Shogun Showdown Will Be Your Next Roguelike Deckbuilder Obsession

Since Slay the Spire helped popularize roguelike deckbuilders— games about building a deck and battling procedurally generated adversaries—there’s been no shortage of titles inspired by its card drafting goodness, with hundreds of similar experiences popping up on Steam in the years since its release. However, despite many of these sticking closely to Slay the Spire’s formula, there are also plenty that go to decidedly different places, mixing in new innovations and twists that keep things fresh. In fact, most of the ones that have broken through in recent years have had their own unique angles: Dicey Dungeons incorporated D&D-style dice rolls, One Step From Eden built on the grid-based duels of Mega Man Battle Network, Balatro broke from the Magic The Gathering roots of the genre by using playing cards and introducing the aesthetics of a psychedelic casino, and Inscryption utilized horror and meta elements to blast apart the entire premise.
And then, earlier this month, we got the 1.0 release for Shogun Showdown, another game that maintains the central charms of a roguelike deckbuilder while breaking off on its own fascinating tangent. Like those other time-obliterating vortexes of virtuous cycles and unfortunate defeats, this one is hard to pull yourself away as you slowly build up your arsenal, end a run, and then promptly dive back in as you attempt to craft an unstoppable combination. And beyond maintaining that core recipe, it also successfully borrows from another beloved roguelike (one without any cards), Into The Breach, resulting in a brain-teasing tactical experience where fights are fair, legible, and lead to plenty of compelling choices.
As for the setup, you play as one of five warriors attempting to best the Shogun, who has unleashed some manner of supernatural calamity on the world. You learn more about this fantastical feudal backdrop as you complete runs, but the worldbuilding is fairly cryptic and not necessarily the main draw. However, things get very interesting when it comes to the battles, which are turn-based on a 2D grid and presented via a side-on perspective. The basic actions you can take each turn are to move forward or backward, turn around, queue up an attack, or unleash all of your queued strikes at once (you can store a maximum of three). Beyond the turn-based tactics similarities, Into the Breach is also a good comparison when it comes to enemy behavior—the bad guys’ next move will always be telegraphed beforehand, and most unit types will behave predictably by trying to get into strike range every turn they can.
For how the deckbuilding works, at the beginning of each run, you have two starter “tiles” that function as your attacks; for instance, the class you start with, The Wanderer, has a dual swords tile, which allows her to simultaneously attack the space in front of and behind her for two damage, and the arrow tile, which lets her shoot a projectile for two damage. Each tile has a cooldown, meaning you need to wait a certain number of turns before you can use it again. This is perhaps the most radical change compared to most other deck-based games because instead of channeling the heart of the cards and praying you draw the right thing, here, you will always know how long until you can use a particular tile again.
And while all this sounds like you may have too much control due to an apparent lack of randomness, where fights get tricky is that you’re almost always surrounded and outnumbered, battling waves of foes with only ten pips of health (most enemy attacks deal at least two to three damage), meaning every action counts. Thankfully, these opponents essentially come at you in single file lines from in front and behind, like in a martial arts movie, but still, the margin for error, especially on later difficulties, is thin. Importantly, each of the playable characters has their own movement abilities to get out of a pinch. For example, the starting class ability lets you swap places with a combatant in front of you, essentially using them as a meat shield, which sets up many stylish sequences that involve friendly fire.