StarVaders artwork$24.9997%
Deckbuilding pick

StarVaders Mechs, cards and second chances

Pilot a mech against an alien invasion in a roguelike that fuses deckbuilding with grid tactics. You move, shoot and combo cards to hold the line, rewind bad turns with Chrono Tokens, and draft a new build every run across mechs, pilots and challenge modes.

Is StarVaders worth it?

StarVaders is worth it if…

  • you like deckbuilders where positioning matters as much as the cards
  • you enjoy short runs that reward weird card and artifact combos
  • you want forgiving tools like time rewind while learning hard tactics
  • you like colorful retro looks with cute anime pilots and mechs

Screenshots

Hold the grid with cards

You start in the lower rows with a small deck, and invaders drift down from above. Each turn you spend energy on movement, attacks and tricks, then everything else moves. Lose ground and you take Doom, and five Doom ends the run.

That makes positioning the puzzle. The Gunner sprays bullets from range, the ninja-like Stinger traps and closes in, and the Keeper summons helpers to control space. You draft, upgrade and cut cards between fights, stack artifacts, and chase the run where it all clicks.

Break the run, then rewind it

With hundreds of cards, artifacts and upgrades, builds swing wide. Upgrades can cut costs, repeat plays or add movement, so odd pairs turn into reliable engines. You pick your route between stages, visit shops, and face escalating bosses.

Spent a card wrong or walked into a corner. A Chrono Token lets you rewind time and try again, covering turns, drafts and shop picks. Tokens refill as you play, so mistakes cost a resource instead of a whole run. After runs you unlock cards, pilots and harder fights, plus Challenge Modes and a Daily Run.

What else should you know?

What makes each mech different?

Each mech brings its own cards and mechanics, and each pilot adds abilities and starting cards on top. That pairing shapes the whole run, from long-range bullet spam to traps, close combat, spells and summons.

How long is a run?

Runs stay compact, built around stages, shops and bosses across three acts. Unlocks, higher difficulties, Challenge Modes and a Daily Run keep new combinations coming after the first win.

Is it hard to learn?

The basics read clearly: play a card, move the mech, stop the descent. Difficulty comes from planning several turns ahead and covering future lanes, with Sandbox and assist options for tuning the pressure.

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