Reviews from

in the past


"Fuck I shouldnt have done that": The videogame

So simple but yet so complex, really fun every now and then.

Un pequeño juego super cute de construir una civilización donde todo son cartas super adorables. Vendes lo que no necesitas, compras sobres con más cartas, crafteas, y vas construyendo una civilización estable poco a poco. La estética es preciosa y los sonidos y el "game feel" son impecables.
Sin embargo, personalmente he tenido una experiencia bastante negativa. Varias partidas, animales que no paraban de moverme las demás cartas y estresarme, hambrunas, cuando por fin estaba recuperandome aparecía un portal poderoso y mataban a todos y tenía que reiniciar, progreso que no está claro y te ofuscas en un objetivo que no puedes o no debes cumplir...
Una pena porque el juego es precioso pero el progreso me parece demasiado cruel y demasiado dificil, y ha aunque el juego sea bueno mi experiencia jugandolo no lo ha sido.

Stacklands is a twist on management games: every object in the game, from people to buildings to resources to money, is represented by a card on the game board. These cards interact through being stacked on top of one another, causing an item to be equipped, a building to be built from the required materials, or a production cycle to be initiated. By producing excess goods and selling them, the player can buy booster packs, which unlock new cards and new recipes for buildings and items. Over time, new areas are unlocked, as well as powerful foes to do battle against.

The game takes place over turns called moons, which last for a few real time minutes. At the end of each moon, all your villagers have to be fed -- if there's not enough food cards, unfed villagers will starve and die. Aside from that, random events may occur between moons, some of which force your people into battle, and that may also result in their demise. Either way, should you run out of people cards at any moment, the game ends. It's easy to understand in theory, but Stacklands teaches little and forces the player to learn everything from experience, making the early game rocky. And that is but the first of its problems.

What could have been an outstanding game is merely fine, thanks to some questionable design choices and a rough execution. In Stacklands. annoyance is part of the game's mechanics: cards collide with one another and push each other off to the sides, messing up the board and adding some annoying glitches to the mix. Some cards allow for making compact stacks of the same type of card, or guiding your villagers towards certain foods, but those take time and resources to make and only solve part of the problems. Fundamentally, though, the floatiness of the game's objects eliminates their physicality as cards, downgrading Stacklands from an interesting card game to a more generic management one.

There's also a severe lack of quality of life options. If playing on the Steam Deck, you'll immediately feel it in your hands: the controller support is awful, if not on its own, because of glitches stemming from a misuse of Unity's (admittedly terrible) UI navigation system. That the game should not have the Steam Deck Verified seal is a given, but even playing with a mouse, the UI could have been so much more helpful, like by allowing for certain shortcuts, warning about finished tasks, or the presence and position of enemies and the like. It could also provide more guidance, not just in the beginning of the game, but also, when you're about to do something that would, I don't know, summon an incredibly powerful boss that might end your run or something.

On that note, Stacklands should not have had permadeath. Yes, I know card-based roguelikes are all the rage nowadays, but that doesn't mean just any card-adjacent game should have permadeath in it: a full run of Stacklands with the current updates takes upwards of ten hours. Imagine dying to the final boss and having to redo everything -- I almost feel bad for saying Dead Cells had it bad with its deaths. A save option, even if it was a consumable item you had to create with rare materials, would have been welcome.

Despite its originality, Stacklands does not satisfy as much I hoped it would. The gameplay somewhere in the middle of the game (after you’ve set up a viable food source, but before traveling from the main land) is probably the most enjoyable; you get ways to automate your supplies, grow your military, and set up your board of cards in a clean and manageable way. However, before and after the midway point, you’re basically just managing the cards that get thrown around due to limited space and enemies/animals.

One of my biggest gripes with the game is the fact that every card looks pretty much the same except for 6 colours and hard to discern card art. Many more colours could have been introduced to clarify card types, and the font and art could have definitely been made clearer as well. Thankfully, you’re able to zoom in and out while pausing the game’s cycle to look at the cards more closely at your own pace.

If you’re into sorting cards and collecting a boatload of them in an encyclopedia of sorts, you will definitely enjoy this game. If you’re going in with the expectation of a fun Roguelike experience like I did, you will be disappointed. I finished the game 100% in meagre 2 runs, and did not feel like going to any of the cursed lands of the DLC either because they do not add any value.


Cool lil card life sim demon killing sim poop selling monke slave sim. Can get a lil repetitive tho

Narrative: 2.5 - Gameplay: 3.5 - Visuals: 3 - Soundtrack: 3 - Time: 3.5
Stars: 3

Really fun unique game. Starts simple and easy since you can pause any time, but quickly gets complex. The game kept me fully occupied for a couple of days! Short and sweet, and very reasonably priced.

