
A strategic spatial set-collection roguelike featuring Balatro-inspired power-up management. Under the flamboyant Uncle Luxman, build the ultimate Moonlit Market while using exotic charms to trigger game-changing combos and adapting to the crowd’s ever-changing trends!


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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
| Language | Interface | Full Audio | Subtitles |
|---|---|---|---|
| Russian | |||
| English | |||
| German | |||
| French | |||
| Spanish | |||
| Simplified Chinese |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
Note: Updated my recommendation and expanded on it a bit since my initial review because I feel like it's too harsh for a game that can be potentially really great to get an early negative verdict like this. TL;DR: While I really like the gameplay that this game has, it still has a lot of issues that need fixing ASAP. Sooo I feel like the game is still unpolished, with all the bugs and balance issues that I've found from my first two runs (both won). 1. Balance is still out of control. There are lots of examples for this, but the one I want to highlight is the fact that some charms are just WAY too easy to scale compared to the others, but they have relatively the same scaling rate per action (e.g. compare "+8 heart if leftmost and rightmost attraction have the same name PER NIGHT" to "+5 heart PER BUNDLE SKIP". That's some insane imbalanced scaling). 2. There are lots of bugs still pr
I played the beta and one run after the release and i know it is not enough for a complete review. The idea behind the game is very nice. The gameplay core is a deckbuilding combined with a puzzle game where you use your attraction "cards" to solve puzzles and during the run you can upgrade them. Puzzles also change every night, i didn't see them all at the moment but so far i liked them. Side but important aspect of the game is its roguelite genre and similarities with balatro are evident : Charms, different "starting decks", stuff you unlock after each run and so on. Game might be unbalanced in this phase with the presence of bugs too but if the developer will be able to nourish this project, the game can become well known. This next one is not a cons for me but for someone might be : In balatro you can play cards without thinking, poker mechanics are well known and most of the gam
This is going to be a unique review for me. And short. Game has been updated a few times during 2026. No mentions that i could at least find where score targets have been multiplied. Funny thing is that if you look at let's plays from last year on Youtube you will quickly notice that level targets starting right at the 2nd level were considerably lower by multiples in these videos. Now instead of going for 1500 points in 2nd level you aim for 7000. And from there 35000. And there you have it. This is now a game only for the ones who like pain. Thumbs up then if you do. The rest? Reconsider.
Incredibly charming and addicting! They may compare it to Balatro, but it's got so many uniqueness as its own game. It's got so much personality. The art style is so pleasant to look at. Music and sound effects are satisfying. Love the references to some Indonesian culture as well!
Cool game but lacking some polish: neutral. The art, style, and little interstitials are fun. However, some things are quite confusing which make planning out your play difficult: - How many times can you play in an evening? - Why do the nodes on the map *change* when you move? as in, you look ahead 2 spaces and see a node for X. You go to space 1, complete the activity, then when you are back, space 2 is no longer X, it's Y. Frustrating to say the least. I hesitate to recommend this game as it is, but a bit of TLC could make it easy to do so. E: Responsive and gracious developers already implementing fixes. Win in my book. Would recommend for a good change of pace with fun style.
Belongs in my collection of "experimental" roguelikes.
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