
A grim RPG with card-based combat where nothing stays dead. Lead a party of survivors through a world undone by shattered Laws. Restore them and reshape the rules of the game—but be ready to face the consequences.


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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
| Lingua | Interfaccia | Audio | Sottotitoli |
|---|---|---|---|
| Russo | |||
| Inglese | |||
| Tedesco | |||
| Francese | |||
| Spagnolo | |||
| Italiano |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
An Outstanding Deckbuilder, the Grimdark theme, music, and storytelling are top-notch in this one. As you progress the story your choices may provide you cards, and some are exclusive and dependent on what choice you make. The gameplay is great as well, instead of Energy you spend Time, so instead of managing a finite resource that replenishes each turn you're managing the timing of played cards against the enemy's actions. Highly recommend this if you're into Deckbuilders - it has the feel of Thronebreaker: The Witcher Tales, so if you liked that game (which I loved), you'll probably like this one as well.
I feel bad writing such a negative review, because there's a great game here, potentially, but this was not ready for release in this state. The art is beautiful and the sound is sometimes great -- otherwise It's a technical and mechanical mess, and some of the changes have made it worse since the demo. Not the absolute worst translation I've seen in a while, but certainly on the worse side -- frequently written in broken English. Some minor issues like the wrong character names or portraits shown during dialogue, and it's really not hiding where it is cribbing its notes and aesthetic from, but the major issue is the translation. Most areas are in some way bugged -- the game is sometimes bugged on a fight by fight basis, in fact. I've reported a couple but these would be hard to miss. It's hard to believe no one noticed that Ayla randomly targets static objects like rocks with her arr
Shards of Order enters a busy marketplace of excellent deck builders, and on the front of it; one could be forgiven for thinking this is just another clone of an idea that's already starting to get old.But go just a little past the surface; and you'll find that Shards of Order is a real gem of a game. The art style alone is gorgeous and the story that it paints really helps it stand out. Unlike many other deckbuilders, there's a single narrative that you're embarking on as you attempts to restore a world gone mad. I personally really liked that there was a subtle meta-narrative going on in the background that made my choices feel like they had weight. Beyond the art, story, and music; the real draw for Shards of Order is the actual mechanics of the game. Unlike other tactical deck builders, there's an incredible puzzle behind when you use your cards, and when you re-draw your hand. T
A solid deckbuilder with a generic story, Shards of Order brings some refreshing mechanics to shake up the usual sea of copycats. Your tastes will determine whether the RPG side hooks you. If I had to separate my feelings about the RPG and the deckbuilding, I’d say the former was basic and predictable, but the latter was engaging enough that I could shrug off the story and focus on the gameplay. I think it handles the party-driven approach very cleanly: You’re building one deck composed of three characters’ cards, with total control over your deck between battles. You can freely respec and try out other combinations as you unlock more cards, making this a very skill-driven experience where you aren’t relying on random card rewards to make your build work. If you’re stuck in a chapter, it’s on you to figure out a combination that solves the problem. You can mix the characters’ cards in w
The world desperately needs single playthrough, non-rougelike deckbuilders, and Shards of Order provides. It's very well contained both in mechanics and progression, with plenty of freedom for builds while playing through its story. Every encounter is pre-defined, you cannot farm XP, but you can adjust your deck and retry your next fight as many times as you want if you fail. The gameplay is party based - you have to include cards from your three heroes to form a card pool, that can synergize with each other to some extent, but each card mostly builds own character's mechanic. You unlock more cards, as well as equipment as you progress the game - some upgrades are, well, upgrades, but suprisingly many of them (both cards and equipments) are sidegrades, for different playstyles and engaging theorycrafting. The combat itself is very reminiscent of Wildfrost - cards cost turns to play:
FOR MORE CARD AND BOARD GAMES FOLLOW US CARD GAME KING Shards of Order is, refreshingly, not a roguelike. What it is, is a linear experience with some innovative mechanics and I absolutely love it. Normally, I don't mention price, but at 10 EUR you are getting a lot of content for it. So what's so great about it? Every card played matters. Since there are no turns, each card ticks down enemy's action counter based on the card's cost. There is no your turn-enemy turn mechanics - everything blends together into making each card play a brain-teasing mini-puzzle. The enemy design has good variety, and almost every encounter is unique. The Boss mechanics are clever and the accompanying animations coupled with its awesome aesthetic are just the cherry on top. The game isn't flawless though. The story was lacking even if it had an interesting premise. The characters' stories felt underdev
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