User Score
6.1

Mixed or average reviews- based on 36 Ratings

User score distribution:
  1. Positive: 19 out of 36
  2. Negative: 11 out of 36

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  1. Aug 11, 2020
    5
    This one has OK gameplay and style. Games are pretty long though, 1.5-3 hours per run. But there's where the trouble comes in. The game can be punishing the way roguelikes are, but each run is too long to learn things the hard way. And the losses can be extremely unfair. In a good hard game you will lose and lose but want to keep playing, a bad hard game will only make you feel cheated.This one has OK gameplay and style. Games are pretty long though, 1.5-3 hours per run. But there's where the trouble comes in. The game can be punishing the way roguelikes are, but each run is too long to learn things the hard way. And the losses can be extremely unfair. In a good hard game you will lose and lose but want to keep playing, a bad hard game will only make you feel cheated. This one is the latter. Expand
  2. Jul 22, 2019
    5
    There are units with a Robust tag: everytime you kill them, they move backwards 1 space instead of being killed; and then there is a skill called Taunt: you have no choice but to attack units with Taunt. Now imagine this: an emey with Robust units & Taunt skill. What do you think will happen? You deal a killing blow at this Robut+Taunt unit, killing your own unit (enemy units retaliates),There are units with a Robust tag: everytime you kill them, they move backwards 1 space instead of being killed; and then there is a skill called Taunt: you have no choice but to attack units with Taunt. Now imagine this: an emey with Robust units & Taunt skill. What do you think will happen? You deal a killing blow at this Robut+Taunt unit, killing your own unit (enemy units retaliates), and what do you achieve? Nothing, because that enemy unit is only pushed back; and next turn, it promptly moves itself back to the front. To make matters worse, enemy leaders will always Bolster this unit to give more attack power, so you have to sacrifice your own units to push it back by killing it (remember, since it has taunt, you can ONLY attack this unit!) and achieve nothing.

    Ok, so do you see the issue now? But no matter, i should be able to cheese the AI by using the same tactics right? Possibly, but you need to get lucky, REAL lucky to come across Robust units and to learn the Taunt-applying skills, and even so, you have to be lucky to draw this Robust units during your turn. You need luck luck luck but the enemy only need to get lucky once and you are in trouble.

    The dev needs to implement a new mechanism (how about ability to select 1 unit that will always be drawn) to reduce the element of luck: what use of careful construction deck but at the end of the day, luck is what wins out?

    Edit: I editted my rage review to be more fair, also btw, the art is gorgeous, simply amazing.
    Edit2: Nope. Nope. This game is still BS. Save yourself some frustration until the dev fix this pile of garbage.
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  3. Jun 25, 2020
    7
    I think that this is truly a unique game and I would recommend that if you are a fan of this type of genre then I think you should give this game a try.
Metascore
73

Mixed or average reviews - based on 8 Critic Reviews

Critic score distribution:
  1. Positive: 7 out of 8
  2. Negative: 0 out of 8
  1. Edge Magazine
    Aug 15, 2019
    50
    Defeat in Nowhere Prophet can be creeping, as your resources drain away, or sudden, as you fall victim to an unexpected combination of cards. Either way, it feels like playing against an opponent who overturns the table when they win, leaving you to gather up the spilled cards. It'll be another couple of hours before you have a deck that feels unique, before you escape the mire of enemies and text events you've seen a dozen times. It's enough to make you a sore loser. [Issue#336, p.118]
  2. Aug 9, 2019
    78
    Nowhere Prophet combines two very different genres: TCG and roguelike, to create a hybrid experience that surprises in how organic it feels. The card-based combat has depth and weight, and adds to the game a sense or permanent loss that feels great.
  3. Aug 6, 2019
    80
    I love the music, the electro-Indian soundtrack is so wonderfully unique and gives the journey such a magnificent texturing. The various factions with their distinctive styles, like the Blue Devils that voluntarily allow themselves to become infected and die young in order to become more powerful. Sharkbomb Studios have done fantastically to create a gameworld that feels unique to the point that I, even more than usual, want more games based on cultures outside the usual UK, US, Japan influence. And while I have harked on the gameplay, I actually really enjoy it up until the inevitable unfair fight that brings me to my old friend, the Game Over screen. It’s much like FTL. Yay, yay, yay, ooh close one, yay, no, what, stop it, bugger off, f*** this game, repeat.