Fri Jan 30 2026
- Re-enabled the warning when a screenreader is detected on a device
- Improved the reactivity of cards
- Filter cards in the codex by designer
- Improved localization
- Improved UI features for the 'run it back' feature
- Added categorization for the reward tracks
- Improved card interactions for larger screens
- Various improvements to the screenreader experience
I’m loving this deck builder so much, I wouldn’t hesitate to purchase expansions or maybe a variant on the gameplay formula such as a Sci-Fi Fantasy or possibly a Cyberpunk theme, if the Developer considers it. From playing various other card games, this game mostly reminds me of Ascension, MTG, and Fate Hunters. What works for me here is that I can play at it at my own leisure, solo without any human competition. The game has high replay value as you get to level up and unlock various items among the 7 classes you can choose from. Dying on your first few runs is not a penalty but rather a means of learning what your facing up against when it comes to the enemies you’ll encounter and the various card types you can choose from or whether or not you should accept certain cards as you’re building your deck. NO IAP IN ORDER TO PROGRESS IN THE GAME. It’s a pure premium game that screams the quality most mobile gamers are searching for. The atmosphere, music, sound effects, and artwork stand out and are very well done. I highly recommend it if you’re a fan of deck building games. It didn’t take me long to pick up the game’s first expansion, after doing a few runs. Trust that you will lose track of time playing it. Pure fun!
I like so many things in this game and want to feel like I’m making progress, but little things keep cropping up that kill my runs. 1 time I took a card that wasn’t labeled as uncommon and it killed my ‘common only’ card requirement on a card. Didn’t figure out the problem until 2 combats later and then I was dead. Perhaps that’s my fault but that kind of info needs to be front and center if it impacts your deck (and this was a special card selection screen, not the standard post battle one so there were no fancy light effects), but that’s just one example. One time my healing card didn’t work. Another I got no energy at the start of a turn. Another the effects of my enchantment didn’t work for one turn. None of these are big, but at higher difficulties, not getting a bonus on the turn you’re expecting a bonus leads to game over. I also have no idea why there needs to be so many key words. I end up just building my decks around basic cards because too many cards have these rare key works, making them unworkable. And basic cards are so powerful in late game (with powerups) that it feels almost pointless to get other cards. I’m not great at this game but I keep having these bad experiences the further I get. Loved the game for the first week, but now just frustrated with it
Super excited about Synthesis! Yes, there are other visually impaired roguelikes, in the card battler genre. But, none compare, except a few others, to Dawncaster! Pure strategy! Yes, ther is RNG, but that is a part of almost every RPG. Some find the steepness of the gameplay very difficult. It is meant to be deep, endearing and memorable. Each class, play through and encounter has the potential for majestic mess and failure! It’s never the same game. Yes. You can heal, like a god. That isn’t a problem. Will every run be a piece of cake? No. You will truly earn your rewards in this game! You are on a level playing field, with no micro transactions. You earn your upgrades, level ups and conquests! Ric Van Der Wal gives you great updates and expansions! And they are quite cheap! You also get tons of free cards! The amount of support is also fantastic! Overall, you don’t get a better card roguelike! If you are visually impaired, everything works with voiceover!
No microtransactions or ads! This game is challenging, highly engaging, and can be played one-handed. It strikes an intriguing balance between randomness and player control. Progression is linear from low to high numbered areas. Each combat area includes an encounter deck that consists of Enemies, Shops, Rests, and fleeting Opportunities. The player is presented with 3 cards from the encounter deck (similar to Night of the Full Moon) and must choose 1 to proceed. Each combat area has a boss at the end. Combat consists of playing cards. Each card had an energy color and cost. The player can generate energy in different colors based on stats (Dex, Int, Str). Pay the energy costs to play the cards. The enemy also has energy and a small deck of cards. Enemy actions are telegraphed by the cardback icons. Beware of black cardbacks! Upon victory, the player is presented with gold, XP, and 3 cards. Choose 1 card to add to your deck or skip. After the player XP bar fills, the player gains a Talent. Talents are ongoing passive effects. Talents may increase a stat, upgrade card damage, add or remove combat status effects, etc. I have played this game from early iterations and have now come to expect the developers to recognize, respond to, and incorporate good suggestions into future updates. The Discord (linked in the app) is an active and helpful place. Though the game is single-player, the Discord community adds a social element.
Fantastic card design and class unlock design. Kept me playing all the way through full class unlocks because each one made new card synergies possible. A couple of tweaks I would like to see: Quests auto refresh once completed and one run in which completed is over. With so many cards, shop size should be larger. Maybe each level the selection increases. Single color runs are much more 1 dimensional than dual color runs—this is because of the transmuting mechanic. There are limited epics and legendaries to transmute into for single-color. There are 3x as many for dual color. Since the most powerful cards shape the deck, that means 3x the variety in dual color runs. Perhaps fix this by allowing me to pick the color to transmute into before showing the three cards. That way if I’m blue but am looking for a blue-green card to complement my deck, I can get a shot at it when transmuting.
If you read this, this probably won’t affect you and you should definitely try out this game. But to the devs, I left the game while the card upgrade thing was going on, and I when I restarted the game(also after downloading the new update) now the game won’t so anything. It opens up, and brings up the area title card, but it does nothing from there. It also doesn’t save, since the run duration keeps resetting every time I go back to the menu. Please fix this, as I had a rally good run going, and was literally about the face the final boss. My thoughts would be that some variable to spawn the cards never got turned off or on? Like maybe the game thinks it’s still waiting for me the select a card to upgrade, so it doesn’t spawn them in? Just food for thought. Edit: Well, I gave up on the run, but thanks anyways for fixing it! Hope you have a great day!
I have spent probably 300+ hours on this game. I'm still discovering new builds, and that's the aspect of this game that I like the most. The developers are out of this world with regards to updating and balancing the game. From the discord, it is clear that they are very involved and receptive to feedback. I whip this game out whenever I’m in line, whenever I need to pass time, whenever I’m bored in bed, bored at work, etc. The game itself is balanced. For the most part. Hard difficulty is indeed hard, and impossible difficulty is appropriately satisfying. The game requires that you really do need to have at least some level of knowledge to really thrive at the higher difficulties, but the learning curve is appropriate. I’ve zero hesitation to buy any future expansions. The gameplay itself is very satisfying, and the animations and speed/responsiveness leaves nothing to be desired
On the ipad, the UI is forced landscape mode, and the available space is poorly utilized. Your hand of cards shows with small cards at the bottom, which overlap, thus hiding the minute font on each card. Why are these cards small and overlapping given the space available? I get you can touch each card to zoom it, but this slows play to a crawl. Some cards with same design icons, like the hatchet, also have different effects, meaning you must zoom in on each card to figure out which is which. I regret purchasing this game. As others have also noted, the wide scope of talents, keywords (over 30, it seems), effects — some also with color coding — makes for a steep learning curve. I further cannot figure out what to expect from animals I encounter — and then suddenly you get wiped out 30 minutes into the game because an animal’s cards evidently got stronger. I presume that if I were to grind and grind and memorize all enemies, this might be easier. This is all unfortunate given the developer clearly cares about his game.