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Doomspire

Construction de deckStratégie au tour par tour

Texte original · AnglaisDescend into the Doomspire, a fast-paced roguelike deckbuilder where every run is different. Build wild synergies, battle unique bosses, and push deeper into the tower. Easy to pick up, endlessly replayable, and built for players who love strategy with chaos.

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Notre note

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Classé après évaluation des cinq critères

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Jeu répertorié. Évaluation à venir.

Ce jeu n’a pas encore été évalué selon nos cinq critères. Consultez ses informations et les documents externes en attendant.

Mécaniques de jeu essentielles25 %—
Combinaisons et stratégie25 %—
Rejouabilité20 %—
Hasard et équité20 %—
Finition et ergonomie10 %—
Méthode d’évaluation ↗
YOUTUBE + BILIBILI / VIDEO

Critiques vidéo

1 vidéos

Critiques et analyses sur YouTube et Bilibili, dans toutes les langues. Ouvrez la vidéo originale pour la regarder.

Sources de l’évaluation

D’autres voix, à titre indicatif.

Sans effet sur notre note

Les critiques tierces et documents communautaires archivés peuvent concerner différentes versions. Les avis et notes externes sont présentés séparément. Consultez les vidéos originales pour leur contexte complet.

Synthèse des discussions

Texte original · AnglaisA casual single-player roguelike deckbuilder by Crater Studios, heavily modeled on Hearthstone's Dungeon Run/Solo Adventure, where you pick a faction (allegiance) and climb an endless tower of ever-harder boss fights.

Texte original · AnglaisDoomspire has Mixed Steam reviews (about 56% positive of roughly 160 in our data; the store page showed 54% of 139). Launch (Sep 19, 2025) was poorly received: players called it a demo-like product with a bloated random card pool, too few bosses and enemies, and an unfair difficulty wall after around floor 15. Sentiment among reviewers improved after the v1.1 Allegiance patch, which let players pick a faction with its own starting deck, and later patches; several reviews are flipped or edited from negative to positive. It is still viewed as thin on content, repetitive at depth and overpriced at $14.99 (some paid more at launch). Critic coverage is almost nonexistent: Metacritic shows a single 70 from Gamesurf, who felt it should have launched in Early Access, and no OpenCritic entry was found. It is a full release, not labeled Early Access, but it plays like one.

Ce que les joueurs apprécient

  • Texte original · AnglaisHearthstone Dungeon Run-style loop is fun and low-stress; several reviewers say it is a good chill game after a long day
  • Texte original · AnglaisAllegiance (faction) system added in v1.1 gives focused starting decks and clear archetypes, widely credited as the patch that fixed the worst of launch
  • Texte original · AnglaisFun to discover synergies and find what is overpowered; one reviewer likes that it favors fun over balance
  • Texte original · AnglaisGood visuals, animations and sound for an indie; 3D heroes and blocky minions are liked by some
  • Texte original · AnglaisDevelopers ship frequent patches (balance, 60+ new cards, deck reshuffling, faster progression) and are seen as listening to feedback
  • Texte original · AnglaisProgression unlocks passives, hero skins, card backs and powers; some players sink 70 to 270+ hours
  • Texte original · AnglaisEasy to pick up with no city building or meta-management, just cards and depth

Ce que les joueurs critiquent

  • Texte original · AnglaisVery small content pool: only around 9 bosses, few enemy types and roughly 8 cards per faction, so runs feel samey quickly
  • Texte original · AnglaisEndless-run is the only mode; there is no real ending, and deep runs (depth 40+) become long, same-feeling fights against boss HP in the thousands
  • Texte original · AnglaisDifficulty spikes and feels rigged after roughly floor 15; AI enemies get strong stacked passives and multiplicative buffs while players get additive ones
  • Texte original · AnglaisHeavy RNG in offers: reviewers complain of being offered off-synergy cards and passives that dilute decks, and of clunky power cards that clog the deck
  • Texte original · AnglaisEnemy AI is simple (trade 1 for 1, otherwise go face) and enemies have no special mechanics, just more passives
  • Texte original · AnglaisMissing basic quality-of-life: no tutorial, no glossary, cannot inspect your deck or opposing passives when choosing fights, no animation speed-up
  • Texte original · AnglaisTechnical issues: Windows only, runs poorly on Steam Deck (about 20 fps, no controller support), a reported GPU renderer-timeout hang, and odd bugs such as a huge negative floor number
  • Texte original · AnglaisReports that updates wipe saved runs

Caractéristiques distinctives

  • Texte original · AnglaisEssentially an entire game built around the Hearthstone Dungeon Run / Tavern Brawl idea, with minion-board combat instead of hand-management card play
  • Texte original · AnglaisFaction (allegiance) identities such as dragons, thorns/silverthorn, undead/death knight, poison and archers, each with leveled unlocks
  • Texte original · AnglaisEnemies and bosses use the same passives the player can unlock, so the passives you see bosses use are what you later collect
  • Texte original · AnglaisInfinite depth scaling where bosses get increasingly silly stats
  • Texte original · AnglaisDeck reshuffling so a run does not end when your deck empties (added in a late patch)

