Griftlands

Griftlands

by Klei Entertainment

Steam · Very Positive

The Verdict

A story-first deckbuilder where negotiating is as deep as combat — 30–60 hours of brilliance that leaves you desperately wanting more.
Data current as of Apr 25, 2026. We re-crawl reviews and metadata every 14 days.
Steam Sentiment93

Very Positive

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

SteamPulse Analysis1,988 reviewsAnalyzed 2mo ago

Analysis by Ivan Z. Ganza · Methodology →

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Quick Stats

Reviews

5,612en

14,332 total (all languages)

1,988 analyzed

Current as of Apr 25, 2026

Released

Jun 1, 2021

Price

$19.99

Analyzed

Apr 19, 2026

Velocity

1.7/day

Slowing

Metadata current as of May 2, 2026 · Source: Steam

Market Reach

Estimated owners±60%

450K

Estimated gross revenue±60%

$8.9M

Based on 14,332 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

  • Dual-deck system (separate combat and negotiation decks) is a genre-defining innovation praised as unreplicated at the same polish level by any competitor
  • Three distinct character campaigns (Sal, Rook, Smith) each feel mechanically and narratively unique — Smith's campaign is a particular standout
  • Narrative writing quality rivals dedicated story games, with morally grey choices, strong world-building, and wit running through every line of dialogue
  • Relationship and faction consequence system adds strategic depth and emergent storytelling, rewarding moral flexibility across replays
  • Klei's signature comic-book art style and expressive character animations are universally praised as visually stunning and distinctive
  • Soundtrack is exceptional and character-specific, with reactive audio during combat and negotiation that deepens immersion
  • Addictive 'one more run' loop emerges from the combination of story, deck-building, and NPC relationship mechanics
  • Brawl mode provides a story-free, faster-paced endgame that extends the game's lifespan for players who have finished the campaigns

Gameplay Friction

  • Individual campaign runs clock 3–7+ hours, creating high-stakes permadeath tension incompatible with typical roguelite iteration expectations
  • Story repetition on replays forces players to skip already-seen dialogue; narrative branching is largely binary (e.g., Nadan or Oolo), reducing perceived variety
  • Card pool depth is limited relative to single-deck competitors — each deck feels shallower due to acquisition being split between combat and negotiation pools, with only 2–3 viable builds per character
  • Stacked RNG layers (card draft, random upgrade, draw order, damage rolls) make late-run losses feel undeserved rather than instructive
  • Difficulty spikes sharply at campaign days 3–4 and final bosses, following an early game that many describe as too easy — the transition feels abrupt rather than graduated
  • Tutorial and onboarding are weak; the negotiation system's mechanics and dense keyword tooltips overwhelm new players in the first 30–60 minutes
  • Roguelite-vs-narrative design tension is structural: players seeking pure roguelite replayability find narrative overhead excessive; players wanting a narrative RPG find permadeath and run repetition jarring

Audience Profile

Ideal Player

A narrative RPG fan who also loves card strategy and doesn't mind long, story-heavy runs over quick roguelite loops.

Casual Friendliness

medium

Player Archetypes

narrative RPG enthusiastdeckbuilding strategiststory-driven roguelite fanlore diver

Not For

players who need short, fast roguelite runs with rapid iterationplayers who prioritize deep card synergy systems over storyplayers who avoid repetitive dialogue on replay

Sentiment Trend

stable

Sentiment steady at ~93% positive over the last 180 days (84 reviews).

Genre Context

Griftlands occupies a rare niche at the intersection of narrative RPG and deckbuilding roguelite — a combination that most genre entries don't attempt. Where the dominant deckbuilder convention prioritizes mechanical depth, fast iteration, and endless replayability, Griftlands deliberately trades run speed and card synergy breadth for story investment and dual-system innovation, resulting in a game that outperforms genre norms on narrative quality but falls short of them on post-story replayability.

Promise Gap

'Negotiate, fight, steal or otherwise persuade' — the dual combat/negotiation deck system is fully realized and praised as the game's defining innovation
VALIDATED
'Every decision is important' — the relationship and faction consequence system is confirmed as mechanically meaningful, with NPCs remembering player actions across the run
VALIDATED
'Three unique character campaigns with their own specialized decks, abilities and maps' — all three characters (Sal, Rook, Smith) are praised as genuinely distinct in both story and mechanics
VALIDATED
'Death comes quickly, but each play offers new situations' — the roguelite structure with prestige tiers, Brawl mode, and daily challenges is confirmed, though replayability depth divides opinion
VALIDATED
The store description implies robust story branching ('every decision is important') but reviews reveal campaigns are largely binary (e.g., single faction choice per character), with experienced players calling the story 'on rails'
UNDERDELIVERED
'Each play offers new situations' overstates roguelite variety — reviewers consistently note only 2–3 viable builds per character and limited card pool depth per deck
UNDERDELIVERED
Soundtrack quality — character-specific, reactive, and described by multiple reviewers as worth the price alone — is absent from the store description
HIDDEN STRENGTH
The addictive 'one more run' pull created by the combination of story, NPC relationships, and deck-building is not conveyed; the store page reads as feature-list functional rather than emotionally compelling
HIDDEN STRENGTH
Klei's signature animated art style is mentioned only in visuals, not called out as a standout production value that reviewers describe as 'like playing a stylish, beautiful cartoon'
HIDDEN STRENGTH
PARTIAL MISMATCH

Audience Match

The store page leads with roguelite conventions ('death comes quickly', 'each play offers new situations') that attract players expecting fast, iterative runs — but the actual audience is narrative RPG fans comfortable with 3–7 hour sessions. Players drawn in by roguelite framing are the most likely to churn early.

