USD 0Version 4.2.1Mon Feb 16 2026
Heroes, v4.2 is here!
In this version, we’re introducing Events with Minigames, a brand-new type of event designed to bring fresh mechanics and rewards to your journey. The first of these events features the Wheel Minigame, offering fun challenges and special prizes, stay tuned and be ready when it goes live!
We’ve also made several improvements under the hood to evolve our event system, allowing for more minigame-based events with new mechanics in the future. As always, we fixed multiple bugs and added overall polish to improve stability and performance.
Please get in touch using the “Report a Problem” button if you encounter anything unexpected.
Requires iOS 15.0 or later. Compatible with iPhone, iPad, and iPod touch.
For anyone that enjoys a simple turn based rogue-like rpg this is the game for you. I really like the art style and I find it super satisfying opening card packs between battled and chests after quests. I can’t get and I can’t wait for more content! Gameplay: Having the option between the knight and witch that have very different play styles is a cool and unique system. After every battle you open a card pack which makes each run different and forces more strategy to be involved depending on the cards you pick. After every battle you either pick which enemy you fight or if you wanna upgrade cards, full heal, duplicate cards, or get rid of cards. Each enemy has unique abilities or passives that effects the way you play into them making it challenging and unique. When outside of combat you can pull armor and weapons out of chests that effect your damage, defense, and health. Each piece of equipment has passives and can be upgraded that’ll help with every run. You’ll probably pull a bunch of duplicates but that’s fine because they have a merging system that ups the rarity of the armor improving the stats and passives. If I could change anything I would let players edit the main deck with certain cards that way the experience feels like it’s a tied a little bit more to strategy than RNG, like building a “structure deck” that works with certain armor combinations
I’ve been looking through mobile games for a while now trying to find the perfect balance of simple/non-time consuming, fun, and challenging when I stumbled on this. It hits all 3 categories, is not pay to win, and is just a really fun and fairly quick RPG turn based/deck builder. Always been a fan of MTG and hearthstone but don’t have the time or energy to play them well, and this has a base deck built around each hero that you build up each adventure (10 fights). The ads are reasonable and it’s not pay to win (you can invest to power up quicker but you can definitely succeed without it). i decided to just pay for the ad-free. It makes it a lot quicker and the price is more than fair. I also really appreciate that when you get higher quality items you can recycle the same item type that you’ve already upgraded and get everything you put into it back! No need to hold back on upgrades. All in all just a great game if you like this kind of thing!
After now 5+ weeks of grinding I edit my previous review from 2 to 4 stars. I still have plenty of fun with this game & would still say it's the most addicting mobile game I played so far. Just be informed that the difficulty spike rises extremely fast & high up, battles don't give much gold or rewards, so you have to grind a lot. Like really a LOT. And it's much RNG which cards you will get to improve your deck that might help you defeating your enemies or more prevent that (most of the time skipping new cards is the best option to go with). I would like if one would be able to sell the equipment. If you grind as much as one needs, you mostly do that for gold which you then need to upgrade your equipment. However you most likely will also receive eq that is completely useless and that fills up your storage for no further use at all. So being able to sell those would be a great improvement for your game, to get a bit of extra gold & thus battles would feel more rewarding. Eg. after world 3 you unlock a new mode with which you can make previous world's harder for better chances for equipment drop. However as the previous worlds only drop eq you don't need anymore, this mode is pretty useless as you can just grind in the last world you completed, get the same eq you want to raise it stars & move on to the next world. Overall still a v good game with its flaws. Really looking forward to future updates!
