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Squirrel's Pick Squirrel's PickThe best game on this page. If you only try one, try this. Closest Match Closest MatchThe most similar game to the anchor, by what players say.
AdventureTacticalPvP
Dice-Based Dice-Based
$19.99 ~35 hr median no co-op 88.7% of 6k
The Squirrel's verdictGordian Quest pairs party-based deckbuilding with RPG progression across a full campaign rather than Trials of Fire's run-based structure — no permadeath forcing you back to start, difficulty options ranging from casual to permadeath roguelite. Reviewers note combat can flatten once your deck loop is set, with fights against different enemies playing out the same way. Suits players who want deckbuilding tactics wrapped in a longer, persistent campaign.
Not for you if you want combat variety to hold up over 35+ hours rather than settling into one repeated winning pattern.
How it compares
Spatial/Tactical Depth 35 2
ActionTurn-Based TacticsMartial Arts
$24.99 ~32 hr median no co-op 90% of 4k
The Squirrel's verdictFights in Tight Spaces keeps the card-driven, positional combat but swaps hex-grid party tactics for solo, grid-based brawls where positioning and environment kills matter more than raw damage output. Fights play like puzzles built around movement and combos rather than ranged kiting. Suits players who want tighter, faster encounters over Trials of Fire's slower party-based attrition.
Not for you if you want party management and long-term strategic depth rather than single-character puzzle-combat encounters.
How it compares
Spatial/Tactical Depth 85 3
Budget Pick Budget PickThe best game here for the least money.
Turn-Based TacticsAnimeBoard Game
$13.99 ~12.3 hr median no co-op 86.1% of 682
The Squirrel's verdictLost in Fantaland puts a single character on a grid for room-by-room roguelite runs, with per-turn positioning decisions and card draw mechanics that reviewers compare directly to Slay the Spire. Six skill sets give runs distinct flavors. Median playtime is 12.3 hours. Reviewers note runs grow repetitive past the first ten to fifteen hours as depth thins out.
Not for you if you want party-based tactics, a campaign layer, or systems that sustain meaningful decisions deep into repeated runs.
How it compares
Spatial/Tactical Depth 72 4
Dungeon CrawlerRetroPerma Death
$9.99 ~33.2 hr median no co-op 85.9% of 377
The Squirrel's verdictCard Quest is a single-character card RPG built around equipment swaps: changing your gear reshapes which cards you can play, and surviving each encounter means balancing dodges, blocks, and escapes alongside attacks. There is no hex-grid, no party to manage, and no campaign map. At $9.99 and a median playtime of 33.2 hours, it suits players who want focused, resource-tight card combat in a compact format.
Not for you if you want party composition, hex-grid positioning, or a layered campaign structure.
How it compares
Spatial/Tactical Depth 55 5
Dungeon CrawlerTurn-Based TacticsMouse only
$19.99 ~19.5 hr median no co-op 79% of 3k
The Squirrel's verdictBanners of Ruin centers on building a party of animal-faction characters through card fights, with class-specific talents and equipment adding run variety. The narrative faction backdrop gives runs a consistent identity. Reviewers flag slow, grindy combat, thin enemy variety, and limited content past the first clear. Playtime runs around 19.5 hours.
Not for you if you want hex-grid positional tactics, faster combat pacing, or content that holds up across many runs.
How it compares
Spatial/Tactical Depth 20 6
Arcanium: Rise of Akhan
PC
LootTrading Card GameTactical RPG
$19.99 ~29.6 hr median no co-op 82.2% of 814
The Squirrel's verdictArcanium: Rise of Akhan swaps Trials of Fire's hex-grid positional combat for a straightforward damage-versus-status-effects system, built around character synergies across a roster of unlockable heroes. Deckbuilding, upgrades, and run variety carry over. Reviewers note clunky UI and uneven polish. Median playtime sits at 29.6 hours; no co-op.
Not for you if you want the tactical hex-grid kiting and positioning that defined Trials of Fire's combat, or can't tolerate rough UI.
How it compares
Spatial/Tactical Depth 18 7
Tactical RPGDungeon CrawlerProcedural Generation
$15.99 ~10.8 hr median no co-op 81.6% of 575
The Squirrel's verdictDungeonTop runs a class-select-and-build loop across three dungeon levels of grid-based tactical card combat, with a median playtime of 10.8 hours and a price of $15.99. The structure is accessible and the grid mechanics are well-executed. Reviews note balance problems, dominant strategies that repeat across runs, and no class-specific card pools limiting synergy depth.
Not for you if you want class-specific card synergies, varied winning strategies, or challenge that scales across many runs.
How it compares
Spatial/Tactical Depth 62 8
Trading Card GameDungeon CrawlerTabletop
$19.99 ~23.9 hr median no co-op 81.5% of 558
The Squirrel's verdictHeroes Wanted keeps the card-and-artifact deckbuilding with elemental triangle and straight-based synergies, but drops the hex-grid positioning entirely for pure card combat. No party of nine classes to draft from either; runs center on a smaller hero roster with overlapping art. Suits players who want faster card synergy-building without the tactical grid layer.
Not for you if you value hex-grid positioning and tactical depth over pure card mechanics, or want a large distinct class roster.
How it compares
Spatial/Tactical Depth 25