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Squirrel's Pick Squirrel's PickThe best game on this page. If you only try one, try this.
DiceHand-drawn
Dice-Based Dice-Based
$14.99 ~22.2 hr median no co-op 96% of 6k
The Squirrel's verdictThe Chaos Die is Diceomancer's defining mechanic: at any point mid-fight you can target any number on screen — an enemy's attack value, your mana, a debuff timer — and randomize it with a roll. Players who want to actively manipulate encounter math rather than manage a pre-planned deck will find the most here. Reviewers are split on balance; some find the die trivializes the game, others treat restraint as part of the design puzzle. Rated Overwhelmingly Positive at 96%, median playtime 22.2 hours.
Not for you if you prefer tightly balanced encounters where a single mechanic cannot sidestep most of the game's challenge.
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Budget Pick Budget PickThe best game here for the least money.
Turn-Based TacticsFantasyAdventure
$1.74 ~26.7 hr median no co-op 83.9% of 5k
The Squirrel's verdictRoguebook pairs two heroes per run instead of Vault's single-champion deckbuilding, with an ink-and-brush overworld replacing discrete node maps. Card rewards work differently here too, closer to picks than guaranteed gains. At $1.74 with 26.7 median hours logged, it suits players wanting a second deckbuilder in rotation rather than Vault's depth in one system.
Not for you if you want tight pacing, since exploration is slow and reviews report save corruption and stalled updates.
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Hidden Gem Hidden GemLoved by the players who found it, but still under the radar.
Turn-Based TacticsCharacter CustomizationPerma Death
$14.99 ~48.2 hr median no co-op 88% of 443
The Squirrel's verdictBreach Wanderers pushes pre-run deck control further than Vault: you set both your starting deck and the card pool you'll draw from before a run even starts, cutting randomness even harder. The tradeoff is a heavier meta-progression grind, with cards and power unlocked over many runs rather than available from the start.
Not for you if you want Vault's card and gem system available immediately rather than unlocked through a long progression grind.
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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 verdictPlayers who enjoy building synergies across a larger character roster will find Arcanium's status-effect system and multi-character party composition offer a meaningfully different angle from Vault's single-champion threat management. Reviewers praise the variety of combos and the art, though the UI is consistently flagged as clunky and information-poor. Median playtime runs to 29.6 hours.
Not for you if a polished UI is important to you, or status-effect counters like Thick Skull passive frustrate rather than challenge.
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FantasyBoard GameDungeon Crawler
Jank Tolerant Jank TolerantRough edges and bugs — rewarding if you don't mind them.
$10.99 ~28.2 hr median no co-op 80.3% of 218
The Squirrel's verdictThe Last Hex keeps the card-based combat and turn structure of Vault of the Void but layers on RPG progression: real map movement, STR/DEX/INT stats, and item upgrades between fights. Runs are shorter and lean more RPG-lite than Vault's abstract, low-RNG design. Suits players who want stat-building alongside deckbuilding, less those who prize Vault's tight, low-variance encounter balance.
Not for you if you want Vault's tightly balanced, low-RNG encounters; reviewers note inconsistent rules and card power creep that undercuts later unlocks.
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Closest Match Closest MatchThe most similar game to the anchor, by what players say.
Adventure
$14.99 ~23.3 hr median no co-op 78.9% of 876
The Squirrel's verdictFate Hunters puts you in a tower run building a deck from a starter set, five characters to choose from, treasure cards alongside normal loot. Where Vault rewards deep interaction tuning and purge-based deck control, Fate Hunters leans repetitive: same cards, same mobs, same bosses across runs. Suits players who want a shorter, more disposable deckbuilder rather than long-term mastery.
Not for you if you want Vault's variety run to run — reviewers report repeated enemies, bosses, and card pools with little balancing polish.
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Hand-drawnCyberpunkFuturistic
$24.99 ~18.9 hr median no co-op 76.6% of 2k
The Squirrel's verdictBeneath Oresa suits players who accept RNG-driven card offers as part of the appeal rather than a problem to minimize. Each class plays distinctly, the art and animations are well-regarded, and the roguelike structure holds up through most of a run. The difficulty spike on floor three — enemies dealing 60–100 damage per turn when players have 150–200 HP — is a recurring complaint that has pushed some reviewers out of the game.
Not for you if steep, potentially unbalanced late-floor difficulty spikes undercut your enjoyment rather than sharpen it.
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Dungeon CrawlerFantasyProcedural Generation
$4.49 ~20.5 hr median no co-op 75.8% of 790
The Squirrel's verdictIndies' Lies runs the same turn-based, mana-limited deckbuilding loop, with card-replacement mechanics and light positioning tactics layered on top instead of Vault's threat system and purge options. It leans harder on Slay the Spire's structure without the deep sub-class variety. At $4.49 for roughly 20 hours, it suits players wanting a cheaper, lighter-weight fix rather than Vault's depth.
Not for you if you want offline play, since progress unlocks reportedly require an online connection at match completion.