Banners of Ruin

Banners of Ruin

by MonteBearo·published by Goblinz Publishing

Steam · Mostly Positive

The Verdict

Stunning anthropomorphic deckbuilder with a killer soundtrack that's too short, unbalanced, and underexplained to reach its potential.
Data current as of Apr 22, 2026. We re-crawl reviews and metadata every 14 days.
Steam Sentiment79

Mostly Positive

Above the median for reviewed Steam games.

SteamPulse Analysis1,740 reviewsAnalyzed 2mo ago

Analysis by Ivan Z. Ganza · Methodology →

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Quick Stats

Reviews

1,745en

3,186 total (all languages)

1,740 analyzed

Current as of Apr 22, 2026

Released

Jul 29, 2021

Price

$19.99

Analyzed

Apr 19, 2026

Velocity

0.8/day

Slowing

Metadata current as of May 3, 2026 · Source: Steam

Market Reach

Estimated owners±100%Small-sample

94,000

Estimated gross revenue±100%Small-sample

$340.0K

Based on 3,186 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

  • Hand-painted anthropomorphic art is the game's strongest pillar — players consistently call it genre-best, with many saying the visuals alone justify the purchase price
  • Celtic/medieval soundtrack is exceptional and atmospheric; multiple players replay the OST independently outside the game
  • Multi-character shared-deck system with race-specific card pools and passives is a meaningful mechanical differentiator from single-hero deckbuilders
  • Frontline/backline lane combat adds genuine tactical depth — manipulating enemy turn order and clustering foes for AoE is a distinct and praised mechanic
  • Strong 'just one more run' pull despite acknowledged flaws; unintended multi-hour sessions are a recurring theme across positive reviews
  • Party composition across 6 animal races provides meaningful build variety and replayability within the constraints of the content available

Gameplay Friction

  • Difficulty is structurally broken in both directions: early runs are brutally punishing before metaprogression unlocks, then collapse to trivial once key cards are obtained — there is no stable middle difficulty
  • Card pool is severely imbalanced: players estimate 80–95% of cards are weak or situational, and unlocking more cards worsens pool dilution rather than improving build options
  • Combat pacing is sluggish even at maximum animation speed due to high durability on both sides and the overhead of managing up to 6 party members; individual runs take 3–7 hours
  • Tutorial and mechanic documentation are critically inadequate — status effects, damage calculation, event outcomes, and core systems (e.g. lane mechanics, weapon stash) go unexplained
  • RNG dependency is excessive relative to genre peers: starting deck composition, party recruitment, equipment drops, and encounter selection all feel luck-gated with insufficient player agency
  • Boss encounters (Warden, Prince) create severe, largely counterplay-free difficulty spikes that players describe as joyless dice rolls rather than skill tests

Audience Profile

Ideal Player

A deckbuilder fan who prioritizes atmosphere and visual craft over mechanical depth, and wants a digestible 15–25 hour roguelike that doesn't demand mastery of every system.

Casual Friendliness

low

Player Archetypes

aesthetic-first roguelikersparty-builder theorycraftersSlay the Spire completionists looking for a change of paceshort-session roguelike fans

Not For

players who need deep card variety and long-term progression loopsplayers who expect a polished tutorial and clear mechanic explanationsplayers who want Ascension-style difficulty scaling after beating the game

Sentiment Trend

improving

Sentiment rose from 67% to 85% positive over the last 90 days (13 reviews vs 21 prior).

Genre Context

Roguelike deckbuilders are a saturated genre with a high bar set by titles featuring extensive card libraries, Ascension-style difficulty ladders, and 50–200 hour content lifespans. Banners of Ruin differentiates meaningfully with its party-based shared deck and lane positioning, but its 15–25 hour content ceiling and imbalanced card pool place it in the mid-tier of the genre rather than alongside its most-cited benchmarks.

Promise Gap

Party of up to 6 characters with unique race-specific cards and passives — confirmed and praised as the game's core mechanical identity
VALIDATED
Turn-based card combat with dynamic encounter navigation — delivered and broadly enjoyed
VALIDATED
Character leveling for talent cards and powerful passives — confirmed as meaningful progression that shapes run strategy
VALIDATED
Varying encounters with positive and negative outcomes — delivered, though outcomes are criticized as too vague to evaluate before committing
VALIDATED
Store implies a substantial city-crawl campaign ('fight your way through Dawn's Point') — reviews consistently report only ~20 fights across 3 bosses, with many players finishing in under 8 hours and expecting far more
UNDERDELIVERED
Store implies 'exciting AI behaviour' for enemies — reviews describe enemy AI as straightforward and rarely surprising, with boss difficulty driven by stat spikes rather than intelligent behavior
UNDERDELIVERED
Six races framed as rich strategic variety — in practice, card pool dilution means racial variety is undermined by the dominance of a small set of strong cross-race cards
UNDERDELIVERED
Hand-painted art and soundtrack quality are not mentioned at all in the store short description — the game's single greatest selling point is essentially invisible in marketing copy
HIDDEN STRENGTH
Frontline/backline lane manipulation as a distinct tactical system that differentiates combat from single-hero deckbuilders — not mentioned in the store description
HIDDEN STRENGTH
The 'just one more run' addictive pull that keeps players in multi-hour sessions — not conveyed by the store page's functional, feature-list tone
HIDDEN STRENGTH
PARTIAL MISMATCH

Audience Match

The store description targets players expecting a substantial narrative city-crawl with deep strategic variety across 6 races, attracting buyers who will be disappointed by the short content ceiling and narrow viable card set. Players who actually love the game arrived for atmospheric roguelike deck-building and stayed for the art and soundtrack — neither of which the store page leads with.

