Reviews from

in the past


While successful Griftlands is a game that deserves much much more recognition than it got. While it lacks the replayability of other deckbuilders it is hands down the greatest experience I've had in a deckbuilder.

Why? Because it succeeds at telling amazing stories while doing it. This is a narrative heavy game with major choices and consequences in the story of each of the 3 characters.

The world building is phenomenal, each character is complex and really interesting with major major kudos to Smith, a complete train wreck of a drunken *sshole who surprised me in becoming one of my top 10 favorite game character of any game ever.

Some game design decision might be shocking: a run is 8 to 10 hours long and if you die, you die. What's on the line is big and when during the final boss your heart will be pumping. Now, the difficulty is also adapted to that: I beat all 3 stories on my first try and never had to redo anything. So this is a design choice that is scary but in my case I found it created a powerful tension that made me really care about my choices and immersed me really deeply.

The only caveat is that there is no Griftlands 2 and by the time I beat the game the only thing I wanted was more Griftlands and more stories about it's characters.

Oh yeah, and the soundtrack by Emmett Hall is absolutely incredible and haunting. There is so much care in it with a unique track for dozens of NPCs you barely meet for a few minutes, multiple combat and negotiation tracks for each character depending if it's day or night... Dynamic tracks during combats affected by which side is winning. It's kinda insane how good it is.

Extremely interesting game! I really enjoyed my time with it but I made 1 playthrough with each character and left it there. I don't really feel the draw to go back and engage with the Roguelike elements of the story to be honest. But I appreciate that they're there and I'm sure others have reeeeeally got their value out of this one.

Super neat concept for a story-based roguelike that was solidified with Hades but my indecisiveness kept me from continuing.

unfortunately lacks the depth and balance that slay the spire has. i personally find the art style to be kind of bad also.

I played this back a few years ago when it first came out and really liked it. Just played a few runs recently and it really holds up. I think almost no other game has combined story and roguelike elements in such a satisfying way for me.


Really enjoyable, with lots of bells and whistles. Really interesting worldbuilding, pretty aesthetics, characters have their own stories and cards. (Can also do a more traditional battle mode). Two characters have really good stories, and two characters are fun to play. Though two characters don't have easy access to pets, there are lots of modifiers and one can help with this! Having two different decks is great, I love getting to "battle" with diplomacy! And there are different ways to upgrade cards, and you upgrade by playing them! I also like that characters will like/love/dislike/hate depending on what you do, and that it can help or hinder you! Random events popping up keep things fresh. Bit disappointed you can't do a pure pacifist/no hate run.

This was my first game on the Steam Deck! It was a perfect fit!

I like the battle system a lot. I like how the negotiation system works, too. It took some getting used to but I ended up liking the two equally. At first, negotiating put me off due to it being so different.

I'm coming from games like Slay the Spire, Monster Train, Across the Obelisk, and Wildfrost. StS still remains the peak of the genre, but this does a lot right.

The "main" way to play the game that involves a story and lots of dialogue is totally fine. After a couple hours, I just started skipping all the dialogue. I didn't find it interesting, it was just deterring me from the actual game. It's a shame you have to play through that part with each character to unlock the "Brawl" mode that let's you only play the good parts (the combat). Once you unlock Brawl, it becomes Slay the Spire and that's the good stuff.

I stopped playing it due to Baldur's Gate 3 releasing. I wasn't quite done with it, but at this point I don't think it's quite compelling enough to pull me back in afterwards.

Tis okay.
Some of the gimmicky mechanics don't work as well, but it's fun enough.

as a slay the spyre lover
hmm i was excited for another card game thing with rogue like elements but this was just ok

The negotiations in this game are soooo fun. Many games give you options to talk your way out of a situation, but its often at the cost of interacting with the fun mechanics - but i love that in this game the negotiations are their own thing, and theres quite the emphasis on playing them AND fighting normally. The art style is quite good, and I love the designs.

The music could be better, but outside of battle themes I found myself ignoring a lot of it. I could see it made that way as to not distract from reading, but it still feels like a miss. I also don't see myself doing more than a few more runs after beating the campaigns once, but that's a personal thing.

I liked this title a lot more than I thought I would! The writing was also very witty, and while the plots were not life-changing, they were fun and engaging. I'll def be picking up a run here or there to pass time.

Beat it on my first run, then never cared to try it again.

