Reviews from

in the past


Juegazo de cartas y gestión roguelike. Me ha enganchado muchisimo, al principio cuesta cogerle el truco y el ritmo para no morir en tres turnos, pero cuando entiendes bien el tema de la gestión, las ideas con las que hacer objetos, armas, comida... es sencillo de jugar.

Muy recomendado.

Un juego indie muy simpaticote. Le faltaría un poco de pulido en las automatizaciones que permite pero parece que lo siguen actualizando.

Stacklands é uma mistura curiosa de jogo de cartas com um rts, ou um jogo de gerenciamento. Eu me sinto no começo de um age of empires, mandando meus coletores buscarem recursos como madeira e comida, mas é tudo feito brincando com as combinações de cartas de baralho que você recebe.

A graça do jogo é experimentar essas combinações e descobrir coisas novas, assim liberando mais cartas e desbloqueando novas situações. E é muito interessante e gostoso fazer isso. Ao mesmo tempo também é o que me faz ficar frustrada com ele. Num geral eu acho que me dou melhor com jogos com objetivos claros, eu não sou muito boa na parada de ir experimentando e descobrindo por conta própria e é por isso que nunca fui muito longe nele.

Eu comprei esse jogo num dia que eu estava muito mal, e ele me ajudou a fugir da minha cabeça por algumas horas e só por isso já valeu.

Não sei se um dia vou "terminar" ele, mas tem sido gostoso abrir de vez em quando e jogar uma partida. Não virou um vício, não sei quanto tempo vou levar pra enjoar, mas por enquanto tem sido um bom jogo para jogar de vez em quando.

Também custa baratinho demais (menos de 11 reais no preço cheio) e está sempre sendo atualizado. Vale a pena conferir nem que seja pela curiosidade de ver como eles conseguiram misturar dois gêneros tão diferentes.

A cute, one screen, card based builder. The simple presentation hides a surprising amount of depth.

Gets incredibly tedious after some hours because of the RNG involved when opening packs.
Performing the same money-making routine while micromanaging your workers multiple times because a pack didn't give you any new cards gets boring incredibly fast.


i dunno. it's definitely not bad, but there's a lot of missed potential here.

a little too easy/forgiving to play as a roguelite, too simple to play like dwarf fortress, too flat to play like simcity.

the presentation is often wonderful and the systems often work pretty well, but stacklands could benefit heavily from some more focus in its gameplay. in its current state, the player does not have much interactivity or choice-- the game can often feel like a list of chores without the charm, wonder, or environment of a game like animal crossing. it is not fun or interesting to thoughtlessly drag virtual cards on top of each other; even windows solitaire demands more of a player's attention than this.

one more gripe, then I'm done, i promise. there is not enough consistency in stackland's mechanics for the kind of game it strives to be. most notably, it can be infuriating when stacks sometimes function as queues (leaving a villager atop a stack of berry bushes will harvest each of them) while some times they don't (leaving a villager atop a stack of wood does nothing.)

on the whole, i enjoyed the time i spent with stacklands, but it was likely more for the movie i was watching in the background than the game i was playing.

One of the rare few skinner-boxy games that didn't leave me feeling completely cynical and jaded by the end. Lots of charm, though a few QoL improvements would be very much appreciated. Too many glitchy bouncing cards feels off to me. Wish you keep expanding the map screen by increasing the card limit. But most importantly, I wish you could automate systems so you wouldn't have keep pausing every second to move cards at the endgame.

I feel like this game was going for something like Don't Starve, where you have to prepare for a wave enemies, but the game was too easy it never had any bite. The casual set-up sort of clashes with the permadeath element of the game.

El concepto está muy chulo y es entretenidillo pero me da pereza sacarme el 100% asi que así se queda. Igual en algún momento le vuelvo a dar.

Perfect marriage of a cool idea + a great execution. Stacklands is a simple, yet adicting game with a very satisfying game loop. Your main goal is to survive as long as you can by (yes, you guessed it) stacking cards. Combining cards will unlock not only new decks with more powerful cards but also will provide multiple upgrades, recipes and resources that will make your village grow bigger and better every day.

Stacklands is still in "early access" which means the game is still in development and they're constantly working on improvements and new content but I think i'ts already worth buying for it's cheap and affordable price.

