
Explore the subconscious of your character and defeat their phobia. Learn about their past, build your deck and reach the depths of their mind. Take a dive into the source of fears and doubts itself. Will you resist the Neurodeck?


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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 | |||
| Simplified Chinese | |||
| Traditional Chinese |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
Honestly I am giving this game a thumbs down. I think the underlying mechanics as a rogue-like deck builder aren't bad, but personally I get this feeling like the creators were more concerned with using the source material/themes as a 'costume' for the underlying game without taking any care to talk about or inform (if even a little) about the serious source materials they are pulling from and how people can actually deal with phobias/how phobias affect them. The term "window dressing" comes to mind honestly. Personally I felt that really comes through with some of the flavour of the cards not really matching mechanically with what they do in a game about mental health and phobias. - Why does the card "back-pain" cause 8 damage to the phobia in exchange for discarding a card? How does back pain help you overcome a phobia? - Why does the card "Tattoos" cause you to lose 15 sanity to cau
Disappointed in this one. About the only pro I've got is that I really dig the distinctive art style. The actual relationship to mental health seems to be almost limited to borrowing terms related to the field, in a manner that seems to almost make light or trivialize issues like dealing with phobias. I don't have the same (kind of purist, IMO) objections to the combination of both a "mana meter" and an action limit, and the mechanics in general seem okay, though not very novel. I think the gravest issue the game has is a pretty dire lack of content, particularly for it's price point. I think there's only about a dozen enemies, all told, and it seems very likely that you'll have repeats during the course of any given run. Card options for any given character seem really limited as well, even given unlocks, with only limited opportunities for true synergy. Not recommended in its current
I bought this on a whim because I liked one of the publisher's other deckbuilder (Banners of Ruin) and thought this would be an interesting and provocative take on the genre. I was unfortunately wrong. The mechanics are fine, if a little opaque at first, and much like other deckbuilders the learning curve is a bit steep at the beginning. The problem comes with the theme - it feels disjointed. Cards and their effects have strange connections bordering on straight confusing. Sometimes the theme seems very pro-mental health, other times it almost seems mocking, or at best minimalizing. Fighting phobias is a cool concept until you get into practice and it becomes an absolute slog where you can see a win/loss from multiple turns out and have to suffer through. I really wish I could give a positive review, but nothing is calling me back to give this game another shot.
First of all, the game just got released so this is a review of the game in its earliest state. That being said, it oozes of potential right off the bat. Here are my thoughts on the good things and the bad: THE GOOD- Gameplay is fun and addicting. Another one of those "Easy to learn, difficult to master" kind of card game. The setting and gimmick is also unique, having you battle against your fears in an attempt to conquer them. There is also a fair amount of replayability here, with there being different events to partake in as well as different ways to build your deck and character. There is even a Trial Mode to play, which are like specific scenarios you have to figure out and solve to win. THE BAD- Now here's the bad. Firstly, the card abilities and game mechanics need to be explained a little better and could be improved. For example, if you're going to use the word Sanity to depi
For a game that deals with heavy psychological topics, this game smacks of not actually understanding psychology at all. It treats all phobias as if they can be "defeated" or "overcome" with comfort food and a cat, rather than actual counseling, and seems to be making light of its entire theme. I'd love to play more to talk about mechanics, but the theme is done so poorly that I have no interest in pursuing it.
In a really weird way, this game makes me feel...better? The goal is to defeat phobias with the use of positive coping mechanisms (your cards) that you start with, and then between rounds you can either strengthen your cards, discard old ones to bring way for new ones, or work on yourself by strengthening your stamina or mind. As someone with mental illness, it's therapeutic to see my little coping mechanisms fight the ugly phobias of the world
Structured threads, verified dev answers and player expertise without chat noise


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