Sights & Sounds
- Just looking at screenshots, you can tell this is a Klei game. If they weren't so sci-fi, the characters look like they could be found in Shank or Mark of the Ninja. Here, moreso than those games, the characters are very expressively drawn and bursting with personality
- The music is kind of a let down. It's not bad, but every track sounds like it would be the menu music for a less interesting game
- The sound design is otherwise okay. I get that the Simlish-like VA work is meant to signify alien languages, but the game would have been fine without it

Story & Vibes
- Avoiding spoilers, there are actually three narratives (one for each of the three protagonists). Each one plays out as an interesting little sci-fi character study. Sal's story plays out like a classic revenge tale, Rook's is more subdued and full of intrigue, and Smith's is a bit funnier with several doses of comic relief
- It winds up being a bit of a let down that these stories don't play into each other much. Sure, you may see one of the other two characters pop in to make a cameo, but nothing noteworthy. It really feels like a lost opportunity
- One thing that I did appreciate were the plot-altering consequences. For example, choosing to save an innocent trader from a pack of marauders may net you a reward, but you can bet those bandits will be out for revenge. Screw someone over in a negotiation? Well, hope you're prepared to weasel yourself out of the consequences once your duplicity is discovered
- Vibes will depend on which of the characters you play as. I enjoyed Smith the most. Even though he was the worst at combat/negotiations, I found his story to be the most enjoyable to play through

Playability & Replayability
- I won't go into a deep mechanical explanation of the roguelike deckbuilder; they're mostly the same in term of things like action order/economy. I'll just try to share some observations regarding how it's unique
- In Griftlands, you actually use two separate decks: one for battling and one for negotiating. Which one you use depends on the random event you choose to navigate to on the world map first
- Given the binary focus, you'll typically want to choose events that play into the deck and character upgrades you've received that run
- Griftlands also features partners and pets. Some of these can be very helpful in tougher battles or negotiations
- You can also employ the use of run-altering "mutations", which can provide buffs or nerfs for you to take advantage of or work around
- Unlike many other roguelike deckbuilders, there's very little metaprogression. Sure, you'll unlock cards for future runs (6 per character), but you won't be, say, permanently increasing your HP or the number of cards you can play per turn
- In that way, there's not a ton of replayability in Griftlands once you've completed each character's story. Sure, there's other endings to see and dailies to play, but I wasn't interested in remixes of the same content I'd already played through

Overall Impressions & Performance
- It's a fun game, but doesn't quite reach the upper eschelons of the genre like Slay the Spire. I may not be the most trustworthy of opinions on the matter as I'm not a huge card game player and have just recently started being able to tolerate CCG gameplay
- I didn't encounter any audiovisual issues or other bugs, and the game performed very well on my good-for-2019 setup

Final Verdict
- 7.0/10. It's probably a better game than my score implies, and the presence of a narrative (or three) helps make the plodding gameplay pace a little more tolerable for someone who's lukewarm on CCGs

I much prefer this to Slay the Spire, but only because the cards fall easier into archetypes

La carrera armamentística por crear el mejor indie roguelike de cartas nos ha dado Griftlands, un juego con tantas mecánicas y sistemas dentro de la ya trillada fórmula Slay the spire que contarlas aquí es más del tiempo que se tarda en ir a Steam y comprarlo y empezar una run.

El as debajo de la manga de Griftlands está en ser además de un gran deckbuilder un RPG buenísimo dentro de sus pequeños confines de run de hora y pico. Cada partida está llena de decisiones interesantes, diálogos divertidos, un sistema de karma tan afilado que viene para pincharte en el culo cuando menos te lo esperas... ¡Si incluso las cartas son como tiradas de dados por aquello de dañar dentro de un rango!

Porque hasta cuando pierdes una run de 2 horas porque me cago en la leche qué decisión más tonta meterme en esta pelea cuando no debía o cómo se me está atascando este boss, querer volver a empezar es algo casi automático. Porque siempre sientes que ha sido culpa tuya y no del azar o de la dificultad del desafío. Los roguelikes cada vez están siendo más sofisticados en este sentido pero en Griftlands me ha parecido brillante cómo hila la progresión persistente y lo lineal de la campaña con las decenas y decenas de pequeñas decisiones y variaciones procedurales que te encuentras en cada run. Cada una de las tres campañas tiene un objetivo y una narrativa fijas, pero cómo se llega a ello es siempre una elegantísima mezcla entre preparación e improvisación.

Joder y ni siquiera me he puesto a hablar de que hay DOS mazos que llevas en paralelo según quieras llevar un estilo más de negociación o de combate, cada uno con su estilo de juego completamente diferente.

Joyitaaaaa.

I would be a terrible bounty hunter

A smart, carefully designed deckbuilder with heavy narrative and RPG elements. The core mechanics aren't as strong as Monster Train; the variability and deckbuilding potential aren't as strong as Slay the Spire; yet I enjoyed this game more than these two stalwarts of the genre.

The gritty world, choice-based writing and character relations are what tie together the disparate parts of the gameplay for me, and make it greater than the sum of its parts. Also, you can get a giant snail equipped with rockets as a party member. Great game.

Fun gameplay, too bad it's so short. The 3 campaigns are very engaging, but I don't feel like it has a lot of replay value once you finish both main paths in each. Cool worldbuilding, fun card battles, but I just want to develop and live in it for longer, because I like to see how every choice matters, the friends you make help you, and so on. Just gimme more content!1