Indies' Lies

Indies' Lies

by Fun Square Games·published by Erabit

Steam · Mostly Positive

The Verdict

A content-rich StS-inspired deckbuilder with great art and a clever multi-hero party system, hobbled by broken translations and undisclosed online-only DRM.
Data current as of Apr 27, 2026. We re-crawl reviews and metadata every 14 days.
Steam Sentiment77

Mostly Positive

Above the median for reviewed Steam games.

SteamPulse Analysis229 reviewsAnalyzed 2mo ago

Analysis by Ivan Z. Ganza · Methodology →

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Quick Stats

Reviews

230en

781 total (all languages)

229 analyzed

Current as of Apr 27, 2026

Released

Jan 15, 2023

Price

$14.99

Analyzed

Apr 23, 2026

Velocity

0.1/day

Slowing

Metadata current as of Apr 27, 2026 · Source: Steam

Market Reach

Estimated owners±100%Small-sample

25,000

Estimated gross revenue±100%Small-sample

$140.0K

Based on 781 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

  • Multi-hero party system — sidekicks join gradually, each adding one draw and bonus energy, keeping deck focus on the main hero while delivering a genuine sense of party growth
  • Rune system replaces single-upgrade-path with attachable rune cards that modify individual cards, adding a second layer of customization and RNG depth
  • Card replacement on pickup lets players maintain a tight, intentional deck rather than accumulating bloat — praised by a vocal subset as the best change from the StS formula
  • 12+ distinct characters with unique class cards, talent trees, and dedicated story modes deliver genuine per-character replayability
  • Anime-style artwork is consistently cited as a visual standout — detailed character designs and animations make the world feel alive
  • Up to 20 difficulty tiers with selectable partners and procedural talent trees create substantial build variety across runs
  • Per-character story modes unlock after completing a normal run, adding narrative reward for progression beyond the roguelike loop

Gameplay Friction

  • Cards must be clicked to read their effects — hover-to-inspect is absent — making card evaluation significantly slower than genre peers
  • Rune modifications applied to a card are not reflected on the card's display (outside of energy cost), leaving players guessing at augmented effects
  • Default difficulty is widely described as trivially easy for experienced deckbuilder players; one-turn kills are common in early acts, removing tension
  • Dragon's Abyss endgame mode has damage-scaling imbalance where boss HP and attack outpace available defensive options, effectively gating high-difficulty completionists
  • Difficulty settings lack descriptions, and the UI does not communicate how modes affect run parameters or progression
  • Map routes are short (max ~15–20 tiles across 3 chapters) with few branching events, making individual runs feel thin despite total content volume
  • Card replacement mechanic is polarizing among engaged players: those who want classic deck-management tension find it trivializes a core deckbuilder challenge

Audience Profile

Ideal Player

A patient roguelike deckbuilder fan who wants 100+ hours of character variety and build experimentation at a budget price and can overlook rough text quality.

Casual Friendliness

low

Player Archetypes

Roguelike completionistDeckbuilder theoristAnime art enthusiastBudget game hunter

Not For

Players new to the genre who need clear tutorials and polished UXOffline or mobile/travel gamers who expect a single-player game to work without internetSlay the Spire veterans who require mechanical originality

Sentiment Trend

stable

Insufficient recent review volume to determine trend.

Genre Context

The roguelike deckbuilder genre is dominated by titles with highly polished UX and precisely tuned difficulty curves — player tolerance for ambiguous card text or missing hover-inspect is near zero. Indies' Lies differentiates through a multi-hero party system and rune-based card augmentation, but its lack of hover-inspect and translation quality fall significantly below the genre baseline players arrive expecting.

Promise Gap

700+ cards, 160 Talents, 90 enemies, and 50 items — reviewers confirm the content volume as substantial and a key value driver
VALIDATED
Unique stories for each character — reviewers confirm per-character story modes exist and praise the writing quality
VALIDATED
Deckbuilding agility to replace cards or enhance with Runes — both the card replacement mechanic and rune system are confirmed and frequently discussed
VALIDATED
High replay value via procedural generation — reviewers with 50–374 hours confirm strong replayability across builds and characters
VALIDATED
Store page implies a fully offline single-player experience but the game requires an internet connection to save unlocks — this DRM layer is not disclosed anywhere in the store description
UNDERDELIVERED
'Fresh take on Roguelike Deckbuilding Classics' — a significant portion of reviewers describe card designs, events, and terminology as direct StS copies rather than a fresh take
UNDERDELIVERED
Deep lore and story immersion — translation errors throughout card descriptions and character names undermine the narrative experience the store page sells
UNDERDELIVERED
The partner-choice mechanic after each boss (join party vs. take a buff) creates a meaningful strategic decision not mentioned in the store description
HIDDEN STRENGTH
Free post-launch character class additions — reviewers note the developer added new classes at no charge, which is not communicated on the store page
HIDDEN STRENGTH
The anime art style is consistently one of the most praised elements in reviews but receives no meaningful emphasis in the store description
HIDDEN STRENGTH
PARTIAL MISMATCH

Audience Match

The store page targets broad deckbuilder fans with emphasis on content volume and lore depth, but the actual audience skews toward patient, genre-experienced players willing to tolerate rough UI and translation quality. Casual or genre-newcomer players implied by the accessible price point are disproportionately the ones leaving negative reviews.

