
Griftlands
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.
01About Griftlands
Griftlands blends deck-building with roguelite runs through a broken-down science-fiction world. Combat and negotiation use separate decks, while choices about jobs, allies, and enemies shape your path. Steam PC players have rated 93% positive across 13,488 reviews. The interface is available in Simplified Chinese, Traditional Chinese, English, French, German, Japanese, Korean, Polish, Portuguese-Brazil, Russian, and Spanish. Released on June 1, 2021.
Credits
Lowest recorded in 36 months
$0.952026-07-30 · KinguinBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| Traditional Chinese | Yes | Yes | — |
| English | Yes | Yes | — |
Show 8 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | — |
| German | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Polish | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Spanish | Yes | Yes | — |
Steam PC edition data · 2026-10-20
02Before you buy
Three campaigns
Sal, Rook, and Smith each have a distinct campaign, deck, abilities, and locations to explore.
Mode and language
Steam lists single-player. The interface is available in English, among other languages, and subtitles are listed in eleven languages.
03Frequently asked questions
What do you do in Griftlands?
You build decks and use cards in both combat and negotiations.
Who can you play as?
Sal, Rook, and Smith each have their own story, decks, abilities, and setting.
How do runs differ?
Choices affect how characters respond, while runs bring different combinations of enemies, quests, and events.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
I feel like Griftlands is one of those games that if you don't like it, you're conflicted because a part of you really wants to, which is really unfortunate because the game as a whole has potential in several areas, but not single one of those areas was done well, in my honest opinion. For as much effort was put into the lore and world and as much potential as the main characters COULD have, none of that potential is met because of the game's own premise of genre. This game would've served as a better as either a turn-based RPG or a point-and-click with RPG elements. Griftlands definitely had no business being a roguelite when almost everything about it is set up for the very opposite. The characters and story are fully rigid, with the only deviation being who you "side" with halfway through each character's story. Sure, a person could argue that the characters you interact with are procedurally generated (aside from the ones involved in the main stories) to keep it fresh, but neither their names nor their personality change, and eventually, you're going to see the same old faces. All these guys could've been incorporated into a larger plot, and story drove/bonded characters you just focused more on. The sheer rigidity of the game makes for a horrible roguelite that at least tries to give the illusion of change and variety. The Deckbuilding is honestly very blase, which is a significant flaw for something that is such a large part of the game. I think they implement the specialization of either passivity through speech (which can be either intimidating or peaceful; there are some very limited situations where it will matter which you use, but for the most part, it's up to preference) or aggression through combat alright. Still, this game has unavoidable fights and talks, which can make that same specialization feel counterintuitive. I suppose you could argue this is their way of encouraging "resource management" with your cards, but that isn't exactly made until you're in that situation. I don't find either the speech or the combat particularly gripping, but I'd give the speech portion a pass before the combat. There are just too many fluff cards with no actual useful incorporation, and frankly, once you know what "works" you're most likely just going to stick with that with the exceptions of more AP and bigger damage dealers. Which is fine because there isn't really any real need for intricacy because the game is so damn short. Story is that potential part that annoys me; I have no idea why they bothered to chop the characters into subplots when none of their stories are more than 3-4 hours long (and it'll be shorter than that once you know what you're doing) and they're all fairly basic. None of them are particularly engaging on their own (though I did enjoy Hector's more for his personality and Rook's more for his implied backstory); it would've been better off being a larger plot that you could play from the characters' different perspectives using their personalities and how THEY would interact with people to help differentiate the experience of playing one or the other. The main draw from what I can tell is the artstyle (OST is fairly basic and forgettable) and some of the dialogue (unfortunately outside of main plot characters and missions you can't really have much of a conversation with anyone during the in-between), but neither of those is enough for this game to have scored as highly as it did when the core gameplay mechanics are so shallow. TLDR; Griftlands as a roguelite bad, but it has the potential for a good story driven RPG (least with this world). Hopefully, if they ever do something with this game's world again; they'll do that because I don't know what they were thinking when they mixed rigid characters+plot with roguelite.Show moreShow less
