Thu Apr 02 2026
Hello,
this this is another bug fix and gameplay improvements update.
What's new?
Added: "Stale" game state checker to remind players of the option to sell cards to the shop box.
Changed: Card and Item draft re-rolls are free now to maintain fairness in the weekly games.
Changed: Health card text contrast increased.
Fixed: Second tutorial can get stuck with no option to continue.
Fixed: Bottomless Bag allows to drag the hero.
Fixed: Weekly restart does not allow rewarded ad to load.
Fixed: Split spell uses base card value instead of current modified one.
Fixed: Remove icon in item constructed menu not displayed correctly.
Fixed: Daily Quest reward and notification not triggering when more than 1 quest is completed at the same time.
Fixed: Piggy Bank & Golden Goblet is not triggered when a coin card is equipped via Steal spell.
Card Crawl 2 is the gold standard for mobile game sequels. It takes the elegant, simple core of the original and expands it in all the right directions without losing the 'pick-up-and-play' magic. The addition of distinct hero classes completely changes the game—playing as the Mage feels like a different puzzle compared to the Warrior.
The presentation is top-notch. The quirky, hand-drawn art style has so much personality, and the sound design makes every card flip feel satisfying. I particularly love the new meta-progression in the Tavern; it gives you a reason to keep coming back even after a failed run.
It’s rare to find a game that is this well-balanced for short bursts of play. It’s deep enough to satisfy hardcore strategy fans but accessible enough for anyone who knows how to play Solitaire. It is, quite simply, a must-have on any iPhone.
Multiple playable heroes with unique skills
Brand new 'Tavern' hub world
Hundreds of new items and ability cards
Daily dungeon challenges
Beautiful hand-drawn art style
You only have four slots for cards. Always try to keep at least one slot open for health potions. If you get overwhelmed by monsters, use an 'Ability Card' to clear a path without taking damage.
Unlike the first game, each hero now has a unique active skill. The Warrior can bash shields for damage, while the Thief can swap a card's position to avoid a deadly monster.
Not at all. Card Crawl 2 stands perfectly on its own and includes an excellent tutorial.
For me, the original Card Crawl was a staple when it came to mobile gaming. From its first launch day until about 4 days ago it had a spot on my phone. Since the release of Card Crawl 2, I obviously havent played it as much. Card Crawl 2 if better in every way. Playable characters that actually change the gameplay, new game modes that keeps to the core charm of the original. It should be everything I hopped for, and it’s pretty dang close. Enter micro transaction, and a monthly charge to keep out advertising. I’m not a dev, so I don’t know the costs and time it takes to not only make a game but make sure it earns money. I’m a gamer. And as a gamer, nothing pulls me out of having a good time then having to watch ads and deal with micro transactions. I would rather pay a base price and enjoy the content, without the limitations of watching an ad to earn coins to play the game, I see enough of that from not good games. I hate to see it with the games that are actually good. All that being said, it does seem like the developer has gone about it in a tasteful way. Most the ads are voluntary, but if you want to get new stuff out the game they’re kind of inevitable. I love this developer, and all their games. The first Card Crawl is still one of my all time favorites. Micro transaction and ads are lame though.
The mechanics of the game is tied to the shop. You can earn things to a point on the free free, but eventually you need to pay at least $7 to advance the game. It is more than worth that. What’s missing is an outright buy for 30 bucks. It has a subscription for a dollar that although gets you to play daily for about a games winnings of gold, does not solve the issue of the characters you’re buying ballooning above what your coin limit is. The game starts to feel real grindy at that point and I don’t like to grind. If I could give it 4.5, I’d do it.
