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Griftlands
Griftlands
from Wikipedia

Griftlands
Promotional image
DeveloperKlei Entertainment
PublisherKlei Entertainment
Platforms
Release
  • Windows, macOS, Linux
  • June 1, 2021
  • Switch, PS4, Xbox One
  • June 4, 2021
GenreRoguelike deck-building
ModeSingle-player

Griftlands is a 2021 roguelike deck-building video game developed and published by Klei Entertainment. It was initially released in early access for Microsoft Windows in June 2019; the full version of the game was released for Windows, Linux, macOS, Nintendo Switch, PlayStation 4 and Xbox One in June 2021.

Gameplay

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Griftlands is a roguelike deck-building game with elements of role-playing and digital card games.[1] The player starts a game by selecting one of the predefined characters, each a mercenary seeking fame and fortune in on a planetary world that is home to an antagonistic peacekeeper body, pirates, and dangerous creatures.[1] While the layout of the world is the same each game, the events, missions, and other elements within it are procedurally generated on starting a new game.[1]

The game is broken up between moving about on an overworld map and engaging in conversation trees to gain quests or shop, and card-based encounters. At the start of the game, the player's character is given two pre-defined decks of cards, one representing those to be used in combat encounters, and another to be used in negotiations. As the player progresses in the game, they can gain new cards for either deck from quest rewards or through shops, upgrade existing cards to more potent versions, or have cards removed from either deck. Additionally, players can earn special implants called grafts for their character that have persistent effects throughout the rest of the game. The player can also purchase limited use item cards for either deck from vendors, as well as enlist computer-controlled allies to assist in negotiation and battle.

Rook, an unlockable character, engages in conversation with Fssh, a non-player character.

If an encounter results in combat, then the player takes turn with the computer opponent. Each turn, the player is drawn a hand from their combat deck, and has a number of action points available to use to play cards, which have different action point costs. Combat cards represent a mix of offensive skills to attack the opponent, and defensive skills as to block attacks. The player is informed through the game's interface of what attacks their opponents will do, so they may prepare appropriately. Once the player has used their action points, they discard all remaining cards in their hand, and the opponent's turn is resolved. If the player's character health drops to zero, the game is over. Alternatively, the player can attack to kill their opponents in the same way, but may also try to simply overpower them, allowing the opponent to flee if they take enough damage. This choice may have future impacts on mission availability and rewards.

Negotiations play out similarly to combat, though these are between the player character and a single foe. The goal in negotiations is to wear the opponent's resolve to zero before the player character's. Here, cards represent friendly negotiations which generally do not have ill effects, hostile commentary which may trigger certain actions, and defensive composure cards to prevent losing resolve. Like combat, the player is given information as to what moves the opponent will make. Additionally, special arguments may become active as a result of cards or other abilities. These arguments can damage the opponent's resolve or provide other boosts, among other effects, while they remain active. The player, instead of testing the resolve of the opponent, can try to take out the argument by attacking it directly. If the player's resolve drops to zero, this does not end the game, but changes what may follow: the attempt to swap an opponent may simply fail, or it may cause the player to engage in combat with the character.

Should the player character die in combat, the game will end, but on easier difficulties the player can choose to restart the day. Once the game ends, a score for the current run is calculated and used to unlock packs of new cards that will become available for both battle and negotiations. Victory also ends the run, as well as unlocking a new difficulty. There are seven difficulties available in addition to Story Mode, from Prestige 1 to Prestige 7. In addition, success in confrontations awards the player a bonus resource named mettle on all but the highest difficulty, which may be used at a special vendor to purchase permanent upgrades for each player character that carry over between runs.