I just finished my first play session. I was not expecting this when I bought the game. I am a big fan of Slay the Spire, and I recently got Monster Train, and I felt like that was the next step in the genre, the next move forward. The same thing, but innovated enough to be different. And then I found Griftlands. Griftlands is the new king. It feels like a fully fledged RPG roguelike, the factions playing off each other, the bonuses for being loved/hated. Everything you got in Slay is still present. The random encounters. Artifacts. Elites. Its just presented in a far more engaging style, almost like a single player tabletop campaign that is modular and is different on every playthrough. It feels like im playing a little bit of all the great games I love. Moving around the map reminds me of what Hex should have been. I get a Deep Sky Derelict feel from the combat, but thats not very accurate so I dont knwo why. I really enjoy the negotiation game play, and combat is more of what you would expect from this genre. Not bad, not good. But still fun and engaging with lots of different archetypes and play styles to explore. I cannot express this enough. If you are a fan of the genre, or even tcgs in general... If the idea of shuffling cards excites you, I strongly recommend this game. EDIT: Ive reset all my progress to start fresh to play the full release. Its like visiting old friends but none of them remember me. (thats an inside joke)Show moreShow less
A combo RPG/deckbuilder-roguelike that underwhelms on both aspects. This reminds me a bit of Sunless Sea, which also tried to combine RPG and roguelike to poor effect because nobody wants to read your dialogue 20+ times. On the RPG front: the story is so barebones and by the numbers, I'm not sure it adds anything. Plus it means you are on rails. Every single run you get to decide whether you work with Nadan or Oolo. Because the story only has two branches. The writing for the characters is...okay? But, again, after your first or maybe second run you're skipping all of that. And the skipping is annoying, you'll find yourself pressing tab two or three times and thinking "surely one TAB should mean please skip all this crap and take me straight to the next mission". The deckbuilding/roguelike side are also very average. Each run is quite long -- two- or three-hours. I'm firmly in the camp that roguelike runs should be 60 minutes or so. It sucks getting to the end of 2.5 hour run and then dying in the final battle. The runs themselves don't have nearly enough variety. You get the same character (until you finish the story) who has the same starting deck. You go through mostly the same missions and fight mostly the same bosses. Enemy variety just feels a lot worse than in Slay the Spire or Monster Train. Three final notes: the addition of the RNG on damage doesn't feel like a good design choice. Instead of knowing your next attack will do 2 damage, all you know is that it will do 1-3 damage. You've already got the RNG of the draw, of card drafts, of upgrades. It is pretty frustrating to lose a run because the enemy has 3 health left and you attack twice for 1-3 ... and hit for 1 twice. The "two decks" approach with battle and negotiation is an interesting twist but I'm not sure the juice is worth the squeeze. At the end of the day, the battle deck is way more important. And there are tons of frustrating encounters you were effectively fight the enemy twice, once with the negotiation deck and then against with the battle deck. That adds to the over-long feeling of runs. Having people hate you seems way worse than having people love you. Having someone hate you gets statuses like "during negotation, there's an additional enemy argument that does 3-5 damage every turn until removed", which is pretty huge. Every fight! The love you statuses are like "items cost -25% money if you go to their shop".Show moreShow less
Hi everyone, the Ancient gamer here, I really like this card/rpg action, strategy game! because I don't do well in fast, hand eye action shooters, and that's because I have too many numbers (74 yrs old). This game is a chose your action, plays out sort of game... I can play it and love it. recommend it to all my friends and old timers like me.Show moreShow less
If I had to describe Griftlands with a single word, it would be "conflicted". First of all, despite a fair number of cards, there's just two main tactics per character. It also takes way too long to get the deck do anything interesting, and there isn't much room (if at all) for crazy combos. Card battles themselves are also way too drawn out for the amount of mechanics they contain. Secondly, why does the game supposedly focused on replayability has such a rigid story with lengthy dialogues? To skip it all after your second playthrough while curbing all potential variety? As for the presentation - the art is stylish and all, but the music is forgettable at best and annoying at worst, which is quite a flaw when taking bogged down card battles into consideration. To sum it up, Griftlands is a passable experience if you want to just check out the story for each character once and then throw it into a trash bin. However, if you plan to do multiple playthroughs, unlock new cards and prestige level, and generally play the game as you would play Slay the Spire or any similar deckbuilding roguelite - don't even bother with it.Show moreShow less