Player Wishlist

  • Expanded map size with more branching events per chapter to reduce per-run repetition
  • Multiple tiered final bosses unlocked progressively (classic roguelite ascension model) beyond the current Dragon's Abyss
  • Wider music variety to reduce audio repetition across long play sessions
  • Story modes for every character, including those currently missing them

Churn Triggers

  • Within the first 1–3 hours, new players unable to understand what cards do — due to untranslated or garbled text — stop playing before reaching the first boss
  • Early acts are so easy that experienced deckbuilder players disengage before discovering the difficulty scaling system, leaving after 2–5 hours with 'nothing challenged me'
  • Players attempting to play offline (travel, commute) discover mid-session that unlocks do not save without an internet connection, triggering immediate uninstall
  • On first launch, some players hit a red-screen startup error with no fix available from support, churning at zero playtime

Developer Priorities

#1

Disclose the online-only DRM requirement on the Steam store page and add the appropriate feature tag; evaluate whether offline unlock caching is feasible

The two highest-voted reviews in the dataset (209 and 155 helpful votes) are about undisclosed online DRM — this is the single largest trust and refund driver, and it actively misleads buyers

Freq: Affects all players who attempt offline play; disclosure gap affects every potential buyerEffort: low
#2

Commission a native English copyedit of all 700+ card descriptions, tooltips, and character names to eliminate mistranslations

Translation errors are the most frequently mentioned issue (30 reviews) and directly break the core gameplay loop — players cannot make informed card decisions, causing early churn

Freq: Encountered by nearly every English-speaking player on every card interactionEffort: high
#3

Add hover-to-inspect for all cards (in hand, in shop, on reward screen) and display rune modifications on the augmented card face

Absent hover-inspect is the top UI complaint and compounds translation issues — players must click to read every card, multiplying friction across hundreds of decisions per run

Freq: Every card interaction in every run; 27 reviews cite this clusterEffort: medium
#4

Revise default difficulty upward or add a recommended difficulty prompt for players with 50+ hours in deckbuilder games

Early-game triviality is the primary reason experienced deckbuilder players leave before discovering the game's depth; 33 reviews cite balance as a friction point

Freq: First 1–3 runs for any player arriving from Slay the Spire or Monster TrainEffort: medium
#5

Fix Dragon's Abyss damage scaling so player defensive options scale with boss HP/attack at difficulty 14–20

Endgame balance failure cuts off the players most invested in the game — exactly the high-playtime audience that generates word-of-mouth and positive reviews

Freq: Affects all players pursuing high-difficulty endgame contentEffort: medium

Competitive Context

Slay the Spiremixed

Most frequent comparison by far. Some reviewers call Indies' Lies a genuine improvement — more characters, card replacement, rune system — while others call it a near-1:1 clone copying cards, events, and terminology without sufficient differentiation. The comparison cuts both ways depending on reviewer investment in StS.

Monster Trainmixed

Cited as a comparable genre peer; some reviewers prefer Indies' Lies' character variety, others favor Monster Train's mechanical distinctiveness and challenge.

Across the Obeliskneutral

Referenced as a similar multi-character deckbuilder in the same competitive space; no strong valence expressed.

Griftlandsneutral

Named as a comparable roguelike deckbuilder; reviewers place it in the same genre category without extended comparison.

Gordian Questnegative

One reviewer called Indies' Lies 'a bad copy of Slay the Spire and Gordian Quest,' implying it borrows heavily from both without sufficient differentiation.

Vault of the Voidneutral

Cited as an alternative deckbuilder with comparable map and deck-building mechanics; no clear preference expressed.

Sentiment History

Sentiment over time

Playtime Sentiment

Sentiment by time invested

· 136 post-launch reviews
?
0h
25%8 rev
<2h
44%9 rev
2-10h
72%43 rev
10-50h
80%59 rev
50-200h
100%16 rev
200h+
100%1 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 344 similar games in the Strategy genre released in 2023.

Sentiment vs. similar gamesBottom 36%
Popularity vs. similar gamesTop 28%

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Analysis based on 229 reviews (Mar 2022 – Nov 2025)