Across the Obelisk

Across the Obelisk

by Dreamsite Games·published by Paradox Interactive

Steam · Very Positive

The Verdict

A genuinely brilliant co-op deckbuilder buried under Paradox's mandatory data-harvesting launcher and a $130+ DLC pile.
Data current as of Apr 26, 2026. We re-crawl reviews and metadata every 14 days.
Steam Sentiment82

Very Positive

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

SteamPulse Analysis1,996 reviewsAnalyzed 2mo ago

Analysis by Ivan Z. Ganza · Methodology →

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Quick Stats

Reviews

9,393en

12,843 total (all languages)

1,996 analyzed

Current as of Apr 26, 2026

Released

Aug 16, 2022

Price

$9.99

Analyzed

Apr 23, 2026

Velocity

5.5/day

Slowing

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

Market Reach

Estimated owners±60%

470K

Estimated gross revenue±60%

$9.3M

Based on 12,843 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

  • 1–4 player co-op is a genuine rarity in the deckbuilder genre and is consistently cited as the game's defining achievement
  • Simultaneously managing four distinct character decks with cross-character synergies (e.g., rogue buffing mage fire damage) rewards deep theory-crafting and hundreds of hours of experimentation
  • Exceptional replayability driven by branching map paths, 16 heroes, multiple difficulty tiers (Madness/ascension), draft mode, weekly challenges, and extensive unlockables
  • Party-based tactical combat adds meaningful strategic depth beyond single-deck deckbuilders, with class combinations producing emergent gameplay
  • Base game content is described as 'finished and polished' — 50–100+ hours of content across 16 characters, multiple acts, and three game modes without any DLC
  • Addictive 'one more run' loop cited by players logging 100–3000+ hours across a range of skill levels
  • Soundtrack praised as significantly above expectations for an indie title in this genre

Gameplay Friction

  • DLC-locked map nodes, card reward slots, shop items, and events appear in base game runs without prior warning, creating wasted turns and dead choices that feel like in-game advertising
  • Full runs take 5–10+ hours; late-game boss fights run 30–60+ minutes due to high enemy HP and healing — incompatible with casual or short play sessions, and no speed multiplier exists
  • Steep learning curve from managing four decks simultaneously with dozens of status effects; inadequate in-game tutorial forces wiki dependency for new players
  • Meta-progression gates basic town features (e.g., item selling) behind many hours of play, with currency grind required before individual runs feel competitive
  • Balance is uneven: some hero/build combos are game-breakingly overpowered while others are non-viable; high Madness levels shift toward RNG over skill; update-introduced stat caps removed scaling build satisfaction for veteran players
  • Newest DLC zone (Necropolis) introduces sleep mechanics with no meaningful counterplay, widely described as poorly balanced

Audience Profile

Ideal Player

A theory-crafting deckbuilder fan who has a regular group of 2–4 friends, can tolerate a steep 10-hour learning curve, and buys the base game on sale without touching the DLC catalog.

Casual Friendliness

low

Player Archetypes

Co-op deckbuilder enthusiastTheory-crafter / build optimizerRoguelike completionistTactical RPG veteran

Not For

Solo players who want quick 30-minute sessionsPlayers sensitive to aggressive publisher monetizationAnyone unwilling to bypass a mandatory data-collection launcher

Sentiment Trend

stable

Sentiment steady at ~57% positive over the last 180 days (370 reviews).

Genre Context

Party-based co-op deckbuilders are exceptionally rare — most genre entries are single-player or asynchronous — making Across the Obelisk's 1–4 player synchronous co-op a meaningful differentiator. However, the genre has matured significantly since 2022, and new entries with cleaner monetization are now capturing the audience that Across the Obelisk's publisher decisions are actively pushing away.

Promise Gap

'Journey alone or with up to three friends' in co-op — confirmed as the game's most praised feature with 298 positive mentions
VALIDATED
'Build decks from 500+ cards, over 300 items and 16 heroes in four different classes' — content volume confirmed; base game depth praised by players with 50–3000+ hours
VALIDATED
'Procedurally generated events' and 'no two journeys are the same' — branching paths and replayability are among the most cited strengths
VALIDATED
'Coordinate your party in tactical combat and experiment with different class combinations' — cross-character synergy building is the top-praised mechanical feature
VALIDATED
Store page implies a complete, standalone experience — reviewers report DLC-locked nodes, rewards, and events are embedded in base-game runs without disclosure, undermining the 'complete' framing
UNDERDELIVERED
'Endless replayability with three in-depth game modes' — veteran players note that post-Paradox acquisition, no meaningful new free content has been added in years and the modes have not expanded
UNDERDELIVERED
No mention anywhere of the mandatory third-party launcher, data-collection EULA, or the post-purchase contract change — the single highest-impact negative experience for buyers
UNDERDELIVERED
Soundtrack quality — repeatedly described as 'having no business being as good as it is' for a game of this scale, never mentioned in the store description
HIDDEN STRENGTH
The social dynamics of co-op resource competition (friendly conflict over loot and path decisions) create memorable shared experiences not captured by the store's functional co-op language
HIDDEN STRENGTH
Steam Deck playability — not mentioned prominently in the store page despite being confirmed playable and requested for improvement
HIDDEN STRENGTH
PARTIAL MISMATCH

Audience Match

The store page targets a broad fantasy RPG and co-op adventure audience with accessible language ('set forth,' 'quest to save the kingdom'), but the actual player base skews toward experienced deckbuilder and roguelike veterans who engage with complex multi-deck theory-crafting — casual players attracted by the store framing frequently bounce within the first few hours due to the steep learning curve and opaque meta-progression.

