With the sheer creativity of those occupying the gaming industry these days, especially within the saturated indie scene, it seems that the novel idea of genre splicing is becoming a more common practice.
10 Underrated Deckbuilders You Need to Play
Deckbuilders can be a hard genre to get into, but this list of underrated deckbuilders you need to play should help a little.
After all, why focus on one traditional genre when you can nail two at once and offer a hybrid experience unlike anything gamers have ever seen? It’s obviously easier said than done, but the rewards tend to justify the hardship.

But, in the case of Death Howl, it seems thatthis humble deckbuilderhas managed to make it long into development before it dawned on all those working on the project that this game actually shares a lot of DNA withthe Soulslike genre.
But, no matter what path you take to get there, the important thing is that the game launches on release day as the true finished article, and even if it was a happy accident, Death Howl bravely combines Soulslike and deckbuilder ideals to provide a haunting, gritty, and atmospheric title like no other.

To learn more about this interesting new title, we sat down withMalte Burup, who filled us in on the origins of this epic adventure and what to expect as you embark beyond the game’s sinister opening forest area.
Stumbling Upon The Soulslike Formula WithMalte Burup
Q: I want to kick things off by talking about Death Howl’s artistic direction and overall inspirations for the game itself, as the game immediately made me feel like I was playing a unique offshoot of Daniel Mullin’s Inscryption. So, just to expand on that, what sort of games and creators have helped serve as inspiration for Death Howl?
A: We were inspired primarily by one of the most successful deckbuilders, Slay The Spire. But also, we were inspired by early card games that came before this such as Card Quest. These were the games that gave me that initial thought in my head that ‘I need to make a card game.’ Then I played games like Magic The Gathering and this only made this idea more concrete.

But I didn’t want it to be a roguelike deck builder because after the success of Slay The Spire, there were already so many copies, and I wanted to go somewhere else. So, I wanted to make this game feel something like Final Fantasy Tactics and use Breath of the Wild’s structure.
These three games made up the core of the game, and during development we also played a lot of Into The Breach which helped shape the game as well. I have recently played Inscryption, and everyone asked me during development about whether I had played this game because our game looks similar, but it wasn’t something we planned.

Q: Well, on the subject of inspirations, the one that I was surprised you didn’t bring up was Dark Souls, or at least some form of FromSoftware game or Soulslike. Especially as your game sets its stall out as a ‘Soulslike Deckbuilder. Can you speak a little on that?
A: Yes, it’s interesting, as the whole Soulslike angle was not intended. It was something that came along during development. Once we signed with 11 Bit and got testers, they came back to us with responses from players suggesting that it feels like a Soulslike.