Synopsis

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Setting and characters

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Griftlands takes place in a futuristic science-fiction fantasy setting, where humans populate the game world in addition to anthropomorphic humanoid races such as the crustacean-like Kra'deshi. Advanced space-faring technology and energy-based weapons are available, fueled by fictional power sources Lumin and Spark. The setting is in contest between governing bodies such as the Admiralty, religious orders such as the Cult of Hesh, industrial factions such as the Spark Barons guild, and criminal organizations like the bandit guild Spree. There is a finite number of defined NPCs that populate all three campaigns with a fixed appearance, faction allegiance, and social bonuses, but the actual in-game role played by each NPC is randomly determined - some NPCs however always play the same role in each campaign as either allies or boss combat encounters. The names and purposes of locations on the overworld map are also fixed, but their availability and physical location may vary between runs.

Plot

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There are three playable campaigns available in the game, each following the multi-day journey of a specific protagonist: the formerly indentured servant Sal Ik-Derrick who now seeks revenge on the criminal that sold her into slavery as a child, the secretive and experienced spy Rook on a dangerous mission, and the alcoholic vagrant Kra'deshi Smith Banquod who returns home seeking his inheritance after the death of his wealthy parents.

In Sal's campaign, she travels to the cosmopolitan coast-side city of Murder Bay to seek revenge on the notorious criminal Kashio. With the help of childhood friend Fssh, Sal negotiates the aid of either rising Admiralty officer Oolo or dangerous Spree overboss Nadan, each seeking to capture or kill the other, to sneak into a high-stakes auction. There, she confronts Kashio and either kills her or spares her after emerging victorious from a fight. Now wealthy from the spoils of battle, Sal sets out to enjoy her freedom.

In Rook's campaign, he arrives at the remote and desolate Grout Bog on a mission. The area is being contested between the industrious Spark Barons that oversee operations to mine the area for Spark, and the labor union known as the Rise that seek to commit a worker's uprising. To make matters more complicated, the regional operation is being led by Baron Fellemo, a comrade of Rook's from his prior days serving in a paramilitary organization, and there is a reclusive third faction of pagans known as Boggers that worship the Bog itself. Rook infiltrates both the Spark Barons and the Rise, each believing him to be a double agent loyal to them, but his mission's true goal is to secure a mysterious device located deep within the Bog under the control of the Boggers. With the help of either Fellemo or the Rise leader Kalandra, Rook negotiates passage deep into the Bog. He then fights either Fellemo or Kalandra or leaves them to battle amongst each other, faces the Boggers and a monstrous creature, and finally retrieves the device and leaves the Bog.

In Smith's campaign, he returns to his ancestral home after the untimely death of his parents from an event known as the Great Beaching, where a colossal and mysterious beast washes ashore, crushing many to death. This is seen as a religious omen by the Cult of Hesh, though its true purpose is unknown. The black sheep of his family, Smith is tossed out from the estate and disowned by his siblings: younger brother and merchant prince Theroux, twin sister and rising Admiralty officer Mullifee, and older brother and Cult of Hesh cardinal Vixmalli. Smith is then contacted by a high-ranking official of the Cult of Hesh, Tei Utaro, who recruits him in a clandestine operation to purge the order of corrupt individuals. First Smith confronts Theroux by engaging him to be wed to a con artist, then Smith is met by Mullifee who enlists his aid in dealing with either a corrupt Admiralty officer or a dangerous Rise leader. Finally Smith is contacted by a Bogger operative who informs him that Vixmalli has been infested by an ancient parasite that has unique mutative properties, transmitted from the dead behemoth that washed ashore in the Great Beaching. Utaro speculates that the creature seeks to transform the world as part of a millennia-old cycle, starting with the infection of a group of politicians and foreign dignitaries at an imminent meeting being held by the Cult of Hesh to address the Great Beaching. Smith infiltrates the event with the help of his allies and confronts Vixmalli, who is brought into the belly of the beast and transformed into a monstrous creature. Smith has the option of either killing or reconciling with each of his siblings, but nevertheless defeats the transformed Vixmalli, leaving the behemoth to be returned to the ocean by an unseen tentacled force. While the Cult seeks to make sense of these events, Smith emerges triumphant as a Banquod and becomes head of the family.