A short simple game about stacking cards to generate cards to sell to buy more cards. If you like skinner-boxy reward loops this game is a nice short diversion, and I enjoyed the initial phase of experimenting, exploring and expanding. I find these games without distinct phases bring out a compulsive tendency in me where I'll just play on and on getting more and more tired, pushing towards an end that isn't coming. I think I'd have enjoyed Stacklands a lot more if there were clearer points to stop a session and come back later.

The game dragged toward the end, especially when I got onto the island content. Apparently the island is an update, sort of Free-LC, and I think it might be more fun for returning players. Without a break it just felt like an additional chunk of time wasting before reaching a similar climax. By that point everything had become incredibly messy, the screen flooded with cards that bounced about and disorganised themselves, pipelines of farm > stove > messhall that nevertheless required manual input at every step, and a large, unsearchable menu of recipes. Some QoL upgrades could go a long way.

If you don't spend too long stuck at the end it's a nice short game, but the last couple of hours soured me on the experience.

Buen pasatiempo en el que juntas cartas para desbloquear nuevas cartas. Está curioso si no has jugado a nada por el estilo y por el precio es un regalo.

A nifty idea for a roguelite and trading cards.

Importante: pulsando espacio puedes hacer cosas mientras el juego está en pausa. Yo me he enterado de eso como 8 horas después.

por mais que seja um jogo bem simples, e com poucas horas você consiga desbloquear tudo e ficar completamente invencível, todo o caminho até lá é muito divertido e viciante, o jogo conta atualmente com 31 cartas, mas os devs já se pronunciaram sobre futuras atualizações que visam triplicar essa quantidade, enfim, foram 12 horas que eu não vi passar, e estou ansioso pelas atualizações :)

delightful way to kill a few hours! feels good to juggle resources and keep your villagers alive as you build up the tech tree. eventually collapses under its own weight as the UI gets out of hand, and the RNG is kinda brutal. great concept.

On my first ever Stacklands run, a 15 minute endeavor, I died after foolishly charging my one remaining villager, a wooden-club wielding Warrior, through the first dark portal that appeared. "Oh, it's one of those games," I thought.

On my second run, with the new moons set to the longest speed, things couldn't have gone any differently. I received a plethora of lucky drops that led to quick innovations in industry. I spent turns churning out money over and over to try and see each card in each deck, build more things, finish more quests, gear up my growing legion of baddies. 3.5 hours later, I place the goblet on the Temple and clutch out a win against the "final boss" with 3 HP left on my final ninja. Ravaged of resources and needing to feed myself, I cashed out my entire board, bought a few dozen card packs, and eked out some more ideas before succumbing to the horde I summoned in my unboxing.

When I returned to Stacklands a couple of hours later, I suddenly felt deeply lost and confused. Having sped through the progression of the gamestate so quickly and thoroughly, I had not internalized much of anything. My massive list of recipes was organized in alphabetical order, and I could not recall what was important - or possible! - to create first. I had been dutifully fulfilling the list of new quests, and building new structures and recipes as the ideas appeared. Without the direction or feedback system, everything felt new again. I died of starvation on the second turn, having been unable to roll a Berry Bush from a booster pack.

I suppose I just need some more practice, but there is something to be said about how Stacklands approaches progression and information. I can't see what I'm able to build with 3 stone and 3 wood. I can't recreate the gamestate that guided me through the game's various building blocks in order of rough importance or value. The more you learn without internalizing, the more you have to re-learn on the next run. The longer you spend in the (significantly more stable, less intense) late game, the more foreign the (more turbulent, RNG-dependent) early game becomes.

Don't get me wrong, I'm going back. I just wish that I could get the feeling and flow of that second run back. I'm worried it won't reappear.

simple looks but great depth. I just hope they continue to build upon this in the future. Extremely addictive

I think this game does a great job of making a card game version of games like minecraft or terraria. The art and sound design is super clean and helpful for keeping track of all the various resources and timers, and i really enjoy the various resource loops and progression. My biggest complaint is with the combat gear. The gear card effects have a few different effects as well as a combat number and i never quite figured out what the combat number really meant. Also the way you unlock recipes/ideas isn't the best especially in certain points where you can be kinda unsure at what you should be doing or are stuck with a bunch of recipes where you cant even find or understand the ingredients for them.

fun sokpop title. i think i liked the execution of this theme more in Simmiland, but it's still hard to put down.