Player Wishlist

  • Ascension-style post-completion difficulty ladder to extend endgame for mastered players
  • Narrative depth: story context, character motivations, world-building, and inter-party dialogue beyond current minimal intro/outro
  • Additional animal races and female character options to expand roster variety
  • Steam Workshop or modding support to address content scarcity via community content
  • Multiplayer or co-op mode
  • More boss encounters and enemy types to reduce run repetition

Churn Triggers

  • Players who discover after their first completion (5–8 hours in) that only 3 bosses exist and they have seen most of the game's content — many describe expecting a chapter 1 boss and finding it was the final boss
  • New players who encounter the tutorial's failure to explain status effects, lane mechanics, or event outcomes within the first 1–2 hours and abandon before mechanics click
  • Players who hit the Warden or Prince boss spike after a smooth run and experience repeated one-shot deaths with no apparent counterplay, often within hours 3–5 of a run
  • Long-term players who return after months hoping for content updates and find the game unchanged from 2021, leading to final uninstall rather than additional runs

Developer Priorities

#1

Rebalance the card pool by significantly buffing or removing the bottom 60–70% of underperforming cards so that unlocking more cards feels like gaining options rather than adding noise

Card pool dilution is the second-most-mentioned negative signal and directly undermines the core deckbuilding loop — players report gravitating to the same handful of cards every run, killing variety and replay motivation

Freq: Mentioned in 198 reviews; present in all 35 analysis chunksEffort: high
#2

Redesign the difficulty curve to add a persistent post-completion challenge ladder (e.g. Ascension-style tiers) that scales with player mastery rather than metaprogression unlock state

The current structure creates a binary experience — punishingly hard before unlocks, trivially easy after — and is the single most-mentioned negative topic; it drives both early churn and post-mastery dropout

Freq: Mentioned in 284 reviews; the highest-frequency friction topicEffort: high
#3

Overhaul the tutorial and in-game documentation to cover status effects, damage calculation, lane mechanics, event outcomes, and weapon stash behavior with tooltips and a dedicated learning mode

Unclear mechanics are the third-largest friction topic and a direct early-game churn driver; players who bounce off before mechanics click leave negative reviews despite the game's genuine strengths

Freq: Mentioned in 224 reviews across all chunksEffort: medium
#4

Fix the Powder Master DLC balance and the loot interaction bug introduced by DLC content, and clarify which characters can be combined in the UI

DLC content is actively turning paying customers into negative reviewers; the loot interaction bug is a functional blocker and the balance issue undermines the entire DLC value proposition

Freq: Mentioned in 48 reviews; disproportionately high negative signal given DLC audience sizeEffort: medium
#5

Add a faster combat speed option or an 'instant resolve' toggle that skips animations entirely for players who have mastered the game

Slow combat pacing is the fourth-most-cited friction point and the top helpfulness-weighted complaint (216 votes on a single review); it compounds run length fatigue and is cited by negative reviewers across all experience levels

Freq: Mentioned in 168 reviews; the highest avg helpful votes of any friction topicEffort: low

Competitive Context

Slay the Spiremixed

The unavoidable benchmark — BoR wins on art, soundtrack, and party mechanics but loses on card variety, Ascension depth, and long-term replayability; some players prefer BoR, others recommend StS instead

Monster Trainmixed

Cited as peer-level competition; Monster Train seen as superior in card synergy, balance, and replay depth, though BoR's party system is considered a comparable innovation

Darkest Dungeonpositive

Favorably compared as a tonal and structural inspiration — the party-based permadeath roguelike with scarce healing and grim atmosphere resonates as a clear influence

Griftlandsneutral

Listed as a peer deckbuilder; some players rank Griftlands higher for narrative depth and build variety, others treat them as comparable alternatives

Armellopositive

Compared for shared anthropomorphic animal aesthetic; BoR generally seen as executing the written flavor and atmosphere better, though some Armello fans found BoR disappointing

Inscryptionpositive

Grouped by multiple reviewers in their personal top-3 deckbuilders; mentioned as satisfying the same itch for atmospheric, unconventional card games

Gordian Questneutral

Compared as a similar tactical deck-builder; BoR seen as more accessible but lacking Gordian Quest's quest structure, world-building, and class variety

FTL: Faster Than Lightnegative

Cited as a superior roguelike that BoR does not match in strategic depth and replayability

Sentiment History

Sentiment over time

Playtime Sentiment

Sentiment by time invested

· 1,350 post-launch reviews
?
0h
32%59 rev
<2h
37%43 rev
2-10h
71%424 rev
10-50h
84%686 rev
50-200h
93%117 rev
200h+
95%21 rev

Players who invest more time rate this game significantly higher (+56pts) — a strong signal of a slow-burn experience that rewards patience.

Competitive Benchmark

Compared to 219 similar games in the Strategy genre released in 2021.

Sentiment vs. similar gamesBottom 49%
Popularity vs. similar gamesTop 20%

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Analysis based on 1,740 reviews (Jul 2020 – Mar 2026)