great game i don't know why i spent god knows how much on hearthstone when there are games like this and STS that already have full card libraries for a one time payment.Show moreShow less
Reviewing (mostly) every game (or DLC) in my library, part 248: ⭐️⭐️⭐️⭐️⭐️⭐️☆☆☆☆ (6/10) Ngl, this one hurts. I love Klei Entertainment. I think Don't Starve is one of the standout original survival games; Invisible Inc. and Mark of the Ninja are both masterpieces in stealth; and Oxygen Not Included is a well-thought out base builder. I expected Griftlands to follow suit, and in many ways, it does! It looks great. The UI is clean. The writing is sharp. The mechanics are clever. It has heart. But it’s also confused. It wants to be a branching narrative RPG and a replayable roguelite, and the end result is a gorgeous, stiff experience where story and mechanics betray each other. 💔 Pros: The art is stunning. Griftlands is visually gorgeous. Character portraits are expressive, with distinct designs that pop on-screen. Backgrounds are richly illustrated. The sci-fi world of Havaria feels colorful and lived-in, even if it never fully breathes. Negotiation vs. combat. One of Griftlands’ most distinctive features is its split between two separate decks: one for physical combat, and one for social negotiation. This mechanic lets you approach problems in radically different ways—either by talking your way out or fighting through. The decks aren’t just cosmetic either; they follow unique rules, have their own status effects, and require different strategies to master. While the depth doesn’t always hold up in later runs, the mechanic is fresh and thematically resonant with the game’s world of mercenaries, double-crosses, and politics. No typos, clean writing. It’s clear care was taken with the dialogue. The grammar is tight, and the prose occasionally sparkles. The tone is playful but capable of depth. A ton of heart. You can feel the love behind this. Every card interaction, every character sprite, every in-world term—it’s clear the devs cared. 🪫 Cons: Faux roguelite structure. At its heart, Griftlands just doesn’t work well as a roguelite. The structure demands you replay character campaigns again and again, but the game doesn’t evolve in return. Characters say the same things. Plotlines don’t branch enough. Factions behave predictably. Even with procedurally generated events and random encounters, it feels like a game trying very hard to pretend it’s dynamic while being secretly on rails. Dialogue bloat with little payoff. The game has a lot of text. That’s not inherently bad; this is a Klei game, and the writing is competent, stylish, even funny at times. But it rarely feels reactive. Dialogue choices often lead to the same result, and no matter how many times you interact with a character like Fssh or Borrat, their lines barely change. The game expects you to replay it over and over, yet does little to reward that repetition. After two runs per character, the dialogue becomes something you endure rather than enjoy. Weak meta progression. Between runs, you earn points to unlock new perks: +3 health, +15 starting gold, a single card from a slightly different pool. It’s barebones and uninspired. The biggest incentive to replay—the character story arcs—don’t change. So when the mechanical rewards are boring and the narrative replayability is non-existent, what’s left to motivate another run? Run length and pacing issues. A single campaign can take 2–3 hours, often stretching across multiple play sessions. That’s long for a roguelite—especially when there’s little variation on repeat runs. And pacing is weirdly structured: you're regularly told by questgivers to "go do some jobs until I’m ready," which forces you into a loop of mandatory filler. You’re not really deciding what to do next: the game is. Which jobs. Which faction events. When the next plot point will trigger. It's a strange hybrid of narrative RPG and roguelite, where neither side really satisfies. Story-driven game with no real branching. You do get some binary choices—siding with one faction or another, choosing to betray someone—but their consequences are rarely long-lasting or surprising. There are only a few endings per character, and your route through the story is generally fixed. In a roguelite, you’d expect to uncover new branches, new outcomes, new combinations. Here, you mostly get minor flavor changes and maybe a new boss. The rigidity suffocates the sense of adventure. "Replayability” in name only. Griftlands constantly implies you should play it again. It tracks unlocks. It offers daily challenges. It gives you perks to tweak. But nothing meaningful changes. You’ll visit the same shops. Meet the same personalities. Take the same job types. Fight the same enemies. The illusion wears thin fast, and you realize replayability here doesn’t mean branching storylines or new strategies; it means doing the same story again with slightly different numbers. Underbaked systems. There’s a pet system. A graft system. Companion loyalty. Randomized map events. Influence stats. None of these are bad, but most feel like half-implemented features: introduced with promise, then left to rot. Your pet gets a few stat boosts, then sits on the battlefield. Companion loyalty can matter, but rarely affects dialogue or plot. If you enjoyed this review, please check out my curator page to find more: Verdict: Play or Pass. Also, please leave a like and visit IndieGems and our YouTube channel for more reviews like this one.Show moreShow less
