
"Rana Card" is a roguelite card game where you manage a farm, complete KPI for the Frog. Draw cards in exciting, tense moments, you’ll navigate or exploit time explosion, earn packs and chests, build your deck, and play cards to earn gold. Face strategic choices, disasters, cataclysm along the way.


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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
| Langue | Interface | Audio complet | Sous-titres |
|---|---|---|---|
| Anglais | |||
| Simplified Chinese |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
There's a fatal flaw in the balance of this game. As is normal in deckbuilders, each "character" has various builds to go down. For example, one deck has cards and artifacts for a rice build, a bamboo build, or a moss build. The issue is that the cards/relics have absolutely no synergy or interaction between the builds. Zero. What this means is that every single run turns out the same, and it's brainless. Is the first card you are offered a rice card? You are now locked into rice for the rest of the run. If you see another rice card, automatically pick it. If it's not a rice card, automatically ignore it. There's nothing to think about. If you are lucky enough to get offered enough rice stuff, you'll quickly break the game. If not, you'll lose. Runs are decided by the first boss. If you can make it to the first boss, it means you've been lucky enough to be offered enough cards from t
Very fun.. but lack of a save function oftens makes me not want to even start a run because i dont have 2 hrs to play the whole way through and dont want to rush a run.
Fun at first but quickly gets boring. Other reviews criticize the lack of synergy between architypes but thats not the issue, It's the energy system. Drawing cards is what costs energy. In essence the game takes away most player choice. You end up drawing as many cards as you can and then just playing everything you draw, endless isn't fun because your just clicking draw and autoplay over and over again, if you run is strong enough your not even playing your turn, just clicking next turn, next turn, next turn.
I'm enjoying the game with regards to the gameplay, but the 90 second long, singular track that plays the entire time you play the game on a perpetual loop, except briefly when you're in the shop, has unfortunately induced a massive catastrophic stroke in me and so i'm now finding it difficult to move my limbs and continue to play the game. I wonder if it would be possible to introduce a controversial but much needed second or even third track to the game so that this can be avoided in the future.
I want to recommend the game because it has great mechanics and graphics. However, I have yet to have a single run that doesn't easily +10x the targets just pressing auto play + end turn. I can afford to empty out the store slightly past the midgame. There is a HP mechanic but I almost try to spend as much HP as possible because healing is abundant. Doesn't matter the difficulty, doesn't matter the build, doesn't matter if I pivot mid game. There are simply to many opportunities to easily build around every mechanic, cards can be sold at will, and there are no particular difficult boss mechanics. The game is simply too easy - by a huge margin. Even endless mode is trivial.
No synergy between cards or relics. Theres no point in combining multiple strategies. Basically, the first card you pick determines your whole run.
Structured threads, verified dev answers and player expertise without chat noise


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