You’ll read that you don’t have to buy into the monetization but, while that’s technically true, you also won’t be able to progress without paying for something less than the full game. After a couple days your 250 gold cap becomes meaningless in the shop, where spells and artifacts cost 275, so you have wait for the daily chest which requires an incredibly tedious ad watch (seriously, you have to click the X 3+ times). Without unlocking more of your collection, you won’t be able to unlock new game modes. Without new game modes, you can’t progress through your two characters (the others of which are also behind paywalls). So you basically get to play two vanilla modes for free and then have to decide what to pay for next. $2 for a one of the two gold caps, but have to watch ads still and then wonder whether you’ll have to do it again after you unlock a few more items. $1/month for ads removal but you still have the gold cap. How much does the game actually cost?! Who knows. I’d pay $5 up front just to be able to play in its entirety. It feels like the dev read a single book on how to monetize an app and is just throwing stuff at the wall hoping it works. The game is fun, but this is ridiculous.
I have bought every one of this designer’s games (he is a single guy doing it all) as he’s got real skill and talent. The core gameplay loop is a lot of fun and stylish with a surprising amount of strategy. Unfortunately, it is literally impossible to unlock 50% of the content without spending a chunk of cash. Extra spells, heroes, and items are unlocked, as is usual, with in-game currency. The problem is that you have a currency cap of 250 gold, which you can pay a $1 to bump up to 500 gold, but if you want to cap it at 1,500 gold, well, that’s going to cost you $6. Annoyingly those spells and items start ramping up in cost the more you unlock (so once you reach around 50% unlock, well those spells and items start costing 750 gold each, which you can’t save up to without paying $7). And new heroes cost 700 gold (or 6 gems which is the premium currency). There are also ads you can watch, but the rewards are limited. You can pay a $1/month to skip ads. It is a real bummer.
Thoroughly impressed with this one. Has a great causal feel, but has implemented enough twists, upgrades, collectibles, game modes, and gates to give it a great progression feel and offer different approaches to clear each deck. And it achieves ‘flow,’ or the just-one-more-game feel you get from other similar roguelike games. This isn’t a card game in the same style as Slay the Spire, but rather solitaire/klondike. There are a few in-game purchasable items that benefit your progression, so be aware. Given the author’s track record on killer games and great content, I’m satisfied with getting a minor bag upgrade and a subscription—but get that could sour a few grapes for some. All in all, I’m really happy with what this turned out to be and have sunk several hours in so far, and have been very happy to see how this is starting to open up! Strongly Recommended.
Much has been written about the monthly ad removal subscription, but honestly I think they are missing the forest for the trees. The entire progression system (which also gates players from participating in daily challenges if they don’t have the day’s hero unlocked) is undermined by obscured drop rates for gems and a tiered IAP for “pouchy” upgrades. It took a couple hours of playing to figure out how it all fit together, which is entirely disqualifying on its own, especially coming from an established solo designer and not a megacorp with a team of amoral psychologists. It’s a crying shame, because the actual game seems really good otherwise! I hope that the game can be salvaged. You can do better, Arnold. I have recommended many of your games to friends. I will be recommending against this game to those friends.
This had potential to be a perfect game if not for the monetization aspects. I do want to point out some general flaws though beside that. The mechanics are engaging and the art style is nice. I do wish the game was even more tactile feeling, i feel it’s close but could use some polishing in terms of animation. ( again very close, but doesn’t quite nail it ) i also think more could have been done with the tutorial map idea. i was dissapointed to see there wasn’t more of that. I also find the confirm to lose prompt annoying, just let me make mistakes lol. Mostly though It is dissatisfying to see the shop hidden behind a timer & to have to watch ads or pay. It’s a shame but this truly drops the game down from near 4 stars to 1 for me. Lost a lot of respect for the developer unfortunately
I occasionally check the App Store for any games from Arnold, because I love them all dearly and immediately purchase them. He’s one of my favorite game developers because he makes great games with wonderful art, AND you can simply purchase them and never be bothered again. It’s the antithesis of modern mobile gaming, and I love him for it. Unfortunately, the siren’s song of microtransactions has lured my favorite mobile game developer at last. It truly crushes me, because Card Crawl 1 was one of my favorite mobile games I had ever played. A sequel?? I practically squealed with delight when I saw! My disappointment tastes ever so bitter seeing the monetization scheme in this game. I wish one-time purchases were more sustainable. Because this? It’s heartbreaking.