Muy divertido y muy simplecito. Aún tengo mil cosas que hacer pero por ahora ya puedo retirarlo a ''jueguito que dejar ahí y jugar de vez en cuando''

Stacklands tem uma proposta legal de ser um pseudo-survival minimalista usando cartas, e ele faz isso muito bem, pra ser sincero. Só acho que não é algo que eu achei divertido? O limite de cartas é bem proibitivo, os ciclos são mais irritantes do que dão ritmo ao jogo e eu acho que queria mais coisas pra fazer (ao invés de "só sobreviver" e dar a sorte de achar coisas novas).

Conceito bom mas se torna repetitivo em pouco tempo
6/10

Nette Idee, schön umgesetzt.
Ein paar quality of life-Ideen hätten das Spiel sicher spaßiger gemacht. Hütten produzieren mehr maximale Karten auf dem Feld. Diese müssen jedoch ebenfalls im Feld rumliegen anstatt auf einem Stapel außerhalb platziert zu werden.
Wenn Tiere gegen den Stapel Hütten kommen, rutschen diese übers ganze Feld.
Münzen fliegen überall rum.
Das hätte alles etwas schöner umgesetzt werden können.
Dennoch eine Empfehlung.

Interesting gameplay and addicting game loop. The management is tedious sometimes and to random in my opionon.

dis game is really fun, you have da cards and you do things with da cards
it's really simple and works really well but i have dis issue where there's a lot of grinding and waiting to get da resources you need
it takes a bit of careful and smart planning but you won't figure everything out on your first run, but at da same time it can feel kinda grueling to start all over again and building it all from scratch if you ran into some problem or made a mistake halfway through a run
but it's a really fun game and i love how simple and cute it is <3


Stress-free Cultist Simulator. Thanks Sokpop <3

Funsy! It's not perfect but it's very good in its own specific way.

its a fun game with a delightful artstyle which made me not realise it was 2 am

The chill vibes and simplistic charm of this tiny card based village builder are more than worth what you'll pay for it, and will leave you wanting more after you've 100%'d the game. NameBrand.

Stacklands is really interesting and strangely captivating! I found myself playing it in-between some other games I've been frequenting, but before I knew it, it got its hooks in me and I found myself coming back non-stop up until I beat the game, and until I completed the game. I even stuck around after 100% completion, just to keep building my village to see how autonomous I could make things and how powerful I could become.

It might be short, but it passes one of my essential metrics of 1$ USD per hour of play. I paid $5 for it, and I've played it for just over 5 hours. Not only that, but I really enjoyed my time with it.

Stacklands is largely about resource management, and making sure that your villagers always have food to munch on, and beyond that you have to make sure you have a strong enough army to combat any enemies that seem to wander into your portion of the world. The multi-tasking between gathering and hunting and making food can get you distracted pretty quick! I lost quite a few of my little villagers because I was too busy to notice that the food supply had gotten a little low. It's fun in the late game to get a lot of these tasks automated, and I found myself needing gold less and less frequently, to the point where I wasn't spending any at all. That progression makes things sound a bit unbalanced, but it's all a very natural evolution of the gameplay loop.

Really my few complaints are just one of preference: I really don't like how the cards are pushed around. I wish there was a way to lock down cards in specific locations. I understand the mechanic of the monsters moving around the board is essential, but I wish after combat, everything could return to "their places" that I assign, just to help with my OCD of everything needing and having a place. Maybe, this could be rectified with chests that work similarly to coin chests, but could be for designated items?

I think that's really my biggest complaint, is once you start to grow your operations, the board just gets overtaken with cards, and it's difficult to monitor everything you have going on. Which I think is a part of the difficulty, but I wish it wasn't, to an extent. That way, instead of fixating on how my cards look, and what cards are where, I could focus more on the strategy of what I should be doing with my resources, my villagers, etc.

At any rate I really recommend it, and I think that the vast majority of people that try it will enjoy it enough to get their money's worth out of it.

EDIT: I also think it needs to be mentioned that I do know about the Sokpop Collective's primary business model (a new game every month with a $3 subscription), and within those time constraints it makes Stacklands an even more impressive feat than it already is.

It is my hope that the devs seriously consider the success of Stacklands, so much so that they start to discontinue their monthly release schedule, in favor of making a feature length game that can appropriately absorb all of the talent they have in their studio. It doesn't have to be in the Stacklands direction, but it's clear to me that regardless of what it would be, it would be met with nothing but success and praise.