So I’ve been digging and actively searching for a certain type of game genre lately, namely deckbuilding roguelike games. I believe I’ve played nearly all of them by now, and it took me a long time to truly get bored of each one.
A couple days ago I realized, though… SFT is exactly that, a deckbuilding roguelike. You have randomization, start with similar cards, have a skill tree. You have a limited amount of actions per turn and get to build your deck around a certain strategy using the shop and destroying cards. It even takes part in space and has FTL reminiscence. So I really wonder what prevented me from ever realizing that this is exactly the kind of game I’ve been digging lately.
As for the general popularity of the game, it seemed way lower than, say, Slay the Spire or Dream Quest. What went wrong?
Is it because you’re not playing against Monsters with HP bars that play cards from their decks themselves?
Is it because of the “social” component (multiplayer) that the game started out with? May it be the lack of classes (although you do technically have four), or its complexity? Difficulty? Maybe the controls? Lack of content? Marketing? Bugs? I really, truly wonder and am astonished why it more or less “flopped” (or held me in for less than two days).