RDBG #1: Coin Crypt (2013)

UPDATE (Nov 18th, 2023): In celebration of the game’s 10th anniversary, I interviewed the game’s developer, Greg Lobanov, which you can click here to watch or see at the bottom of this post.

There isn’t a ton of material out there making claims as to what the ‘first’ roguelike deck-builder may be. This Verge article points to Peter Whalen’s 2014 mobile game Dream Quest (as “the “watershed” moment for the modern iteration of the genre”. Likewise, Joshua Byer’s Game Design Deep Dives: Roguelikes submits that “Dream Quest is viewed by many as the progenitor for deck-building roguelikes.” As an original game that explicitly combines card deck-building with randomised adventure elements, it seems fairly sound to call Dream Quest the first of its kind. We’ll be looking at it in the next post. However, it isn’t isn’t quite the oldest game that meets my criteria

According to data trawlers SteamDB and Steamspy, the earliest released game with the tag ‘Roguelike Deckbuilder’ is a game called Coin Crypt, developed by Greg Lobanov and released through Steam Early Access on November 18th, 2013. There may yet be something before this that meets my rules and either didn’t receive a Steam release or slipped through the cracks of my search engine hunt. Nevertheless, I feel fairly confident in taking Coin Crypt as a starting point and will happily entertain debate on alternatives. (Not to get into the weeds here, but sometimes I wonder how many hobbyist prototypes, unfinished demos, or notebook ideas of things we would now recognise as a roguelike deck-builder may be out there that predate Coin Crypt.)

Premise and Gameplay

Somewhere in the Pacific, the lost ruins of a ‘coin civilisation’ have been uncovered, luring ‘lootmancers’ to do battle in a bid for the ultimate treasures at their highest peaks and deepest depths. The Rogue influence is readily apparent in Coin Crypt’s overworld. In a single run, players traverse several worlds divided into three randomised stages occupied by enemies, shopkeepers, and hidden secrets. Coins are required to do almost anything – they function as your battle actions, currency, and health. Using up all your coins is a lose condition akin to ‘decking out’ in a physical CCG, immediately ending the run. Funnily enough, you can also defeat enemies like this, although doing so means you won’t win those coins as loot. Coins aren’t just single-use in battle, they’re single-use for good – so keeping your deck (purse?) topped-up while being careful not to fill it with turn-wasters is paramount.

You can see what enemy attacks are incoming, but if you’re able to regularly do that while choosing your best coin, you may have two brains or at least four eyes.

The one-on-one battles play out similarly to Active Time Battles in the Final Fantasy series – turn-based, but with factors affecting how quickly and often those turns come about for both sides. Once selected, some coins take longer for their effect to trigger than others. You can only draw a few coins from your ‘deck’ into your hand each round, and you must work out which one to play ASAP. Fast choices minimise damage and maximise loot from foes. Multiple coins can be played simultaneously if you draw more than one of the same kind, and you can forfeit a turn for a redraw if you’d rather save certain drawn coins for another time. This may sound like an awful lot to be keeping track of, but it makes for very short, addictive battles that demand good, quick decision-making that anticipates future moves or even battles.

Failed runs reward players by allowing them to redeem the total value of coins gained during their run for new character classes, and there’s a lot of them: 20 classes to the base game and 7 in the one DLC package, Sea and Sky, which also adds new overworld areas and rewards. Granted, their individual differences do not always completely transform playstyles in the way the four Slay the Spire classes are so different from one another, and the game’s difficulty is radically altered by who you pick. Still, there’s a lot of novelty and challenge to be had – I find myself drawn to the Assassin, who hits hard but can’t heal well, and the Wizard, who regains multiple copies of coins used in battle but also simultaneously loses ones at random from their deck.

New classes and coins are unlocked thick and fast, even for this genre.

An admission – I love this genre, but I’m not very good at it! It took me 10 hours to even beat the game once, and even then with a non-standard class (the Wizard) using an alternative coin bag (one that makes you likelier to pick up damage-dealing coins). In that time I unlocked every character class you can with coins from failed runs. Nevertheless, I feel it fair to say that the game is a little cryptic (ha!) about some of its mechanics. For one, you can offer coins to deities, who in return will grant you certain coins or debuff enemies. I completely ignored them for my first several runs because I was more concerned about loss by deck-out, unaware that they were buffing later enemies in anger for my lack of piety.  Shop items often seem very expensive given that coins are also your literal lifeblood. Lastly, the ‘blessing’ system, which gives you a selection of buffs that always come with a debuff, almost always felt too punitive to risk using. Which of these are balancing or difficulty curve failings and which of these are just my own ineptitude will vary by the player, of course. Whether these mechanics enrich or frustrate is one thing, but they will be a part of the decision-making in every run, so they bear mentioning.

