Jimmywow9721
Hunter Purnell   Wisconsin, United States
 
 
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This hidden gem deserves more recognition than it currently receives. Personal views sees this game as a fantastic deckbuilder game. I'd even deem it on par with Slay the Spire, the corner-stone and genesis of many deckbuilders on steam. Here is a perspective to appreciate this unrecognized game:

Vault of the Void establishes a sense of strategy to it more so than other deckbuilding games. This includes each battle reward known prior to starting a floor. This allows the player to strategically plan their route from the start of the game. Additionally, the player, prior to the run's beginning, inspects the vault guardians at the final floor. These vault guardians possess mechanically intense battles, and rewards to fight the final boss: the Void. These two out of four vault guardians must be killed prior to killing the Void, so prepare for difficult fights and satisfying rewards by strategically building decks.

This then leads to the deck building strategies within this game. Unlike most card games, Vault of the Void limits the player to deck to twenty, and ONLY twenty cards in deck. No more; no less. Arguably, this limit kills the component of deckbuilding games: having to strategically know when to add cards, and when to pass them by to prevent deck dilution. This twenty cards, albeit simple, creates an amazing quality of life component to the game.

Deckbuilding occurs at any time during level travel, and prior to a fight. This allows the player to continuously swap cards based on the specific fight, furthering the skill-ceiling to this game. The player will also accumulate spare cards as the game progresses (either through packs, battle rewards, or shop merchandise). This mass collection of cards allows for synergies to be added, or changed at a whim. For example: I recently had a run which grabbed a few "overcharge" synergy cards. I decided not to utilize them until I acquired enough "overcharge" synergistic cards to pivot my deck to that mechanic. When I first bought this game, I feared this game would force players to go into one certain mechanic throughout an entire run, making the game feel monotone. Overtime, the developer included versatile cards that can be placed into numerous archetypes. This means not every run will have a dedicated bleed deck; there is enough variety within some cards to "spice" up a run (make it feel unique, and not repetitive).

A unique feature unlike any card game I encounter involves void stones: these shiny rocks collected by hurting enemies. These rocks each posses a unique trait to help improve a single card in the collection. These rocks range from damage increase, extra block, cycle "draw one, discard one," etc. Be careful though: two out of the three playable characters cannot remove void stones once applied to cards. Each run can collect a finite number of void stones, so plan accordingly to apply busted synergies.

Vault of the Void includes many mechanics for not only the player, but the opponent to utilize. Each of the three selected characters posses many mechanics for the player to utilize (it's definitely intimidating at first, and may cause some confusion to new players). Overtime, the mechanics will start to solidify, and become easy to apply for successful battles. Enemies also yield mechanics from enhancing their damage to applying status affects onto the player. Enemies can do anything from deal damage overtime, reduce card draw amount, reduce energy gain, and nullify void stones to name a few.

A combat mechanic unlike any other game involves the "purge" mechanic: discard a card from your hand to gain one energy. This allows for multiple routes to plan each turn. Should I purge an attack to gain energy, and cast a block? Will I need this "purged" attack card in a future turn? Can I afford to "purge" attack cards, or do I need to finish the battle quickly? If I don't "purge" this card before my turn ends, it will remain in my hand. Should I "purge" the card for safekeeping, or dig deeper into my deck? How will may energy amount be for the following turn if I "purge" X cards from my hand? Should I purge this card to proc its "purge" effect (some cards perform a minor effect when purged). The "purge" mechanic in of itself allows the player to apply strategy to each turn in battle.

Finally, the most impressed view I have on the game is the developer's dedication. The developer continuously pushes out content; therefore, the game appears loved and nurtured by the developers. They often include patch notes to fix bugs as well as add enemies, artifacts (Slay the Spire's equivalent to relics), cards, and mechanics. Just recently, a patch note introduced the "clot" mechanic for the first character along with numerous cards that contain this "clot" mechanic. This allows for variety in bleed runs; more so, this allows for interesting variety between runs. Now, I get to see what cards are wacky cool to play with.

Overall, an unknown game in the lens of the steam community (and the internet for that matter. I tried looking up information regarding this game, and couldn't find anything because no one else publishes information for it). One day, this game will escape the Void, and become recognized for the game it truly is - A gem.
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