Phantom Rose

Phantom Rose

by makaroll·published by Studio Maka

Steam · Very Positive

The Verdict

Gorgeous anime deckbuilder with a genuinely novel card-consumption mechanic — though RNG-heavy balance and scant content cap its staying power.
Data current as of Apr 26, 2026. We re-crawl reviews and metadata every 14 days.
Steam Sentiment87

Very Positive

This puts the game in the top 30% of all reviewed games on Steam.

SteamPulse Analysis212 reviewsAnalyzed 2mo ago

Analysis by Ivan Z. Ganza · Methodology →

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Quick Stats

Reviews

215en

870 total (all languages)

212 analyzed

Current as of Apr 26, 2026

Released

Aug 7, 2019

Price

$14.99

Analyzed

Apr 23, 2026

Velocity

0.1/day

Slowing

Metadata current as of Apr 26, 2026 · Source: Steam

Market Reach

Estimated owners±100%Small-sample

30,000

Estimated gross revenue±100%Small-sample

$210.0K

Based on 870 reviews (all languages)

boxleiter_v2

Based on review count × genre/age/price-adjusted Boxleiter ratio. Gross revenue before Steam’s 30% cut, refunds, and regional pricing.

Design Strengths

  • Standout anime/goth hand-drawn art and card animations — cited as primary purchase driver in 74 reviews
  • No-draw-luck turn system: 4-slot cooldown structure replaces random hand draws, rewarding card-order planning
  • Vanishing-card mechanic forces adaptive deck consumption and prevents repetitive run-to-run strategies
  • Scarlet/2.0 mode introduced a cooldown alternative that directly addressed the most-cited mechanic complaint
  • Rose currency creates a meaningful secondary resource layer beyond standard deckbuilder gold/energy systems
  • Piano soundtrack praised for strong atmospheric fit with the game's dark maid-mansion tone
  • Protagonist Reina's deadpan personality and unlockable outfit cosmetics add low-cost character appeal
  • Developer responsiveness post-launch — community-requested changes shipped, including full alternate game mode

Gameplay Friction

  • RNG-driven difficulty spikes at higher Diamond levels make entire runs feel decided by luck rather than skill, depressing both wins and losses
  • Card balance is uneven: too many situational dead cards, percentage-based spells that underperform, and a card pool that reviewers describe as not thoughtfully designed
  • Rose currency conversion ratio is punishing — dissolving a card yields 2–4 roses while crafting a new one costs 12–16, making the crafting system largely inaccessible
  • Real-time lock-picking mini-game on treasure chests is tonally mismatched and alienates the game's strategic audience
  • Unskippable battle animations with no speed multiplier make repeated runs feel slow and tedious over time
  • Non-consumable card synergies feel precarious because good cards are too scarce to use freely, making them feel precious rather than exciting

Audience Profile

Ideal Player

A deckbuilder fan who values striking art and adaptive, resource-tight strategy over synergy-combo optimization.

Casual Friendliness

low

Player Archetypes

Aesthetic-first gamerDeckbuilding specialistRoguelite completionistAnime genre enthusiast

Not For

Players who demand consistent synergy-based build craftingNarrative-driven RPG fans expecting a real storyPlayers sensitive to high RNG-driven outcomes

Sentiment Trend

stable

Insufficient recent review volume to determine trend.

Genre Context

Roguelike deckbuilders at this price tier typically win on mechanical depth and card-pool breadth; Phantom Rose differentiates meaningfully with its consumption mechanic and visual quality but falls short of genre benchmarks on card balance, content volume, and RNG fairness. The dual-mode approach (classic vanishing vs. Scarlet cooldown) is a rare post-launch structural response to audience feedback that few indie deckbuilders execute.

Promise Gap

Roguelike deckbuilding with permanent death confirmed — multiple reviewers validate the run structure
VALIDATED
100+ cards collectible through defeating phantoms confirmed across reviews
VALIDATED
Exploration through varied areas of danger and safety confirmed as part of the run structure
VALIDATED
Card management without luck-based draw confirmed — the cooldown/consumption system is exactly as described
VALIDATED
Store page frames no-luck-draw as a straightforward positive, but reviews show RNG still dominates outcomes through card availability and encounter variance rather than hand draws
UNDERDELIVERED
The store implies deck management leads to swift, efficient victories — reviews describe a system where good cards feel too precious to use, undermining the efficiency promise
UNDERDELIVERED
Exceptional UI design — described by one reviewer as 'one of the best UIs in the history of card games'; not mentioned on the store page
HIDDEN STRENGTH
Deadpan protagonist personality and unlockable cosmetic outfits create character investment beyond mere protagonist framing
HIDDEN STRENGTH
The 2.0/Scarlet alternate mode offering a fundamentally different gameplay variant is absent from the store description despite being a major differentiator
HIDDEN STRENGTH
PARTIAL MISMATCH

Audience Match

The store page targets broad roguelike card game fans with an adventure framing, but the actual audience skews heavily toward players who specifically value aesthetic-first design and adaptive resource strategy — casual deckbuilder fans expecting a standard Slay the Spire experience frequently bounce off the consumption mechanic.