Points qui divisent

  • Texte original · AnglaisPost-allegiance-patch quality: many say it is now good or decent and recommended, while others still say it feels like a demo or early access
  • Texte original · AnglaisDifficulty: some find it too easy once a broken combo is found (ramp bundle, silverthorn plus taunt), while others find it brutally unfair after floor 15
  • Texte original · AnglaisPrice: some say it is fine at current price for the content, others call $15 (or more at launch) too steep
  • Texte original · AnglaisMarketing: complaints that the developer spent on streamer sponsorships while the game lacked basics

Répétition et contraintes

  • Texte original · AnglaisLong deep runs where every fight looks the same but bigger, with no animation speed-up; several players quit around depth 40 to 50 from boredom
  • Texte original · AnglaisStarting over with the same weak starting cards each run in earlier versions; progression that mostly unlocks things you already saw a boss use
  • Texte original · AnglaisSwitching faction requires abandoning a run
  • Texte original · AnglaisGrinding to unlock key passives and factions before higher floors feel manageable; about 30 achievements seen as grindy
  • Texte original · AnglaisConstantly having to skip offered cards because the growing unlocked pool is off-synergy

Améliorations espérées

  • Texte original · AnglaisMore bosses, enemy types and cards per faction (the most repeated request, even in positive reviews)
  • Texte original · AnglaisAbility to buff or upgrade specific cards outside combat (items on cards, like Monster Train or Legends of Runeterra) and more ways to customize or thin a deck
  • Texte original · AnglaisPercentage-based or more plentiful healing, since flat heals are useless at deep floors with very large max HP
  • Texte original · AnglaisStarting-deck and build variety, plus a real run structure or ending, not just endless scaling
  • Texte original · AnglaisAnimation speed options, tutorial, glossary and deck/passive viewing during route selection
  • Texte original · AnglaisSteam Deck and controller support, and saves that survive updates

Texte original · AnglaisLaunched Sep 19, 2025 to Mixed reviews after a demo that many thought was more fun than the release. Patches per the Steam news page: v1.0.2 (Sep 22, 2025) sped progression by 37% and nerfed a passive; v1.0.3 (Oct 1) cost/undead fixes; v1.1 The Allegiance (Nov 28, 2025, per the page) added allegiances and 60+ cards and removed a boss passive; v1.1.2 (Dec 18) did a boss balance pass and added deck reshuffling; later a v1.2 (Jan 26) restoring allegiance unlocks and UI polish and a v1.3 Fire & Ice (May 4) with shared passives, scaled boss difficulty and a new arena. The fetched page's years for the later entries were garbled and likely refer to 2026. Some reviews note an earlier month-long gap without updates. Windows only; Steam Deck not supported well. Metacritic has only 1 critic and 2 user ratings so no score is shown. The Steam ratio is unlikely to move much because many reviewers update after patches but the overall total is small (about 160).

Commentaires archivés du créateur 1

Ces synthèses tierces reposent sur des sous-titres automatiques et peuvent contenir des erreurs de transcription ou d’interprétation.

Texte original · AnglaisTier list Part 5 (2026)

Texte original · AnglaisDoomspire is a Hearthstone-style deck-building roguelike that tries to recapture Hearthstone's PvE modes such as Catacombs. Between fights you pick cards, passives and removals, but the game pushes only a few builds and is badly unbalanced. He describes infinite loops, ramping so strong a turn-one full board is routine, and thin enemy and content variety. He thinks the developers did not play enough Hearthstone or deckbuilders. He creates a D tier just for it, the only game placed there.

Ce que le créateur apprécie

  • Texte original · AnglaisRespects the amount of work that went into it
  • Texte original · AnglaisHearthstone-like core (mana, trading minions, hero damage) is straightforward and readable
  • Texte original · AnglaisGenerous reward choices between fights: cards, passives, card removal
  • Texte original · AnglaisPremise of reviving beloved Hearthstone PvE/Catacombs-style play is appealing

Problèmes relevés par le créateur

  • Texte original · AnglaisExtremely unbalanced; builds like plants are broken and can go infinite
  • Texte original · AnglaisVery few viable builds, with only a handful of good cards per archetype
  • Texte original · AnglaisRamping is even stronger than in Hearthstone and duplicating passives breaks the game
  • Texte original · AnglaisFew enemies with repetitive decks; needs roughly three times the content
  • Texte original · AnglaisEach enemy has many passives that are tedious to read, unlike Hearthstone's single impactful hero power
  • Texte original · AnglaisNo real events; rewards feel like the same shop every time
  • Texte original · AnglaisVisuals are weak and generic standard fantasy

Observations sur la conception

  • Texte original · AnglaisLets you duplicate passives, which he finds absurdly exploitable (stacking extra starting mana)
  • Texte original · AnglaisDesign lesson: one big, readable passive per enemy (as in Hearthstone PvE) gives fights identity and strategy
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