Development

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Griftlands was developed by Klei Entertainment.[2] The game was announced at E3 2017, at that time being an open-world RPG with encounters being played out in turn-based combat similar to most Japanese RPGs.[3] In the interim years, Klei mentioned little of Griftlands while producing Oxygen Not Included. In October 2018, Klei had posted to the game's product page that "we jumped the gun on announcing it because we thought we were further along than we were."[4] The game was re-shown at E3 2019, and while it retained the same setting and art style, the game had transitioned to card-based system, dropping the open world and more traditional role-playing games combat.[4]

Griftlands was released as an early access title in July 2019 for Epic Games Store for a year. The early access version was released on Steam on 15 June 2020 alongside a free demo, and the full version of the game is expected in 6–12 months from the early access release date.[5] The full version of the game was released for Microsoft Windows and Linux on June 1, 2021, and for Nintendo Switch, PlayStation 4 and Xbox One on June 4, 2021.[6]

Reception

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Griftlands received "generally favorable" reviews for Microsoft Windows, according to review aggregator Metacritic.

During the 25th Annual D.I.C.E. Awards, the Academy of Interactive Arts & Sciences nominated Griftlands for "Strategy/Simulation Game of the Year".[11]

References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Griftlands is a deck-building developed and published by . Released in full on June 1, 2021, for Microsoft Windows, macOS, and after an early access period beginning June 14, 2020, it features console ports for , , and launched on June 4, 2021. Set in a gritty, dystopian sci-fi universe on the planet Havaria, the game emphasizes narrative-driven gameplay where players negotiate, fight, steal, or persuade to achieve objectives, with every decision shaping relationships, alliances, and outcomes. Players select from three distinct protagonists—Sal, a tough seeking revenge; Rook, a charismatic spy entangled in ; or Smith, an opportunist chasing a mysterious inheritance—each with unique card decks, backstories, and playstyles that influence the branching storylines. Gameplay revolves around elements, including procedurally generated runs, , and deck customization, where cards represent actions in both (using "battle" decks for physical confrontations) and negotiation (using "influence" decks for and ). Choices during jobs, interactions with NPCs, and carry lasting consequences, fostering replayability through shifting alliances, randomized events, and multiple endings across interconnected campaigns. Klei Entertainment, the Canadian studio behind acclaimed titles like Don't Starve (2013), drew from influences such as roguelikes and narrative adventures to create Griftlands, aiming to blend strategic card play with deep storytelling in a world of moral ambiguity and survival. The game supports English and Chinese (Simplified and Traditional) at launch, with additional languages added post-release, and includes mature themes like cartoon violence, mild language, and references to alcohol use. Upon release, Griftlands received positive for its innovative mechanics, rich world-building, and replayability, earning a score of 84/100 based on 10 critic reviews. It has been praised for expanding the deck-building genre beyond combat, though some noted its steep and occasional pacing issues in longer runs.

Gameplay

Negotiation

Negotiation in Griftlands functions as a core non-violent mechanic, operating as a parallel deck-building system to that enables players to resolve conflicts and advance narratives through strategic use of dialogue cards for arguing, , or intimidating opponents. This system emphasizes verbal over physical confrontation, allowing players to navigate social and political challenges in the game's sci-fi setting by building and playing cards that shape the flow of conversations. Unlike traditional dialogue trees, negotiations unfold in turn-based rounds where card choices directly influence outcomes, such as securing alliances or extracting information without escalating to violence. The deck features cards that generally fall into three styles: for defensive plays and bolstering composure, dominance for building aggressive arguments and applying pressure, and manipulation for targeting vulnerabilities, searching the deck, or disrupting the opponent. These styles allow players to construct and defend positions during debates, reflecting different approaches to or . Many cards have faction-specific bonuses, enhancing effectiveness against representatives of certain groups and reflecting rivalries in the game's world. Central to negotiation are the influence and stress mechanics, which govern the ebb and flow of debates. Players accumulate influence through argue and support cards to overwhelm the opponent's position, ultimately winning by reducing their resolve to zero while maintaining their own arguments intact. Stress accumulates as damage to resolve and composure, potentially leading to concessions, breakdowns, or forced retreats if not mitigated; effective play involves balancing offensive pushes with defensive cards to manage this tension without overextending. These mechanics create layered , where poor stress management can unravel a strong position, mirroring the psychological strain of real-world haggling or . The system deeply integrates with character backstories and grafts, tailoring negotiation effectiveness to each protagonist's unique traits and augmentations. For instance, Sal starts with cunning-focused cards that enhance manipulation exploits, while Rook's charismatic backstory provides support cards emphasizing and relationship leverage. Grafts—implantable cybernetic enhancements—further modify outcomes, such as Twined duplicating arguments to amplify influence or Collapsing Defeat converting mitigated stress into ongoing damage to enemy positions. These elements ensure that negotiation feels personalized, with backstory-driven starting decks and grafts unlocking synergies that reward thematic playstyles, like for aggressive characters or for diplomatic ones. Examples of negotiation encounters highlight its role in non-violent resolution, such as haggling with traders to secure better deals or mediating disputes to gain allies without . In one representative scenario involving the Admiralty, players might defend against planted evidence sub-arguments using support cards to maintain composure, then counter with exploit cards to fluster the opponent and extract concessions. These interactions often tie into broader progression, where successful negotiations unlock new cards for future runs, though they serve as an alternative to combat in many conflicts.