On the surface, Card Guardians looks like a game that I would enjoy. Pirate Outlaws, Meteorfall, Dawncaster, and Slay the Spire are all games I love. From it’s description on the store page, I downloaded Card Guardians thinking it was similar — well, it’s not. To clarify, the card battling is comparable to the titles I mentioned above. You draw a hand, you have a resource that dictates how many cards you can play, and the goal is to limit how much damage you take all while defeating enemy encounters. Between combat you open packs of cards, adding some potential upgrades to your starter deck. This is the smokescreen and where the similarities end. The entire structure of the game loop is uprooted by the “behind the scenes,” gatcha-manic micromanagement that is the equipment system. Can’t win a fight? It’s probably not your deck, your equipment just isn’t up to par. Want better stats or a more synergistic load-out? Roll for it. I could see how the progression of an RPG could be incorporated into a card battler, but Card Guardians just isn’t it. If you do not mind the myriad of in-app purchase notifications and how they effect the card play, then there is still a pretty game with lots to see and do. If you are looking for an experience that respects your skill over your luck, look elsewhere.
For fans of Slay the Spire, this is a solid phone app game. Although this game is more simplistic in basic gameplay, it brings a lot of new innovation to the genre. The two heroes released so far have very different gameplay. There is an abundant equipment system that will allow you to customize your character to fit with your play style. The things I wish developers would change are: all the enemies have a single attack when attacking. Which makes debuffs like Blind (50% chance to miss) very risky (possibly too much so) to use. While the heroes both have multi attacks, so blind is a great debuff for the enemies. Also, if the cleanse cards said prevent/remove the next debuff they would be much better to include in a deck. Currently I just have a dead card until I have a debuff and then hope I draw it before that debuff wears off. Overall, super solid game. I can’t wait for the next hero to be revealed!
This game is a blast of a time, I started playing a long time ago and quickly fell in love with the game. So naturally buying the “unlocked” version was a simple step that normally I didn’t take for games like these. I don’t regret it, but with the lack of changes I have found myself waiting… and waiting….. and waiting. This game is on the cusp of a fabulous game, but the lack of deck building (before you enter a match and during) and the never fulfilling promise of a new hero keeps the game all the exact same. Playing on to new levels gives me almost no satisfaction as it is the EXACT same as the level I’ve just beaten just a little harder. You go in with the Same deck, praying that you get that one good card and that you can get an upgrade on said card, and if you don’t you just pray you are lucky enough to get good enough cards. Don’t get me wrong this is still a skills based game. But there is little you can do when the majority of the games variety comes from and is exclusive to the singular moment you have inside the levels when you pick between 3 cards. Love this game a ton! I have just been waiting so long for something more to come from it:/ I’m starting to feel like nothing may ever will
I am really enjoying this game so far. Graphics/animations are cool and the concept of gameplay is different from other card type games. Few concerns though. 1. The basic default deck is great but as you get to higher levels it kind of starts to leave the player behind. Maybe have different starting decks to choose from? Or at higher levels offer an upgraded card? Just something to make the grinding less painful 2. Tooooo many item options….I get grinding and strategy but it would be nice to get a set of 1 star items. Maybe even one day have a 2 star item. Grinding level 3 and I rarely got the same item to allow me to merge. Maybe add a wish list for sets you want to give high chances on certain items? Or lessen the amount of items available? 🤷🏻♂️ 3. I think if you did either of the first 2 things that would be swell. Both might make it to easy and I like the challenge this game offers 4……chaos mode is impossible!!! I tried level 1 at max chaos mode and there’s no way it’s beatable. Even if I got all 3 shields on my first draw it’s a 1 hit kill to the player. Maybe add a player level system and high the player level per character the better decks you can unlock? All that and said I am still giving 5 stars! =] kudos team I look forward to any updates to come!
I don’t normally leave reviews for games but this game hooked me the moment I tried it. Extremely fun and both of the characters have a couple of really fun strategies that you can deck build around to beat the last boss. All that being said though after some solid grinding and like 2 weeks of playing I beat the story and all the bounties even though my equipment isn’t even close to being maxed out on either character. Just wish there was more content or better replayability on the already existing adventures (kinda like slay the spire where even though there’s only 3 different bosses every run feels immensely different). Anyways at the very least it was really fun while it lasted and I’ll be back to play whenever any updates come out. Even something like a nightmare mode on the already existing adventures would be enough to bring me back as I really enjoyed the game.
















