

HELLCARD
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 HELLCARD
HELLCARD combines deckbuilding with fast tactical card battles in the paper dungeons of Book of Demons. Monster positioning becomes part of the strategy. The Steam PC version supports solo, multiplayer and co-op play. Solo players can recruit computer-controlled companions. Co-op supports up to three heroes. Player rating: 86% from 3,390 reviews. Release date: February 1, 2024.
Credits
Lowest recorded in 36 months
$7.492026-06-25 · SteamBase 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 | Yes |
Show 12 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | — |
| German | Yes | Yes | — |
| Polish | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Spanish-Latin America | Yes | Yes | — |
| Bulgarian | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Italian | Yes | Yes | — |
| Ukrainian | Yes | Yes | — |
Steam PC edition data · 2026-11-08
02Before you buy
Play modes
The Steam PC game supports single-player, multiplayer and co-op; solo players can recruit computer-controlled companions.
Controls and language
Full controller support is listed. English has full audio; the supported-language list also includes subtitle languages.
03Frequently asked questions
Can I play solo?
Yes. You can descend alone or recruit computer-controlled companions.
How does co-op work?
Co-op supports up to three heroes battling the Archdemon's hordes together.
What stands out about the battles?
Monster placement matters and can be used tactically during battles.
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.
Fun Game.. However Not being able to change key bindings and having E as the default hot key to end turn while wasd pans the camera is mystifying. Accidently, hit E instead of W and gg. Instant ruin of a run. Hopefully, you add controls sooner than later or people are going to rageShow moreShow less
It says there's Korean, but when I went to the game, there was no Korean 한국어 있다고 표시 되어있는데 겜 들가서 보니까 한국어 없음Show moreShow less
It's a fun game, however.... Not being able to change key bindings and having E as the default hot key to end the turn while need wasd to pan the camera is mystifying. I Accidentally hit E instead of W and GG. It instantly ruined my run. Hopefully, you add controls sooner rather than later or people are going to ragequit the game and leave with a soured impression of an otherwise enjoyable game.Show moreShow less
Well, I bought this game for its single player mode. But that mode is extremely unbalanced, in a manner that it becomes very frustrating very fast. Due to this fact I simply cannot recommend it. 👎🏼Show moreShow less
Absolutely amazing game that is only getting better with time. This game has what it takes to be better than Slay the Spire, which in my opinion is still the best game of its kind--by far. The mechanical design of the cards, the enemies, and the scaling difficulty system are really great. There's only one thing about this game that pisses me off: the stupid ass extra launcher. I don't know why developers insist on doing this. What makes it worse is that this developer has only two games in their own launcher. This is so unnecessary and just completely stupid. I get that they have a plan to add more games. That's great. Just add the launcher when there are more games. Steam itself is already a launcher. I already clicked the game that I want to play. Don't make me click the game again. I really wish developers would stop tacking on this extra crap. It doesn't matter that it's two extra clicks, it doesn't matter how little extra time it is. If you're already thinking about buying this game, just buy it. Disable the stupid ass extra launcher, enjoy the game.Show moreShow less
I really love the idea, but the content for a singleplayer gameplay is too low, will try again when I can convince some nerds to play with me Fun but the requirements to enjoy the game as it's worth is too high. - the main selling point is its a party coop game, beside that the game offers low replayability with around 1:20 hours minimum per session, which is really long - online matchmaking is dead, meaning we need exactly a party of 3 for a balanced gameplay - even when on sale, the price is too high when there are so many better singleplayer alternativesShow moreShow less
Maddmike Steam Curator Some of the most well made, well balanced, and beautiful deck builders I’ve ever played are the ones I seldom replay due to their failure to pass an important, invisible test: are they different enough from Slay the Spire to pull me away from it. Like it or not that’s the bar you’ve got to clear when you’re stepping into a genre whose Urtext is so evergreen and so infinitely replayable. Thankfully, Book of Demons: Hellcard does clear it. It gets the fundies right: many viable builds, clear card rules, and readable UI are present. But it’s central gimmick is actually that it’s kind of a genre mashup owed to all the assets it’s sharing with its sister game from the same studio, the ARPG “Book of Demons” (no subtitle). This incestuous development relationship gave Hellcard many flavors of origami-like skeletons and imp assets to use and boy, does it use them. Hordes are your usual enemies rather than individually strong baddies, which gives Hellcard a focus on crowd control and target prioritization to a higher degree than its peers. It is satisfying and strategic, and tickles that tactical itch extremely well. And yet its “play again” button isn’t as attractive as I would hope among all those virtues. The crumple on this otherwise enjoyable papercraft deckbuilding roguelite is just how fatiguing it is to play. Average run duration can easily cross the 100 minute mark, and many of those minutes aren’t as strategic as the others thanks to prolonged fights that are over well before you hit the victory screen. I enjoyed my time with Hellcard, but that enjoyment is past tense. I think it’s worth a play but maybe not the “infini-play” that all these meter based progression hooks and stacking difficulty options suggest it’s capable of. https://youtu.be/20b_wSmp9TM The horde-based enemy structure is actually only one of two major design changes Hellcard makes from the deckbuilding standard. The other is a party focus. You can actually play Hellcard multiplayer if you’ve got a dorky enough friend group, it’s the encouraged way based on ‘co-ops’ top status in the main menu. Even if you don’t bring any pals you still see this extra dimension manifested in the game rules. You pick up AI companions on your way down hell, each with their own decks, their own passive boosts, and their own health and resources. It sells the illusion that these are companions and not just extensions of the self by making them semi-autonomous. They upgrade their own decks and they largely pick their own paths down the roguelite lanes. Mid-battle you can directly play their cards as though they were your own, but those plays are beholden to some slightly nerfed drawing rules. You have to pick between