Combat

Combat in Griftlands is a turn-based tactical that resolves physical confrontations using a dedicated combat deck separate from the deck. Players spend action points each turn to play cards, allowing for strategic decisions in targeting enemies, managing resources, and positioning allies to gain advantages in multi-enemy fights. The system emphasizes careful planning, as poor choices can lead to overwhelming enemy assaults or depleted resources. Cards fall into three main categories: attacks that deal direct or apply status effects like wounds or bleeds, defenses that block incoming or counter enemy actions, and utility cards that provide healing, draw additional cards, or impose debuffs such as stagger on foes. Keywords like "piercing" enable attacks to ignore enemy armor, adding depth to deck and tactical choices during battles. Positioning plays a key , particularly in encounters with multiple enemies, where cards can force switches or focus fire to isolate and eliminate threats efficiently. Core mechanics revolve around health, armor, and stagger. Health represents vitality, with reduction to zero resulting in defeat; armor offers temporary protection that resets each turn but can be bypassed or stripped. Stagger accumulates on enemies, and when it reaches a threshold, it triggers a panic state, potentially causing them to surrender temporarily and discard cards, disrupting their strategy while giving players time to recover. Players must balance offensive pressure with defensive plays to avoid their own stagger buildup, which similarly hinders card availability. Grafts and equipment significantly modify decks, serving as equippable upgrades acquired through quests or the . These can add extra action points, enhance damage output, introduce new card options, or synergize with specific strategies, such as amplifying bleed effects or providing persistent buffs. For instance, grafts that apply wounds automatically each turn encourage bleed-focused builds, while others expand hand size for more flexible plays. Each protagonist brings distinct combat styles that influence deck composition and tactics. Sal excels in heavy-hitting combo builds, accumulating stacks to unleash powerful finishers like blade flurries after setting up with gashes. Rook favors agility and charge mechanics, building overcharge for enhanced strikes and using concentration to ensure consistent minimum damage against evasive foes. These differences encourage replayability, as players adapt their grafts and card acquisitions to leverage each character's strengths during runs. serves as a non-violent alternative to many encounters, potentially avoiding altogether.