Requires a couple of mods to make it enjoyable at a larger scale though: one that makes cards snap to a grid and one that lets you search for uses of a given card.

Haven't played in a while but its entertaining. It gets boring kind of fast but it does get content updates regularly

it at least explains itself, unlike cultist simulator. but same type of gameplay im not into at all

Pura droga aunque equipar a lo bichos es una mierda

I bought this game because it looked small and cute, and it was on sale for around a dollar (it is normally pretty cheap anyways). I played it a little bit, but I would say I got what I paid for. There is some annoying rng built in to buying resources packs with the gold you earn in the game. You are supposed to fight enemies that come from another dimension, but the combat never really gripped me. You have to manage different resources such as food, building materials, capacity, and population. In all, it was never really bad, but it wasn't great either. If you want something cheap to just pass the time, this game will do the trick. Otherwise, I wouldn't invest your time.

copy/paste of my steam review lol:
this is probably the best card management sim i have played. the art is so cute, i always enjoyed getting a new card just to see the illustration. i also really enjoyed the soundtrack, which i found impressive simply because lofi typically drives me to madness. the moon cycle moves at just the right speed that it kept me on my toes between making sure all my villagers lived and whatever self-imposed goal that i gave myself, but it wasn't stressful in the way that i find cultist simulator is. my one regret is that i should have bought this off of itch.io instead of steam. they're about the same cost in USD, but itch takes less in royalties and you can chose to pay the devs more as well (which they deserve!)

A short and sweet, cozy, colony management card game that you can complete using only one hand. Despite its simple appearance, its gameplay is addictive and I found myself playing it for hours on end, day after day until I eventually completed all the quests, to which I immediately purchased the Cursed Worlds DLC and completed as well, obtaining all achievements soon after. Its hard to put down once you pick it up. The few QoL gripes I had while playing were "fixed" using the Workshop content.

Although certain parts of the game can be difficult, its an easy game to master. Despite having to restart completely if you "lose", I can count on my two hands how many runs I had throughout the entirety of my playtime. After my last run that I completed the game on, I haven't come back since. Once you've done everything, you feel like you've done it all and there's little pull to restart willingly. Not to say that that's a bad thing, but I look forward to more content in the future. Overall, a great game and concept!

first run. ~20ish moons. went through a portal, died, then starved to death. pretty cool.

entretenido juego de cartas, si esta en oferta no esta mal que le hechen un ojo

Este juego es una locura, gestión simple pero agobiante y es puro crack, del palo que lo empecé una mañana y no paré hasta completarlo el mismo día por la noche, además es barato de cojones. Única queja es la puta isla; si lo has jugado sabes qué es la puta isla y la odias tanto como yo, si no lo has jugado ya te acordarás cuando llegues a la isla.

Jogo relaxante, divertido, é legal o aprendizado sobre cada carta e mecânicas a envolvendo.

probably my favorite game that could fit in the idle genre it's not really a game I'd see myself actively playing to beat it but it's a great pick up and play whenever kinda game

Fun & creative but gets stale

A game that combines two different game genres in a good way.

The game is a card-based colony simulation. You manipulate humans to upgrade your town(?). I can say that I enjoyed both the idea and the gameplay, but there is a problem. Nothing new is coming to the game after some ingame day. You're basically doing the same things over and over again and it gets incredibly boring after a point.

I'm not going to give you a bad or good recommendation to play, it might be better to make your own decision here.

This game was really fun! Sometimes a little too fun because it doesn't really give you a chance to take a break lol
Cardgame + basebuilding is creative and it totally worked
Like the art and music too!
Wish it had more content, and maybe a little bit of gameplay rhythm control because my own self-control did not work.

Cool idea that gets hectic and frustrating fairly fast.
I think the game needs to let you buy basic resources cards directly instead of relying on boosters packs.

Too many legibility issues, too much make work, and too much randomness to make the core game loop - which is neat! - stick. It’s fun to build little engines, unlock new card recipes, and gradually expand your understanding of the world, but when you find yourself just micromanaging berries and apples for an entire play session, it’s time to call it quits

strategic sex, you need to manage that


Juego cuqui para pasar el rato

Gostosissimo, viciante demais. Porém curto.
Preciso retornar para jogar os novos conteudos.

A little fun short grindy game. I'd love the expansions to add some more juicy mechanics but it ends up getting a bit overwhelming.