two randomly selected cards in their hands rather than selecting freely among all of them, almost as though you’re nudging them into certain styles. https://steamcommunity.com/sharedfiles/filedetails/?id=3151513126 Depth reveals itself pretty quickly, especially given that small wrinkle that you’re not party locked from the start. The fact that companions can be encountered and swapped out at certain points mid run opens up a lot of macro decision making. You can front-load power by selecting powerful damage dealing allies like the warrior and the barbarian early on, then swap them out for more supporting roles like the frostmancer and the cleric once your main dude is a powerful enough engine. It also lets you strategically distribute damage because new party members come in at full health. You’ll need to take advantage of all of these plays because Hellcard is tough: your tactical opportunities are multiplied tenfold because the enemies you’re targeting are multiplied tenfold. Every fight opens with you taking stock of key threats and incoming damage, then playing the balancing act of executing core targets while retaining enough block to mitigate your enemies trying to do the same to you. For the most part it is a joy, and enough can’t be said about how well the UI keeps up with its demanding job of making dozens of enemy intents readable. Incoming damage numbers are shown in plain text but they’re also styled and colored differently if that damage exceeds your block or if that damage is lethal, and your always one mouse hover away from seeing what the exact sources of that incoming damage are too. Peeling your way through an encounter slowly but surely is fun, especially in the lower floors of hell. Battles will frequently start with you in “check” thanks to all the heavy area damage the horde intends on dealing to you, and within your first turn you both need to prevent that from going “mate” and flipping the script back to an offensive position with a combo of stuns, freezes, and kills. The fights themselves are more than just slay the spire with higher enemy counts though. There’s an almost intentional deflation of power here that forces you to engage with party-wide mechanics, and you can see that clearly in two ways: First, is that some of the most powerful cards in the entire game are the ones that spur extra draw and give extra damage to partymates, not to the person playing the card. Secondly, is how passives tend to stack. That deckbuilder’s nut dream of going giga hard on multiplying damage boosts and then realizing them in a singular powerful attack is less common here than you might be used to. Those passive damage boost cards either come fitted with a literal “unstackable” keyword, or they just extend duration upon second play instead of increasing power. These subtle decisions push Hellcards build crafting into a style that discourages single-mindedness, and maintaining the conflicting build needs is great fun. https://steamcommunity.com/sharedfiles/filedetails/?id=3151513413 So why do I always jump to something else after one run. That’s not entirely a bad thing: at least part of that is because it’s mealy not snacky and crammed with thousands of micro decisions that make each run individually filling, but at both the micro and macro level it's just a little exhaustingly long. Once you’ve removed the priority targets, the rest of that fight is a challenge of stabilizing and then just going through the motions to kill what remains—at least outside of a few bosses specifically designed around summoning and long term attrition. So often it feels like you’ve decapitated the snake and just need to keep punching its death-rattling body over and over again ‘til you get that victory screen. It’s begging for extra mid-fight variables to spice that second half of the fights up, or for some sort of accelerant that speeds you through what’s already trivial. To be clear, the game is not easy: it will beat you up, but that difficulty is highly concentrated into a fight-starting burst where you’re spinning the most plates, and then completely falls off a cliff from there. Multiply that same dynamic x12 for each floor of Hell and that’s what gets you run durations that can oftimes be counted in hours and not minutes—for better or worse. I got something worthwhile out of Hellcard in the fifteen hours I spent with it. It’s a beautiful deckbuilder whose party and multi-enemy encounters give it plenty of texture amongst its genre. At times its actual fights have a minutes-to-meaningful-decisions ratio that doesn’t feel tuned tightly enough, but all the interesting ways you can craft and pivot your builds mid-run make it worthwhile regardless. This Book of Demons is worth reading, the only question you’ll need to ask yourself is ‘how many chapters?’ Follow our Curator page, Summit Reviews, to see more high quality reviews regularly.Show moreShow less
It is early access. Highly unbalanced for now. The game mechanics just don't seem fleshed out for single player at all. Only get this game if you want to play multiplayer. If you want to play singleplayer, I highly suggest you wait and see how the game develops.Show moreShow less
people negative review bombing a simple mistake which doesn't cost the user itself anything and not actually reviewing the game itself, sad game is fire +1Show moreShow less
This is a good game. Dont get me wrong. It IS fun, and even better, has co-op that works really well. So why am I not recommending it? Is it the RNG that can go horribly bad some times? Nope, because the RNG can go in your favor at times too. Im not recommending it because its progression system is absolute trash. The game presents you with 4 characters, 5 if you get the DLC. Despite this, it actively punishes you for playing more than 1 character. How? Simple. The only way to unlock new starting artifacts and new cards for your deck for a specific character, is to level up while playing that character. Each level you gain, the more xp it seems to take to level up. So you can unlock stuff at a decent pace if you stick to one character, since early levels go fast. But by the time you want to play the 3rd, 4th or 5th character, you may not even level up even once during a game... and cards/artifacts arent always what you get when leveling. Often you just get emotes or skins or character voices. Im at the point now where its an utter slog to play the last 2 characters because im missing so many of their locked cards and artifacts really gimps their gameplay. Progression should have been per character, not by your account. So if you do get the game, my only tip is to stick to the one character you really enjoy, because every character you play with that isnt the one you like best, will just make it take much much longer to unlock the cards and things for the character(s) you DO like. Its so counter intuitive. Just a bad game design decision.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.
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