Progression and roguelike elements

Griftlands features a structure centered on procedurally generated runs that unfold over multiple in-game days, typically lasting several hours per attempt, where players navigate a dynamic to explore hubs such as bars, markets, and other locations for quests and encounters. Each run concludes in either victory by completing the character's story objectives or death, prompting a restart with randomized elements to ensure replayability and strategic variety. Exploration involves traveling between these locations via a interface, where players can recruit temporary allies to join their and run-specific enhancements like grafts to bolster capabilities during the current playthrough. The mettle system serves as the core permanent progression mechanic, functioning as a meta-currency earned across runs through completing quests, securing victories in confrontations, and capitalizing on story opportunities. Players spend mettle at a dedicated in-game to unlock lasting upgrades, including boosts to base and resolve stats, increased experience gain for special abilities, and access to new cards that persist into future runs. This system mitigates the frustration of by allowing gradual character improvement, with mettle accumulation tied to performance in and encounters without altering their core rules. Difficulty progression is handled through seven toggleable Prestige levels, which introduce escalating challenges such as stronger enemies and modified encounter conditions, while offering enhanced rewards like additional experience and prestige points for further unlocks. At higher Prestige tiers, players earn more prestige points to acquire advanced flourishes—powerful, customizable abilities unlocked by defeating bosses at corresponding levels—creating a New Game+ equivalent that ramps up both threats and potential gains without resetting prior mettle progress. The highest Prestige 7 mode disables mettle entirely for a pure experience, emphasizing skill over persistent upgrades, while an accessible Story Mode reduces and demands to prioritize narrative exploration.

Synopsis

Setting and characters

Griftlands is set on the planet Havaria, a vast and unsettled frontier continent on the western edge of the Heshian Sea in a dystopian sci-fi universe that fuses advanced technology with fantastical elements. This corrupt world is characterized by lawlessness, resource scarcity, and moral ambiguity, where diverse biomes—from the misty bogs of Grout Bog to the violent coastal region of —shape a harsh environment for its inhabitants. Humans coexist alongside alien species, notably the Kra'deshi, an amphibious people with distinctive physical traits like eyestalks, spike-like head structures, and slug-like necks, often forming large matrilineal families and holding influential positions in society. The planet's isolation across the sea exacerbates its frontier status, turning it into a hotbed for exploitation and intrigue. Havaria's society revolves around competing factions that define power dynamics and perpetual conflicts. The Admiralty functions as the primary entity, representing the military arm of the distant Deltrean Empire; however, it is widely viewed as corrupt and impoverished, resorting to aggressive tactics like toll collection, interrogations, and brutality in occupied areas such as . In opposition, the Cult of Hesh operates as a hierarchical devoted to Hesh of the Dark, the god of , employing spiritual manipulation to control Lumin mining operations and ancient technologies off the coast; they prioritize preservation over weaponization, clashing with industrial exploiters like the Spark Barons whom they deem heretics. The Spree embodies anarchic criminality, comprising bandit groups scattered across the continent but concentrated in , where their raids and violence have cemented the area's infamous reputation. Complementing these are groups like the , shadowy information brokers who trade in secrets, , and intelligence, navigating the factional web to maintain neutrality amid broader rivalries over resources and territory. The narrative centers on three playable protagonists, each embodying the world's grifter ethos through their personal histories and specialized skills. Sal, a fueled by vengeance, hails from Havaria's laboring ; orphaned and enslaved after her parents' murder, she earned her freedom as a and wields twin daggers in close-quarters combat via combo chains for escalating damage, while her negotiation style emphasizes steady influence accumulation for dominance. Rook, an aging thief and ex-Admiralty captain with a personal code, faked his death following a botched operation and now pursues covert objectives; he employs custom energy pistols that build charge for ranged attacks with burn effects, paired with a mechanical for melee, and relies on mechanics like coin flips to sway negotiations unpredictably. Smith, the Kra'deshi heir to a prominent dynasty, was cast out after his family's tragedies, living as a wayward loafer; his brawling incorporates an extendable hammer and self-inflicted wounds that generate recoverable health through , inflicting trauma on foes, while his diplomatic heritage shines in negotiations through renown-building for amplified argument impacts. Integral to Havaria's lore are grafts, bio-engineered cybernetic implants sourced from alien physiology, which characters integrate to enhance physical and mental prowess. These enhancements, ranging from defensive armor plating to neural stimulants for sharper discourse, underscore the world's fusion of organic and technological adaptation, often acquired through black-market dealings or perilous extractions, and they subtly weave into character arcs by symbolizing the desperate innovations born of . Overall, the setting explores themes of grifting as a —through , alliances, and betrayal—in a society riddled with institutional corruption and existential peril, where personal ambition clashes against systemic decay. The procedural nature of encounters in this universe reflects Havaria's volatile social fabric, adapting dynamically to factional tensions.