This game is fantastic! This game takes the deck building, card battling mechanics of Slay the Spire and wraps it up into a fun interactive story format where choices matter. The deck building and card battles are still the core of the game. However now instead of simply following a line on a map going from one encounter to the next, there's a a visual treat of a world for the story to play out on. You'll make decisions that will matter in the game. Some of the ways decisions have impacted me are: Making someone hate me and now whenever they're nearby I suffer some penalty from them buttin' in. Someone else likes me and will help and provide a bonus. I helped someone out of a jam and every so often they send me a gift. It's also easier to negotiate with someone who loves me than someone who hates me. The love/hate status is also important in that each character will provide a bonus if they love you or a penalty if they hate you. These aren't permanent in that it seems possible that relationship statuses can change. You're also not alone in that you may have characters temporarily join your team for one encounter or a series of encounters. You can temporarily hire people and costs will depend on relationship status. You can get a pet and train them. There are also one-time rewards that allow you to summon a creature for a battle. The card battles are also fun. There's two types - battles and negotiations. I really like the negotiation card battles but I do have trouble with the keywords/concepts and what they do. I still find myself having to pause and check the arguments and what they do. It's something that I'm sure will become more familiar enough over time. One feature that I wanted to mention because I love it is that cards gain xp when played. When that bar is filled the card will evolve and you'll be presented with a choice. So even basic cards can become better over time. There's so much more that I could go on about this game. I'm just really impressed with what Klei has done with this. They have managed to take what could have easily been a mediocre "yet another deck builder" and created something fabulous. P.S. I can't believe I forgot to mention this. First, there's a panic threshold in which an enemy will either run away or stop fighting. When the fight is over you're given the choice for each opponent in either killing them or accepting surrender. For every character there is an item you will receive if you kill them. However depending on the situation there may be ramifications for choosing to kill the opponent. There's a guide that goes into this in much further detail. However it's yet another example of how awesome this game is.Show moreShow less
I would give this a sideways thumb if i could. But, I honestly feel as if i played a different game than most of the people who have left reviews. The concept of the game sounds fantastic, and some of the elements are great. But, in my opinion, one thing drags the entire enterprise down: the card variety. There is none. Comparing it to Slay the Spire and Monster Train is silly: those games have a huge variety of cards, that allow for a multitude of strategies at any given time. In this game, you will have the same few cards for an entire playthrough, and those are extremely basic. Sure, you get chances to upgrade them, but the upgrades don't change the way they work in any meaningful way: a damage card will do a few more points of damage, a healing card a few more pips of HP. That's it. There is no strategy to the cards/gameplay/encounters. After a while, the encounters become extremely monotonous and repetitive, because they are the same thing over and over again with no variety and no opportunity for unique strategies. Oh look, i drew three cards that do 5 damage, and one that does 2 damage to all enemies. Next hand... oh, i got 3 cards that do 5 damage, and two that do 2 damage to all enemies. Next hand... oh look, those same two cards again. And so on and so on. People in other reviews mention that you have the option to handle encounters violently, or peacefully. Don't let this mislead you: no matter which one you choose, you are doing the exact same thing. Peaceful encounters play out exactly the same as violent ones, and just rely upon a different deck that is every bit as basic as the violent deck (and allows just as little opportunity for any real strategy). The narrative aspects are very good, the branching paths are nice, some of the character interactions are good. But as long as the core gameplay revolving around the cards is so basic, those things are just very nice window dressing on a shallow and repetitive game. I kept playing and playing, hoping that things would open up, i would discover new cards, be able to build new decks... nope. It's still in Early Access, obviously, so maybe that will improve. But honestly, i feel as if they would have to completely overhaul the card mechanics in order to make them interesting and fun.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.