥♥♥♥♥♥. Only one or two runs have felt like RNG screwed me. Virtually all of my losses thus far have been because I made bad choices, or because I bit off more than I could chew (hahaha let's try a 3* dungeon on an unleveled character at veteran difficuly, narf!). After playing FTL I thought that I didn't like roguelikes, but ODD and Slay the Spire both showed me that failure being guaranteed because of RNG isn't part of the DNA of rougelites, it's just a design decision that can made When devs decide to not go that route roguelikes can actually be very enjoyable! As much as I love ODD it's not perfect. My only real complaint with the game is how limiting Perils are. They're just not very fun. The restrictions on your dice and skills results in Perils often amounting to: [*]Enter, roll dice, get lucky, loot. [*]Enter, roll dice, get unlucky, lose a bunch of health/time/potions, loot (or die). [*]Flee and get no loot and a leech door. None of these feel good, even the first one. Because there's no extra dice to combine into heroic dice, and since almost no skills work in Perils, your hands are tied. The crazy ♥♥♥♥♥♥♥♥ you can do in Combat encounters I mentioned earlier doesn't happen here. Despite this one issue I do recommend the game fully for the reasons I rambled about.
12 hours played
June 2026
Good reproduction of the card game. If you like playing board/card games and don't want to clean up the mess and worry about spilling drinks on cards. This is for you.
13 hours played
Jan. 2026
One Deck Dungeon is a digital adaptation of a tabletop dungeon crawler developed and published by Handelabra Games Inc. that succeeds by stripping fantasy adventure down to its most essential components and refining them into a tight, repeatable experience. Instead of sprawling maps or narrative-heavy quests, the game focuses on dice, cards, and decisions, presenting dungeon exploration as a compact but demanding puzzle where every choice carries weight. The result is a game that feels deceptively simple on the surface, yet consistently challenging and engaging the deeper you invest in its systems. The structure of the game is immediately distinctive. Each dungeon run is represented by a single deck of cards that serves as both the layout and the source of encounters. Players descend floor by floor, drawing cards that represent monsters, traps, or special events, and choosing how to confront them. Encounters are resolved through dice rolls tied to a hero’s attributes, and these dice must be carefully allocated to meet specific requirements on each card. Success brings rewards in the form of skills, items, or experience, while failure costs health or precious time, pushing players closer to defeat. This constant tension between pressing forward and managing limited resources defines the rhythm of every run. What elevates the gameplay beyond simple chance is how much agency players retain despite the randomness of dice rolls. Dice can be manipulated, split, enhanced, or modified through skills and items, allowing experienced players to mitigate bad luck and plan around uncertainty. Choosing which encounters to tackle directly and which to bypass is often just as important as how the dice are rolled. Over time, players learn to read the probabilities, weigh risks, and build strategies that turn seemingly unfavorable situations into manageable challenges. This balance between randomness and control is at the heart of the game’s appeal, creating moments of frustration alongside deeply satisfying victories. Character progression plays a major role in maintaining long-term engagement. Each hero has a unique starting setup that strongly influences playstyle, whether that leans toward brute strength, agility, or magical versatility. As runs are completed—successfully or not—heroes gain permanent upgrades that expand their abilities and increase their resilience in future attempts. This meta-progression adds a roguelike layer to the experience, ensuring that even failed runs contribute meaningfully to long-term growth. Watching a once-fragile hero gradually become capable of surviving deeper dungeon floors is one of the most rewarding aspects of the game. The presentation is clean and functional, designed to emphasize clarity over spectacle. Card art is readable and consistent, dice are clearly displayed, and the interface makes complex interactions easy to follow without overwhelming the player. Animations and sound effects are understated but effective, reinforcing actions without distracting from the strategic core. While the visuals may not impress players seeking flashy effects or cinematic flair, they are perfectly suited to the game’s design philosophy, keeping the focus firmly on decision-making and flow. Replayability is one of One Deck Dungeon’s strongest assets. Randomized encounters, multiple heroes, and different dungeon configurations ensure that no two runs feel exactly the same. Cooperative play adds another dimension, as coordinating dice usage and shared resources introduces new tactical considerations. Expansions available on Steam further deepen the experience by introducing additional heroes, mechanics, and challenges, extending the game’s lifespan and keeping strategies fresh even for veteran players. That said, the game’s reliance on dice will not appeal to everyone. Even with mitigation tools, unlucky rolls can derail carefully planned runs, and players who prefer deterministic systems may find this aspect frustrating. The compact nature of the design also means that variety comes more from mechanical permutations than from narrative or environmental diversity. For some, this may limit long-term appeal, especially when compared to larger roguelikes with richer worlds or story progression. Ultimately, One Deck Dungeon excels because it knows exactly what it wants to be. It doesn’t aim to replicate the scope of traditional RPGs, but instead offers a focused, elegantly designed experience built around risk management, probability, and incremental mastery. For players who enjoy thoughtful dice allocation, strategic planning under pressure, and the satisfaction of improving through repeated attempts, it delivers a consistently engaging dungeon crawl that fits neatly into both short sessions and extended play. Rating: 7/10
295 hours played
Oct. 2025
This is a fun enough short game with a few drawbacks. When it's on sale, it's absolutely worth the few bucks, and the DLC's are cheap enough that you can get one here and there. The biggest problem with this game is that you can max out every stat on a character then it's done. There is nothing more you can do, and at least with the DLC I own, you can't reset them to begin again. I am not stuck with every one of the heroes I own with every single stat option purchased. There is nothing more to do, and no more challenge. There is a reset button, but it does not function. So now I have a game that was fun for several evenings, but it useless for replay. I am giving this a positive review because for the price, while it's on sale, is worth it, but keep expectations limited.

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Frequently Asked Questions

One Deck Dungeon is currently priced at 9.75€ on Steam.

No, One Deck Dungeon is currently not on sale. You can purchase it for 9.75€ on Steam.

Yes, One Deck Dungeon received 665 positive votes out of a total of 823 achieving a rating of 7.67.
😊

One Deck Dungeon was developed and published by Handelabra Games Inc..

Yes, One Deck Dungeon is playable and fully supported on Windows.

Yes, One Deck Dungeon is playable and fully supported on MacOS.

Yes, One Deck Dungeon is playable and fully supported on Linux.

Yes, One Deck Dungeon is playable and fully supported on Steam Deck.

Yes, One Deck Dungeon is playable and fully supported on Steam Machine.

No, One Deck Dungeon does not support VR.

One Deck Dungeon offers both single-player and multi-player modes.

One Deck Dungeon includes Co-op mode where you can team up with friends.

Yes, there are 11 DLCs available for One Deck Dungeon. Explore additional content available for One Deck Dungeon on Steam.

No, One Deck Dungeon does not support mods via Steam Workshop.

Yes, One Deck Dungeon supports Remote Play Together. Discover more about Steam Remote Play.

Yes, One Deck Dungeon 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 One Deck Dungeon.

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 06 September 2026 22:31 UTC
SteamSpy data 31 August 2026 05:41 UTC
Steam price 11 September 2026 18:41 UTC
Steam reviews 10 September 2026 12:06 UTC

If you'd like to dive deeper into the details about One Deck Dungeon, 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 One Deck Dungeon
  • SteamCharts - Analysis of One Deck Dungeon concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck One Deck Dungeon compatibility
One Deck Dungeon
Rating
7.7
665
158
Game modes
Multiplayer
Features
Online players
5
Developer
Handelabra Games Inc.
Publisher
Handelabra Games Inc.
Release 18 May 2018
Platforms
Remote Play
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