Plot

Griftlands features branching narratives structured around runs that typically span 5 to 7 in-game days, with each day consisting of travel, events, and key decisions that advance personal quests intertwined with broader faction politics in the world of Havaria. Players experience the story through one of three distinct campaigns at a time, where leads to and a new run with procedural variations, ensuring replayability while maintaining core plot threads. Sal's campaign centers on a revenge arc against those who betrayed her in the past, as she takes on bounties and jobs in a gritty alien settlement to build resources and confront her betrayers. Rook's story revolves around a high-stakes heist, where he navigates loyalty dilemmas among criminal elements and rival groups, balancing personal gain against shifting allegiances. Smith's narrative focuses on his sudden inheritance of political power, involving , diplomatic maneuvering, and efforts to secure his position amid intrigue from influential factions. Although the campaigns share overarching world events tied to major factions like the Rise and the Spark Barons, each concludes with protagonist-specific endings that reflect the accumulated outcomes of the run. Player decisions profoundly shape the plot, determining alliances, opportunities for , and pathways through events, which can lead to one of several endings per campaign; the variance introduces different encounters and complications across runs, heightening the stakes of each choice. Central to the progression are themes exploring the consequences of , such as the long-term impacts of forging pacts for mutual benefit or breaking them to pursue self-interest, often escalating personal conflicts into wider faction tensions. The game's interconnectivity is enhanced by a cast of fixed non-player characters who recur across campaigns and playthroughs, assuming variable roles based on prior events and player actions, thereby weaving a unified narrative that rewards multiple perspectives on the same world.

Development

Announcement and early development

, the studio behind critically acclaimed titles such as and , began conceptualizing Griftlands around 2015 as a narrative-driven RPG set in a sci-fi , aiming to build on their experience with and stealth elements by emphasizing player choice and interpersonal dynamics. The project emerged as a successor to their earlier works, drawing from the procedural storytelling and harsh worlds of while incorporating the corporate espionage and alien settings of to create a bounty-hunting adventure where negotiation holds equal weight to physical confrontations. Developed by a small core team at , the early phases focused on prototyping systems that integrated , , and character interactions in a dynamic sci-fi environment. The game was publicly announced at the PC Gaming Show, where Klei unveiled a trailer showcasing an action-adventure RPG with vibrant, hand-drawn visuals and a focus on moral ambiguity, loyalty, and fortune-making in a fractured world. At this stage, Griftlands was positioned as a title where "everything is negotiable," highlighting its emphasis on storytelling and player agency over traditional combat alone, though specifics on mechanics remained broad. The announcement came after approximately two years of internal development, but Klei later acknowledged it was premature, as the core vision had not yet fully coalesced. Subsequent design iterations marked significant shifts, moving away from expansive systems like trading simulations, crafting, and a large-scale dynamic simulator toward a more streamlined structure centered on , , and manipulation. By 2019, prototyping revealed that traditional RPG elements, such as dice-roll skill checks and gear progression, felt disconnected and less engaging, prompting the incorporation of card-based mechanics to unify actions in both and battles—drawing inspiration from deck-builders to make choices feel immediate and consequential. This evolution refined the blending of , talk, and prototypes, ensuring narrative depth without overwhelming complexity, while preserving the sci-fi aesthetic influenced by Invisible, Inc.'s shadowy worlds.