Player Wishlist

  • Additional playable character campaigns (a fourth or fifth character with a new storyline and card pool)
  • A sequel set in the same Havaria universe
  • Expanded story branching within existing campaigns to reduce repetition on replays
  • Deeper meta-progression system with more meaningful persistent unlocks between runs
  • Official DLC campaigns comparable in scope to the three base characters

Churn Triggers

  • Players who want quick roguelite loops drop within the first session (~4 hours) upon realizing a single run exceeds their session budget
  • After completing all three character campaigns (roughly 30–60 hours), players who exhaust story content churn as replayability drops sharply without new narrative
  • New players overwhelmed by dual-deck keyword density in the first 30 minutes drop before the mechanics click, particularly if the tutorial doesn't resolve their confusion
  • Players who die during a late-game run (day 3–4 difficulty spike) after investing 3+ hours face a full restart and frequently abandon rather than retry

Developer Priorities

#1

Ship at least one new playable character campaign (official DLC or free update)

The single highest-upvoted request in the review corpus with 87+ helpful votes on individual comments; long-term fans explicitly cite 'no new content' as heartbreak, and the absence of expansion is the primary reason engaged players have nowhere to go after completing three campaigns

Freq: 178 mentions, highest avg playtime (94.6 hrs) of any topic — driven by the most invested playersEffort: high
#2

Redesign or significantly expand narrative branching within existing campaigns to reduce dialogue repetition

Story repetition is the primary churn driver for players who loved the game — it breaks the roguelite loop for the audience most likely to become long-term advocates; a single binary branch (Nadan or Oolo) per campaign is specifically called out in a 118-helpful-vote review

Freq: 162 mentions across 40 chunks; avg playtime 28.6 hrsEffort: high
#3

Add a run-length option or mid-run checkpoint/save system to accommodate shorter play sessions

3–7 hour runs are the most consistent friction point (198 mentions); this directly causes churn from players who would otherwise enjoy the game but cannot commit a full session, and amplifies the pain of late-game losses

Freq: 198 mentions — highest frequency friction topic; avg playtime 22.4 hrsEffort: medium
#4

Rebuild the tutorial to introduce dual-deck mechanics and negotiation keywords progressively over the first campaign day rather than front-loading them

New player dropout in the first 30–60 minutes is measurable; the negotiation system is consistently cited as confusing at first exposure and weak tutorial design is a conversion problem at the top of the funnel

Freq: 112 mentions; avg playtime 8.6 hrs — the lowest of any topic, confirming early dropoutEffort: medium
#5

Audit and rebalance Rook at higher prestige tiers, and smooth the day 3–4 difficulty spike across all campaigns

Rook's underperformance at high difficulty is a specific, named complaint from high-playtime players; abrupt difficulty spikes at campaign midpoint cause late-run failures that are disproportionately painful given the run investment required

Freq: 143 mentions; avg playtime 38.4 hrsEffort: medium

Competitive Context

Slay the Spiremixed

Dominant reference across all reviews. Griftlands is favored for narrative depth and dual-deck innovation; Slay the Spire is favored for deeper card mechanics, faster run pacing, and endless replayability. Consensus positions them as top-tier in separate lanes: story-first vs. mechanics-first.

Monster Trainmixed

Cited as having superior deckbuilding depth and card synergy; Griftlands counters with narrative richness that Monster Train lacks. Monster Train's faster run pacing is a recurring preference for some players.

Inscryptionpositive

Positioned as a peer narrative deckbuilder; fans of one are recommended the other. Neither is described as clearly superior.

Disco Elysiumpositive

Griftlands' writing quality — particularly Rook's campaign — is compared favorably to Disco Elysium for moral complexity and world-building depth.

Balatroneutral

Referenced as a genre peer in players' deckbuilder rotation; no substantive comparative judgment made.

Hadesneutral

Referenced as a story-driven roguelite for genre benchmarking; reviewers note both are popular but fundamentally different in design.

Sentiment History

Sentiment over time

Playtime Sentiment

Sentiment by time invested

· 3,096 post-launch reviews
?
0h
35%74 rev
<2h
72%60 rev
2-10h
87%780 rev
10-50h
94%1,622 rev
50-200h
98%503 rev
200h+
98%57 rev

Players who invest more time rate this game significantly higher (+26pts) — a strong signal of a slow-burn experience that rewards patience.

Competitive Benchmark

Compared to 642 similar games in the Indie genre released in 2021.

Sentiment vs. similar gamesTop 22%
Popularity vs. similar gamesTop 5%

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Analysis based on 1,988 reviews (Oct 2021 – Apr 2026)