Trials of Fire
game
8/2/2026

Trials of Fire

byWhatboy Games
8.5
The Verdict
"Trials of Fire is the rare genre hybrid where the hybrid part isn't a gimmick. The shared party hand reframes what a deckbuilder turn can be, and the loot system refuses to let your strategy ossify the way nearly every roguelite eventually does. Five years on from release, nobody has meaningfully copied it — which tells you either how hard it is to execute or how badly the industry undervalued it. Probably both." "What holds it back is entirely a communication failure. The systems are excellent. The teaching of those systems is poor, and the UI actively works against the clarity the art direction fights so hard to establish. A studio with Rocksteady pedigree — people who once made a combat system readable to millions through pure visual feedback — somehow shipped an interface that requires homework." "If you're willing to do that homework, this is one of the deepest tactical experiences on Steam, and at its price it's close to absurd value. If you're not, it will feel like a puzzle box someone forgot to include instructions for. Both reactions are legitimate. Only one of them gets you the good game."

Gallery

Screenshot 1
View
Screenshot 2
View
Screenshot 3
View
Screenshot 4
View

Key Features

Shared Party Hand: All three heroes draw into one communal hand and spend from one communal resource pool. There are no individual turns. You decide, every round, which hero gets to act and which stands there doing nothing.
Loot-Driven Deckbuilding: You don't draft cards. Every weapon, armor piece, and trinket you equip physically rewrites that hero's deck. A new sword isn't a stat bump — it's a deck edit, and sometimes a build demolition.
Hex-Grid Tactical Combat: Positioning, facing, elevation, and turn sequencing carry as much weight as card selection. A perfect hand played from a bad hex is a wasted round.
Papercraft Open World: A procedurally generated overland map with settlements, ruins, and a supply economy, all presented as folded paper models on a tabletop — with an encroaching sandstorm as a hard timer.
Judgement Encounters: Hand-written moral dilemmas between fights, with consequences that persist across the run rather than resolving in a single dialogue box.
Content Volume: 340+ skill cards, 220 items, 56 enemy types, 14 bosses, four game modes, and seasonal quests. No live-service scaffolding attached to any of it.

The Good

Shared party hand is a genuine mechanical innovation, not a remix
Loot-as-deckbuilding forces constant strategic re-evaluation
Positioning and card play are meaningfully fused, not adjacent
Papercraft art direction is distinctive and functionally legible
Huge content volume: 340+ cards, 56 enemies, 14 bosses, four modes
Premium, offline, zero microtransactions, free post-launch support

The Bad

Punishing onboarding — the tutorial doesn't teach the actual game
UI is dense, small, and information-hostile to newcomers
Occasional run-ending RNG swings that no play could avoid
Narrative wrapper is atmosphere-thin; Ashe is a setting, not a story
Nine classes start to feel limited after 40+ hours
Steam Deck playable but cramped

In-Depth Review

Bottom Line: Trials of Fire welds hex-grid tactics to deckbuilding with a shared party hand that makes every turn a resource-allocation puzzle, and it's smarter than almost anything in the genre. It's also stingy about explaining itself, and the first three hours will feel like reading a manual in a language you half-speak.

The Gameplay Loop

The core insight of Trials of Fire — the thing that justifies its existence next to a hundred other deckbuilders — is the shared hand.

Think about what that does. In a conventional party tactics game, each character is a discrete budget: this one gets two actions, that one gets two actions, spend them independently. Trials of Fire collapses all of it into one pot. Your hand contains cards belonging to all three heroes, and your resource pool is communal. So every round becomes a genuine allocation problem. Do you dump four resource into your Barbarian for a chained assault that clears the left flank, leaving your Ranger and your Ritualist standing flat-footed for the entire turn? Or do you spread it thin and accomplish three small things badly?

This creates a rhythm you won't find elsewhere. Some turns, one hero is a god and the other two are furniture. That's not a failure state — it's the design working. The tension between the hand you drew and the board you're standing on is the whole game, and it's why the hex grid isn't decorative. Cards specify range, direction, and target geometry. A devastating cleave requires enemies in adjacent hexes. Movement costs from the same pool as attacks, which means repositioning is never free and is frequently the correct play anyway.

The loot-as-deckbuilding system is the second pillar, and it's more radical than it first appears. Because your deck is your equipment, the game never lets you settle. In Slay the Spire, a build calcifies — you find your engine and you protect it. Here, you loot a superior chestpiece and discover it's swapped three defensive cards you were relying on for two aggressive ones you don't want. Upgrades are frequently downgrades in disguise, and evaluating them requires holding your entire party's card economy in your head simultaneously. It's genuinely hard. It's also the most interesting inventory system I've encountered in a roguelite, because it makes the loot screen a strategic space rather than a numbers-go-up dispensary.

Wrapped around combat is the overland layer: a supply-management crawl across procedural terrain with the sandstorm as a pace-setter. It works, mostly. Supplies deplete, settlements sell gear, ruins hide loot, and the storm ensures you can't grind. But this layer is the game's thinnest, and it's where the seams show. The judgement encounters — hand-written dilemmas with real consequences — are well-written and land more often than not, but they're islands in an otherwise mechanical sea. The narrative wrapper around Ashe is atmosphere, not story. If you came for a world to care about, you'll leave with a spreadsheet instead.

The Onboarding Problem

Now the part everyone complains about, and they're right to.

Trials of Fire has brutal onboarding friction. The tutorial gestures at the systems rather than teaching them. The UI presents an enormous amount of information — card costs, resource pools, hero states, enemy intent, terrain modifiers — in a dense, small-type layout that assumes you already know where to look. Iconography is opaque on first contact. Critical numbers hide in tooltips that require deliberate hovering.

The result is a predictable pattern in the Steam reviews: people bounce, come back, and then log 80 hours. The learning curve isn't a gentle slope; it's a wall with handholds you have to find yourself.

I'd defend some of this. Complexity is the product, and sanding it down would produce a worse game. But there's a difference between a deep system and a badly explained one, and Trials of Fire conflates them. Nothing about the shared-hand economy is impossible to communicate clearly — it's just not communicated clearly. That's a UX failure, not a design one, and it has cost this game an audience it deserved.

Difficulty and Variance

The other consistent criticism is RNG. Runs can end to a difficulty spike you couldn't have played around — a bad card draw against an enemy composition that punishes exactly the thing you drew. It happens less than detractors claim and more than the game's defenders will admit. Across four modes there's enough tuning range that you can find a comfortable altitude, but the roguelite promise of "you lost because you misplayed" isn't always honored here. Sometimes you lost because the deck said no.

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.