$19.99Griftlands Fight with cards, argue with cards
Griftlands is a roguelite deckbuilder where you talk as hard as you fight. You build two decks at once, one for brawls and one for arguments, and use jobs, bribes, and bad decisions to survive the sci-fi frontier of Havaria. Three characters, three stories, and everyone remembers what you did.
Is Griftlands worth it?
Griftlands is worth it if…
- you like building and tuning two decks in parallel
- you like story-rich runs where choices and reputations carry over
- you like comic-book sci-fi with dry, crooked humor
Screenshots
Two decks, fists and words
You carry a combat deck for knives-out fights and a negotiation deck for talking your way out of them. Both play as turn-based card battles with their own damage, defenses, and status effects, and you draft, buy, and upgrade cards for each as you travel. You might wear down a guard's resolve with arguments and allies, then switch to blades when the boss shows up. Death ends the run, but the next one shuffles quests, enemies, and events.
Three grifters, three messes
You play as Sal, a bounty hunter chasing profit and revenge, Rook, an aging spy playing both sides, and Smith, an idle loafer who might save the world anyway. Each has a separate campaign, map, factions, and specialized cards. You take jobs, hire mercenaries, pick up pets, and lean on friends to tip a fight. Kill someone and their friends hold a grudge. Spare them and you leave a problem standing around.
A frontier that holds grudges
Havaria is a broken-down sci-fi world drawn in lush, hand-illustrated comic-book style, full of bandits, mercenaries, and people who want paying. You play politics between rival factions for strong social boons, knowing a double-cross earns you their bane. Choices branch into multiple endings, and small favors matter: save someone in a bar and they may back you in your next argument. Talk first, stab later, or the reverse.
Good to know?
How do negotiations actually play?
They are card battles fought with words. Instead of health you attack the other side's resolve with arguments, gain allies, and apply social pressure, while they wear you down in return. You win by breaking their resolve before yours gives out, which lets you get what you want without drawing a weapon.
Do the three characters play differently?
Yes. Sal, Rook, and Smith each have their own story, map, factions, and pools of combat and negotiation cards to draft from. Their goals and starting abilities differ too, so a Sal run about bounties and payback feels distinct from Rook's spying or Smith's drifting chaos.
What happens when you die?
The run ends and you start fresh, with different combinations of enemies, quests, and events next time. You keep what you learned about card synergies, bosses with unique mechanics, and which factions are worth courting, then try a smarter mix of fighting, haggling, and hiring help.
Can you get help in fights?
Yes. You can hire mercenaries, find pets, or call in favors from friends you have made along the way. Allies can join battles or back you in negotiations, and item cards taken from fallen foes or earned as rewards add extra tricks to either deck.

















