Last 7 days · history since Nov 1, 2026
Screenshots, achievements, specs, every price change and sale we've seen on Steam, and trading cards.
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0% positive of 1 · 1 user reviews · Live from Steam
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Live data from Steam, tracked by SteamPlayerBase.
What changed on Steam for this game since we started following it: prices and sales, builds, name, release date and review score.
Review score: 0% on 2026-11-01 → 0% today (1 reviews)
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Every build released on Steam for this game since we started tracking it, with the developer's patch notes. Updated within minutes of each new build.
Hello everyone! Thank you for your support and feedback. Version 1.0.11 brings the following updates: Fixed some known bugs.Improved the interface and interaction experience.Expanded and improved the beginner tutorials.Improved localization and translations.Re…
Pressure 8 cuts hand size by 1 for the first 2 turns. Every boss action adds 8% attack; from battle 9, discard color also matters. All-in counts high cards discarded across the turn, not only one discard. Keep a high-card pair, then combine High-rank Lock and …
Pressure 7 locks cards, reduces repeated-hand damage by 60%, and cuts hand size by 1 for the first 2 turns. Return Hand turns high cards spent in non-Royal attacks into priority for later draws. With Flow, assemble 10 through A in either red or black. Alternat…
Pressure 7 locks cards, reduces repeated-hand damage by 60%, and cuts hand size by 1 for the first 2 turns. Rerolls cost more at Pressure 7, so include them in the Sigil Sale budget. Three 2-gold copies make a 2★ Sigil for 6 gold; selling for 4 loses 2 gold bu…
Flow does more than ease hand requirements. Royal Flow allows more Joker-free combinations; Gold Tempo with Flow turns refunded attacks into more damage and gold; Two Pair Build-up uses automatic singleton swaps to help the third attack. The diagram explains a…
This route uses Mixed Hold, not Gold Tempo. A number-card triple + high-card pair benefits from Mixed Hold, Clean Full and High Seat. Reversing the arrangement grants more High Seat score but loses Clean Full. The diagram compares both and shows later upgrades…
A 2★ upgrade on a 1/2-gold Sigil loses only 1–2 gold on resale. Royal Flush and Full House often finish their damage in the first two attacks, so First Strike remains useful into midgame. Upgrade reliable 3/4-gold Sigils to 2★ before replacing cheap ones just …
San Yun checks more than the core rank: Sigil count, Pact count and other positive values divisible by 3 can stack final damage. Use a 3/6 core with Low Seat. Upgrading duplicates does not change the Sigil count. The diagram shows three sources active together…
Reorder spends high cards to prioritize low-rank refills. A 2/4 core works with Ou Mao. After Flow, play high-card singletons alongside the core to feed the next hand. With no Jokers, Clean Hand stays reliable. The diagram covers Pacts, 2★/3★ Sigils and upgrad…
Card Burn banks a recommended draw for every 8 cards consumed. Prioritize Flow: Spades/Clubs share a suit, as do Hearts/Diamonds. Collect 10/J/Q/K/A in one group. Ember Dust upgrades Prioritize Starting Cash and Supply Warm-up for early purchases and supply XP…
Keep suited sequences and use Risk Deck's first-discard gap fill. Prioritize Flow for 4-card Straight Flushes and +1 attack per node. Risk Deck increases damage taken by 30%: do not wait forever for a perfect hand. Ember Dust upgrades Prioritize Starting Cash …
Cut Diamonds removes Diamonds, heals 2 extra HP per Flush, and reduces Flush final damage by 40%. Prioritize Flow for 4-card Flushes, then add Foundation, Overload and Ignition for damage. Ember Dust upgrades Prioritize Starting Cash and Supply Warm-up for ear…
High Card · High Seat does not wait for five cards: play different J/Q/K/A ranks. Prioritize Flow to allow number cards when face cards are missing. Still favor All High Cards whenever possible. Ember Dust upgrades Prioritize Starting Cash and Supply Warm-up f…
Gold Tempo earns 3 gold per Full House. Spend it on your main 2★ Sigils. Prioritize Flow next: refunded attacks allow more Full Hold growth, damage and gold. Ember Dust upgrades Starting Cash gives +3 starting gold per level; Supply Warm-up gives +2 starting s…
Guard keeps you alive and converts damage reduction into damage. Prioritize Flow next: three matching ranks plus three unmatched cards replace the four-matching-rank requirement. Ember Dust upgrades Prioritize Starting Cash (+3 starting gold per level) and Sup…
Two Pair · At a Glance New at Pressure 3: the first attack each round deals 10% less damage. With at least 3 non-Joker cards, a rank spread below 4 gives the boss a 10% shield. Later, include the indicated red/black card or a Joker. One odd pair and one even p…
Use larger hands for high single-hit damage Use larger hands for high single-hit damage. Defeat the boss quickly. Only the highest single hit counts, not total damage. A best hit of 12,000 adds 12,000 points. The first 2 discards and first attack are free. Cou…
Straight · At a Glance Clear Pressure 1 to unlock 2× speed, then bring it into Pressure 2! New at Pressure 2: if the first discard each round contains fewer than 3 cards, the boss gains a shield worth 10% max HP (20% total cap). Follow the Weakness hint for +2…
Three of a Kind · At a Glance Pressure 0 adds no extra boss rules. Learn the rhythm of Three of a Kind and discarding. Keep a pair and find the third card. Discards build burst damage and restore an action; later triggers also heal. Keep a pair. Use Three of a…
Pair Renewal: quick to assemble, easy to replace; healing on Pair attacks gives more room for mistakes. View full-size guide Select one Pair and check the preview. Selecting Two Pair changes the hand type. If a key card is sealed, look for another playable Pai…
Not tested by Valve yet. Results from Valve's own testing.
Valve hasn't published test details for this game.