Player Wishlist

  • More card variety — players see ~70% of the card pool within two playthroughs and want a larger pool to sustain discovery
  • Expanded narrative and in-game lore, rather than vague occasional slideshows with no contextual explanation
  • More soundtrack tracks to prevent repetition during extended sessions

Churn Triggers

  • Players encounter the lock-picking mini-game for the first time at a treasure chest — multiple refunds happen at this exact moment within the first 30 minutes
  • Early-run losses attributed entirely to bad card RNG before systems are understood cause sub-1-hour dropouts, especially from players arriving from fairer roguelikes
  • After 2–3 playthroughs, players notice they've seen most of the card pool, reducing the surprise loop that sustains roguelite replays

Developer Priorities

#1

Rebalance card pool: cull or redesign dead situational cards, reduce percentage-based spells, and normalize the rose dissolution-to-craft cost ratio

Card balance is the single most-cited mechanical failure (38 mentions, highest helpful-vote topic at avg 114); it compounds the vanishing mechanic into frustration rather than strategy

Freq: 38 mentions across all chunksEffort: high
#2

Audit and recalibrate RNG variance at Diamond difficulty and boss encounters to reward skill expression over dice rolls

49 mentions — the most-cited friction topic — with the highest-voted negative review (327 helpful votes) directly attributing the game's fundamental problem to RNG undermining both wins and losses

Freq: 49 mentions across all chunksEffort: high
#3

Add a speed multiplier or skip option for battle animations

Unskippable animations are a direct replayability tax — reviewers with high run counts specifically cite this as the reason they stop playing rather than continue

Freq: 6 mentions, concentrated among higher-playtime reviewersEffort: low
#4

Replace or make optional the real-time lock-picking mini-game

Directly caused at least two documented same-session refunds; tonally mismatched with a turn-based strategy audience and appears within the first 30 minutes of play

Freq: 5 mentions, 100% negative, correlated with refund languageEffort: medium
#5

Expand the card pool and add in-game lore/narrative scaffolding

Card variety exhaustion after 2 playthroughs shortens the roguelite discovery loop; thin narrative limits emotional investment — both reduce long-tail retention at zero acquisition cost

Freq: 15 combined mentions across wishlist topicsEffort: high

Competitive Context

Slay the Spiremixed

Most-cited reference. Reviewers see Phantom Rose as a worthy alternative with a genuinely distinct vanishing-card mechanic, but acknowledge it doesn't match Slay the Spire's content depth or mechanical polish.

Darkest Dungeonneutral

Cited for tonal and difficulty parallels — punishing failure loops, dark atmosphere, and repeated-run progression. Part of the shorthand 'STS + DD + Anime Maid Girl' summary.

One Step From Edenneutral

Mentioned as a comparable design choice: temporary card mechanics used to limit game-breaking synergies in both games.

Mistoverpositive

One reviewer explicitly states Phantom Rose is the better game.

Risk of Rain 2neutral

Player coming from Risk of Rain 2 flagged the vanishing card mechanic as a hard adjustment from typical roguelike conventions.

Hand of Fateneutral

Cited alongside Darkest Dungeon as a tonal and structural influence on Phantom Rose's gameplay concept.

Sentiment History

Sentiment over time

Playtime Sentiment

Sentiment by time invested

· 215 post-launch reviews
?
0h
67%27 rev
<2h
80%30 rev
2-10h
90%103 rev
10-50h
94%53 rev
50-200h
100%2 rev

Players who invest more time rate this game significantly higher (+20pts) — a strong signal of a slow-burn experience that rewards patience.

Competitive Benchmark

Compared to 226 similar games in the Strategy genre released in 2019.

Sentiment vs. similar gamesTop 23%
Popularity vs. similar gamesTop 31%

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Analysis based on 212 reviews (Aug 2019 – Mar 2026)