Player Wishlist

  • Endless mode to continue pushing a completed deck against escalating difficulty
  • PvP / versus mode for player-vs-player combat
  • Additional map regions, enemies, and late-game boss encounters beyond the current act structure
  • Cross-save character progression for co-op (so guest players retain unlocks)
  • More story endings and branching narrative outcomes

Churn Triggers

  • Within the first 1–4 hours, new players encounter dead DLC-locked map nodes and reward slots without prior warning, triggering immediate negative reviews and early exits
  • After ~10 hours, players who cannot clear the meta-progression grind gate (unable to sell items in town, limited perk points) abandon before the game opens up
  • Shortly after a major patch, recurring broken card effects and multi-second freeze spikes on curse-stacking builds cause veterans to uninstall, citing 'unplayable for months after every update'
  • Players who had 100+ hours pre-Paradox acquisition return post-launcher-update, encounter the mandatory data-collection EULA, and permanently stop playing rather than accept new terms

Developer Priorities

#1

Remove or make the Paradox launcher optional, and revoke the data-collection EULA — or provide a permanently documented, supported launch-option bypass

The mandatory launcher is the single highest-voted negative issue (189 mentions, avg 42 helpful votes per review) and is actively blocking players with 200+ hours from returning; it is also a legal and reputational liability

Freq: 189 explicit mentions; dominant theme in most-helpful negative reviewsEffort: high
#2

Filter DLC-locked content (nodes, card rewards, shop items, events) out of base-game runs entirely, or add clear pre-travel indicators before players commit to a locked path

98 mentions of DLC content appearing as dead slots in base-game runs; this is the friction most likely to generate immediate refund requests and early negative reviews from new players

Freq: 98 mentions across all chunks; avg 57 helpful votes — highest per-review helpfulness of any gameplay issueEffort: medium
#3

Add a 1.5×–2× combat speed option and investigate reducing late-game boss HP/heal totals to shorten run length without removing depth

98 mentions of run length as a blocker; directly reduces casual and co-op session completion, capping the audience at players with 5–10 hour uninterrupted windows

Freq: 98 mentions; appears in both positive and negative reviews as a limiting factorEffort: low
#4

Redesign meta-progression to unlock basic town features (item selling, core perk access) within the first 3–5 runs rather than gating them behind 10–15 hours of play

Players who hit the meta-progression wall within 10 hours leave before the game opens up; this is the primary early-dropout mechanism for players who survive the tutorial but not the grind

Freq: 68 mentions; concentrated in 5–20 hour playtime reviewsEffort: medium
#5

Establish and communicate a public balance patch cadence with a regression-testing commitment, specifically targeting new DLC zone balance (Necropolis sleep mechanics) and post-patch stability

68 technical/crash mentions and recurring balance complaints from veterans with 150–550 hours; each major update is described as causing months of unplayability, eroding trust in the live-service commitment

Freq: 68 technical mentions + 78 balance mentions; concentrated among highest-playtime reviewersEffort: high

Competitive Context

Slay the Spirepositive

Universal reference point; majority of reviewers describe Across the Obelisk as a deeper, party-based, co-op-enabled evolution — many explicitly prefer it. A minority favor Slay the Spire for tighter solo pacing and strategic clarity.

Slay the Spire 2negative

Recent reviewers (2025–2026) cite Slay the Spire 2 as solving the co-op deckbuilder problem without the DLC baggage, positioning it as a direct reason to skip Across the Obelisk.

Darkest Dungeonpositive

Cited as a secondary design influence; players describe the game as a successful hybrid of Darkest Dungeon's party/rank system with deckbuilding mechanics.

Monster Trainpositive

Compared favorably on variety and fun factor; some prefer Monster Train for faster pacing and tighter design.

Balatromixed

Recommended as an alternative by frustrated players specifically because of Balatro's clean pricing and absence of a DLC paywall — not a direct design comparison.

Stellarisnegative

Cited as the cautionary template for Paradox's DLC trajectory ($520+ in DLC on a $54 base); players invoke it to predict where Across the Obelisk is heading.

Sentiment History

Sentiment over time

Playtime Sentiment

Sentiment by time invested

· 7,720 post-launch reviews
?
0h
21%156 rev
<2h
28%108 rev
2-10h
71%1,004 rev
10-50h
87%2,562 rev
50-200h
82%3,037 rev
200h+
76%853 rev

Players who invest more time rate this game significantly higher (+54pts) — a strong signal of a slow-burn experience that rewards patience.

Competitive Benchmark

Compared to 270 similar games in the Strategy genre released in 2022.

Sentiment vs. similar gamesTop 46%
Popularity vs. similar gamesTop 2%

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Analysis based on 1,996 reviews (Feb 2024 – Apr 2026)