Early access

Griftlands launched into on July 11, 2019, exclusively on the as an alpha version priced at $14.99, initially featuring the partial campaign of the Sal. The early access period allowed to refine core mechanics through player testing, with the game expanding to on June 15, 2020, at which point both Sal's and Rook's campaigns were playable, and the price increased to $19.99. The beta timeline progressed iteratively, starting with Sal's story in the 2019 alpha, followed by the completion of Rook's campaign—the tale of a retired spy navigating corporate intrigue—on April 16, 2020. Smith's campaign, centered on a young heir dealing with family and cosmic threats, was then developed on an experimental branch starting in summer 2020, with phased releases including additional days of content throughout late 2020 and early 2021. These additions built out the full set of character narratives, enhancing the game's structure. Major updates during included balance patches to card interactions in both and decks, addressing player-reported issues with pacing and viability. New features were introduced, such as higher difficulty options and a comprehensive difficulty overhaul in December 2020 that adjusted system's progression to better scale challenges across runs. These changes aimed to improve replayability while preserving strategic depth. Community involvement played a key role, with feedback gathered via the in-game F8 reporting system, Klei forums, and Steam discussions directly shaping mechanical refinements, including enhancements to depth through tension mechanics and card synergies. Players contributed to balancing discussions on forums, influencing updates like impatience timers in s to prevent exploitative strategies. Iterative development presented challenges in coordinating large content drops, such as full campaigns, amid constraints, while ensuring procedural elements aligned with branching narratives for coherent storytelling across multiple playthroughs.

Release

Griftlands exited and fully launched on June 1, 2021, for Windows and through and the , with a standard price of $19.99. The game arrived on consoles shortly after, releasing on June 4, 2021, for , , and , including adaptations to support controller inputs for navigation and card selection. At launch, the full version included all three playable campaigns for the characters Sal, , and Rook, alongside final balance adjustments to and mechanics refined during . Localization efforts began immediately, with the game fully playable in English and Chinese (Simplified and Traditional) at launch on PC. Support for additional languages, including , French, German, Japanese, Korean, Polish, Russian, and Spanish, was added in the weeks following launch. Following the release, issued minor hotfixes to address bugs, such as progression blockers and UI issues, including a launch-day patch and a June 15 update that enhanced compatibility and small-screen readability. Translations were completed across all supported languages by August 30, 2021, with no major or expansions announced. As of November 2025, has not announced or released any major , expansions, or significant updates beyond minor patches and localization completions. Marketing for the full release featured trailers that highlighted the game's distinctive blend of negotiation-based dialogue trees and tactical card combat, such as the official launch gameplay trailer released on June 1, 2021.

Reception

Critical reception

Griftlands received generally favorable reviews upon its full release, earning an aggregate Metascore of 84/100 on for the PC version based on 10 critic reviews. The Nintendo Switch edition similarly achieved a score of 84/100 from 8 reviews, indicating consistent critical approval across platforms. Critics widely praised the game's innovative negotiation system, which integrates card-based RPG elements with replayability to create dynamic, choice-driven encounters that emphasize over pure . The writing was frequently highlighted for its sharp wit and depth, bringing vivid character voices to life in a richly imagined sci-fi world filled with moral ambiguity and interpersonal drama. On the other hand, reviewers pointed to repetitive elements in later playthroughs, where the core campaign structure and side content begin to feel formulaic despite procedural variations. A steep for managing the dual-deck system—handling both and cards—was also critiqued as initially overwhelming, potentially alienating newcomers to the genre. PC Gamer rated Griftlands 80/100, applauding the tactical interplay between and as a fresh of deck-building mechanics, though noting limitations in long-term variety. IGN awarded it 9/10, praising the atmospheric world-building that immerses players in a gritty, narrative-driven universe. Reviewers reached a consensus that the optional Story Mode enhances accessibility by mitigating harsh difficulty spikes and procedural failures, making the game more approachable for players less experienced with roguelikes.

Accolades

Griftlands received a for Strategy/Simulation Game of the Year at the 25th Annual in 2022, recognizing its blend of deck-building and narrative-driven . The game was highlighted in various "best indie games" compilations post-release, including USA Today's selection as the best of 2021 for its innovative approach to card-based decision-making in a framework. It also appeared in discussions of 2021's standout titles influenced by mechanics by , underscoring its role in evolving the deck-builder genre. While Griftlands did not secure major wins, it earned recognition for its in card-based RPGs. Community-driven honors include widespread via Steam's achievement system and robust modding support, fostering ongoing player engagement.

References

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