$19.99Hadean Tactics Cards that steer the battle
A roguelike deckbuilder crossed with an autobattler, set in the underworld. You recruit trapped souls to fight for you, then steer them with cards while they brawl in semi real-time. Build alliances, stack relics and skills, and take your Hero through shifting maps toward the Six Wings of Hell.
Is Hadean Tactics worth it?
Hadean Tactics is worth it if…
- you like deckbuilders where positioning and timing matter as much as card picks
- you enjoy autobattler parties, alliances, and stacking relics into silly synergies
- you want high replay value with custom heroes, custom decks, and harder Corruption climbs
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Cards that steer a living battlefield
You do not swing the sword yourself. You recruit souls, place them on the grid, and then play cards every few seconds to move them, buff them, or hurt the enemy directly while the fight keeps rolling.
That makes deckbuilding feel tactical in a different way. A movement card saves a wounded unit, a damage card finishes a boss before it acts, and alliances and skills turn two ordinary recruits into a working pair. With 260+ cards, 34 units, 45+ alliances, and game-changing relics, runs keep finding new combinations. Losing your Hero still ends the story, so every draft is about keeping the whole party alive.
A fresh underworld on every run
Each run lays out a new procedurally generated path through the circles of the realm. You pick your route between normal battles, bosses, merchants, and random events that can help or cost you outside combat and inside it.
The structure rewards planning ahead. After battles you add cards, shops sell allies, cards, relics, and runes, and boss victories grant powerful boss relics. With 3 Heroes plus variants, 9 bosses, 50+ monsters, 20 Corruption difficulty levels, and full custom Hero and deck building, deckbuilder fans get plenty of reasons to start one more descent.
Good to know before you descend?
How do battles actually play?
Your recruited units fight automatically in semi real-time, and combat pauses on a short timer so you can play cards. Each card has an energy cost, starting at three energy per turn, with zero-cost cards and ways to gain more. You use movement, attacks, buffs, and debuffs to influence the fight rather than controlling every swing.
Can you make your own hero?
Yes. Beyond the three main Heroes and their six playstyle variants, you can create custom Heroes and decks. You manage stats, combine any skill and alliance, and tune the starting setup to test a particular synergy. It is the fastest way to chase a specific combo across runs.
How long is a run?
A standard journey crosses three chapters and their bosses, with a longer path opening once you defeat the Six Wings and choose to continue toward Cerberus, Fate, and Lucifer. Later chapters reuse earlier bosses as much tougher elites and enemies, so only a finished deck should push onward.

















