Iris and the Giant
game
7/15/2026

Iris and the Giant

byLouis Rigaud
8.1
The Verdict
"Iris and the Giant is a small game that does one big thing better than its more elaborate competitors: it makes you feel its subject through the rules, not the script. The finite-card economy is a genuinely original idea in a genre that mostly iterates on the same engine-building template, and the minimalist presentation is disciplined rather than cheap. Rigaud clearly knew exactly what he was making, and he made it." "Its limits are real. The strategic ceiling is low, the runs are short, and there's no reason to keep playing once the story closes. I don't hold that against it — a game that ends on purpose is a choice, and an increasingly countercultural one — but you're buying an experience, not a hobby." "The mobile situation is what keeps this out of the top tier. A game whose entire meaning lives in its final scene cannot ship a version that reportedly locks up during that scene. On Steam and Switch, this is an easy recommendation and one of the more quietly moving things the genre has produced. On iOS, it's an unfinished port of a finished game, and no amount of good design upstream fixes that." "Buy it on the right platform. Then let it go when it's over. That's what it wants."

Gallery

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Key Features

Lane-based vertical combat: Enemies advance toward you in columns on a vertical board. You spend a hand each turn to strike, block, or manipulate the field. Positioning matters as much as raw numbers — a lane you ignore this turn is a lane that reaches you next turn.
Card attrition as the real health bar: Running out of cards kills you just as dead as running out of HP. This inverts the standard deckbuilder relationship with your deck: cards are ammunition, not an engine.
Specialization-rewarding deckbuilding: The game actively punishes hoarding. Committing to a playstyle beats taking everything on offer — a discipline most deckbuilders only pretend to enforce.
Persistent meta-progression: Points earned across runs permanently boost Iris, and the 51-card pool unlocks over time. Failure compounds into capability.
Recoverable memory fragments: Between battles you collect pieces of Iris' past, which gradually explain the real-world reasons for the descent. The narrative is loot.
Eight-language localization, single-player only. No multiplayer, no co-op, no pretense otherwise.

The Good

Card-attrition economy makes the depression metaphor mechanical, not decorative
Minimalist art doubles as UI; board state is instantly readable
Lane-based combat gives threat real spatial weight
Specialization-rewarding deckbuilding with actual commitment costs
Memory fragments give the roguelike an ending worth reaching
Near-zero onboarding friction without sacrificing tactical depth

The Bad

Shallow long tail — 51 cards and the strategy space closes fast
Runs are short; genre veterans will hit the ceiling quickly
iOS port is functionally broken, including a reported end-game softlock
No multiplayer or post-story mode to extend the life
Android version delisted entirely
Small solo-dev studio means port fixes may never arrive

In-Depth Review

Bottom Line: Louis Rigaud's card-battler about fighting your own depression is one of the sharpest, most emotionally honest roguelikes of its generation — but the iOS port is a broken promise, and the Switch and Steam versions are the only ones that honor the work.

The Gameplay Loop

The core turn is deceptively simple. You have a hand. Enemies are stacked in columns above you, marching down. You play cards to kill them, blunt them, or reshape the board. Then they move.

What makes it sing is the double-jeopardy resource model. In most deckbuilders, your deck is a renewable engine — it shuffles, it cycles, it comes back. Here, cards are finite. Every strike you throw is a strike you don't have later. So the tactical question stops being "what's my optimal play this turn" and becomes "what's the cheapest way to survive this turn so I still have something left for the next one." That's a fundamentally different, more anxious calculus, and it's the single best idea in the game.

It also means the failure states are legible. You rarely lose to a dice roll. You lose because you spent too freely eleven turns ago, and you can feel the debt accumulating in real time. That's the mark of a well-tuned roguelike: the death is instructive.

The lane system deserves credit too. Because enemies come in columns, threat is spatial rather than abstract. You can see the pressure building in a specific place. Deciding to let a lane fester while you clear another is a real, tense choice with a visible price. It gives the combat a physicality that pure numbers-on-cards designs never achieve.

Where the Depth Runs Out

Here's the honest part. This is not a game with a thousand-hour tail, and its own community says so. The most common criticism from otherwise enthusiastic Steam reviewers is limited long-term depth and fairly short run length. Those complaints are correct.

Fifty-one cards is a lean pool. Once you've internalized the two or three archetypes the specialization system nudges you toward, the strategic space compresses fast. The difficulty curve is genuinely well-graded — accessible enough that newcomers to the genre won't bounce, demanding enough that veterans have to actually play well — but a good curve isn't the same as an inexhaustible one. You will hit the ceiling.

I'd argue this is a feature more than a bug, and the reason is the story. The memory fragments give this thing a destination. Endless roguelikes are all middle; Iris has an ending, and the ending is the point. Judging it against a genre built for infinite replay is a category error. It's a 15-hour experience that respects your time and then lets you go. That's not a failure of ambition. That's a different ambition.

But if you're buying this expecting Monster Train's build-crafting depth or Balatro's numeric absurdity, you'll be disappointed, and you should know that before you spend money.

Onboarding and Readability

Rigaud nails the thing most indie deckbuilders fumble: teaching without tutorializing. The board state is readable at a glance. Card effects are terse. There's no wiki-diving, no keyword salad, no forty-minute explainer video required before turn one. The onboarding friction is near zero, and it achieves that without dumbing down the tactics. That's genuinely hard, and it's the strongest evidence that a single designer with a clear vision beats a large team with a feature list.

Editorial Disclaimer

The reviews and scores on this site are based on our editorial team's independent analysis and personal opinions. While we strive for objectivity, gaming experiences can be subjective. We are not compensated by developers for these scores.