I’ve never really played any Soulslike games, so the whole Soulslike aspect came from a mixture of the atmosphere and the mechanic that revives creatures when you heal.
So we decided to embrace that and added the fact that, when you die, you lose all your Death Howls and have a chance to get them back. A lot of the Souls aspects were implemented ahead of the demo’s release, but it was never our initial intention.
In fact, I just played Dark Souls for the first time a couple of months ago. It was really nice,but also really hard,and I stopped playing after about seven hours, as it was just too hard.
Q: That’s so interesting. It might not surprise you that a lot of my questions were rather closely linked to this Soulslike label. But, I realize this won’t be the case now. I was going to ask if there were any Souls references in the game, as I had thought the four pillar bosses that punctuate the experience might be a nod to the closing stages of the original Dark Souls.
I have absolutely no idea about that, but I can say that this idea was inspired by Legend of Zelda: Breath of the Wild and its core structure.
Q: I see. Well, on the topic of the four bosses that make up the game, I wanted to ask you about how free the player is to carve out their own path through the game. Can you go after the four bosses in any order that you want? Or, is there a preferred order that makes logical sense to the player?
A: There’s no correct order; you can beat the bosses in any order that you like. You can even go to the final boss and fight them immediately if that’s something you want to do, and you’re the craziest gamer ever. But if you choose to do this, it will be a real challenge.
Once you feel ready, you’re able to go to the end. Although the first area you find yourself in is the forest area, so the boss in this area would be the natural one to go for first. But, as I said, it doesn’t really matter.
Q: Good to know. I was also going to ask about the game’s narrative, as there aren’t a lot of deckbuilders that go out of their way to tell a story. So, where did the idea for this story come from? Is it based on myth and legend, or is this something that came from the minds of the team alone?
A: The very first ideas that would later form Death Howl were definitely more gameplay-focused, and from there, we felt that if we were going to take the game in a particular direction, it would have to be some sort of Shamanistic theme. As you kill the enemies, you take parts from them, and you craft new stuff with the magical powers of these animals.
So, we took this direction of Shamans, rituals and the spirit world. Then, the actual story is inspired by Nordic folklore and a Danish folktale called Story of a Mother by Hans Christian Andersen, which is about a mother looking for her son in the spirit world.
Q: Great to understand the story’s origins a little better. I was also going to ask about the game’s structure, as most deckbuilders don’t have a defined end-point as they tend to be infinite loops that encourage endless replayability. So, I just wanted to ask whether your game will also include an endless arcade mode, or will the game just offer a traditional start and end point?
A: It’s something that we have talked about as an idea, but at this moment, it is not planned. This type of mode would be a lot of fun, but Death Howl is also a very linear experience, a narrative-driven experience, and it has this palpable theme of grief.
So, we would need to think about how to approach that in the correct way. Maybe some sort of dream-like state our protagonist falls into, or revisiting the spirit world after the events of the game.
Q: Also, on the note of potential future plans. The game is billed just for PC at this moment, but do you have plans to bring Death Howl to consoles in the near future?
A: Yes, we plan to bring the game to consoles. We do not officially know which consoles will be included or when, but it is planned.
Q: Great. I also want to finish off by briefly hopping back over to the topic of Soulslike again. I understand that the Soulslike label was not the intention, but that label does naturally suggest that your game might be excessively difficult. Would you consider your game to be an approachable game for casual deckbuilder fans and complete newcomers?
A: It’s a challenge, but it’s not hardcore like a Soulslike. As it’s a linear, narrative-focused game, we wanted people to progress in the game and not get stuck on something they can’t get past.
you may always do something if you can’t win a fight. You can grab new cards, try another route, and then you’ll eventually push through. So, you won’t have to rage-quit.
Death Howl
WHERE TO PLAY
A Journey to the Spirit RealmIn forgotten lands shrouded by myth, Ro—a hunter from a small tribe—is overcome by grief following the death of her beloved son. Guided by voices from another world, she transcends into the realm of spirits, in hopes of bringing him back.Death Howl weaves an atmospheric tale of grief, healing, and resilience. As Ro, you’ll face relentless spirits in turn-based battles that challenge your tactical sense and adaptability. To succeed, you must craft and master decks of powerful cards and use shamanic totems while unearthing forgotten tales and secrets that shape Ro’s path.Master Your Deck-Building SkillsExplore the realm of spirits and gather ingredients to craft cards from each region. Discover shamanic totems to enhance your deck and cast a variety of melee and ranged spells to balance your offensive and defensive skills. Each new card lets you tailor your tactical style while preparing for your next deadly encounter.Engage in Grid-Based CombatFace a host of restless and eerie spirits in grid-based battles where each move is crucial. Test your wit by fighting unique enemy types and powerful bosses. Grow stronger, adapt your deck, and choose your battles as you explore grim lands like the Forest of Howling Shadows or Meadows of Delusion.A Mother’s Grief, A Spirit’s JourneyTake part in a mother’s spiritual journey through grief, where every step uncovers a new layer of her story, reflecting themes of love, loss, and the path of acceptance. Discover a mysterious world of forgotten lore, where darkness whispers secrets and invites you to unearth buried memories.
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