Randomised Elements

Besides enemy and loot chest placement, the levels of Coin Crypt are made up of randomly put-together hallways and rooms. Players have some decent agency in their exploration. If you want to make a mad dash for each level’s exit, losing as few coins on the way as possible, you can do that. If you feel like your coin build benefits from fighting everything you come across, you can do that, too. If you’re able to unlock certain barriers, you can even take alternate paths to plumb the ruins’ depths rather than scale their heights, leading to different enemies, coins, bosses and so forth. On the other hand, the randomisation sometimes led to my runs ending long before they ever even got off the ground, and when a run started going south, I rarely felt able to delay failure for much longer. I’m not sure if this is an overdependence on random number generation to draw good coins or if certain classes just have a harder time building up steam than others, but it was rarely so discouraging a loss that I didn’t want to jump right back in.

Donating to deities will make certain coins more or less common as loot from these chest ghosts.

Presentation

So yes, some minor issues, but the compulsion inherent to the gameplay loop is very powerful and is reflected in the sound and visuals. There’s a palpably sweet tension in choosing a coin and hoping it pops off before the enemy’s, and the accompanying sound effects of a bunch of loot being dropped into your bag upon victory (essentially extending a time limit on your survival) brings relief. Seeing the little ‘NEW!’ tag next to a shiny coin you haven’t seen before satisfies the primate brain, as is then immediately weighing up whether or not it plays nicely with everything else you’re currently rolling with.

The colours and UI elements are bold and bright. In a world of mostly cuboid elements, the coins are a real standout – there is intrinsic satisfaction in seeing the not-actually-3D coins in your deck spinning around. The hard edges and flat colours can lose their flavour after a while, but the hand-drawn character and enemy art gives the game’s visual elements a certain unity and timelessness. Also, being able to directly WASD-key your character around RPG-style rather than simply clicking on waypoints between scenarios is very involving, especially if you really can’t afford to get into a fight when you’re bleeding coins.

An aside on the coin design. Unlike most games in this genre, taking your time with your movemaking is actively discouraged, so being able to identify what each coin does the instant it gets drawn is very important. Coin Crypt’s solution is to have the shapes, iconography and colours of the coins broadly reflect what they do. Damage-dealing coins, for example, will generally either be red in colour, have spiked edges, or feature a sword icon. Healing coins are typically blue or feature cross-shaped edges or icons. More exotic damage or healing coins may only feature one or two of these elements, but as long as you recognise one of them immediately it should give your brain the quick hint it needs to recall what it does. With 201 coins to the base game and another 100 in the DLC, they don’t all perfectly follow an internal consistency (as attested to by this ‘coin encyclopaedia’) but I rarely found myself totally stumped by what a coin did upon drawing it. Unfortunately, in the instances I did forget what a coin did in battle, I found that the reminder tooltips could sometimes get obscured by other rapidly-changing UI elements when you hover over them – not ideal in the middle of a frantic battle that could be your last. Regardless, the point I’m striving for here is that many roguelike deck-builders can consider the art that comes with their cards to be a luxury or visual afterthought to their gameplay utility. For Coin Crypt, the coin design is integral to its playability.

Closing Remarks

These retrospectives are not intended to be reviews, but I would like to encourage people to try out the ones I enjoy as I go along. Coin Crypt‘s sheer combat speed alone makes it worth seeing if it’s something you like. The compulsion to always be casting coins removes the indecision paralysis that sometimes puts people off card games. While its systems and synergies are a bit opaque for your first several runs, you will eventually find a handful of classes or strategies you enjoy that bring you closer to endgame runs if you stick with it. (Also, I’m stunned it isn’t available on mobiles – the large coins and mouse-click-navigable environments at times make it feel like it was designed from the ground-up for such a thing!)

Standout Cards

An ongoing closing feature I’ll include here will be cards (or in this case, coins) that have stuck with me for whatever reason during my time with the game. These aren’t my suggestions for the best cards, simply ones that may have served me well, are cosmetically interesting, or have some other noteworthy quality.

Healing and damage dealing at the same time makes the Bat Pence an extremely valuable spammable on any run with a class that lets you keep or duplicate coins.
A little two-for-one to display the coin design at its most intuitive (and cute). The two sharp points or cross arms denote its minimum value, while the coin’s six main edges represent its maximum. The colors and shapes suggest damage dealing and healing respectively. Again, not all coins in the game are this effortless to ‘read’, but when they are, it impresses.
Poor Jack’s 10-to-hit, 2-to-cast costing make it a standout example of the risk-reward deckbuilding. The temptation to have as little in your deck as possible except these can easily lead to doom when you skimp on shielding and healing coins to keep them strong.
Coin Crypt 10th Anniversary Developer Interview with Greg Lobanov

Roguelike Deck-building Games – A Chronological Exploration

I enjoy retrospectives that go through a topic in chronological order, especially for video games, a medium that is nothing if not iterative. I thought I’d start off using this space to examine the young but increasingly popular roguelike deck-building subgenre, in release order (or as close as is possible to determine). 

A hasty author’s rendering of some familiar roguelike deck-building game elements using the player’s avatar of Rogue (1985), including a deck, a hand of actions, and an enemy of some sort.

 

To start, some criteria a game should meet to be up for consideration here: 

  1. ‘Roguelike’: The game must prominently feature randomisation in how it offers exploration, skills, combat, and so on – with the intent of encouraging multiple runs and alternative playstyles.
  2. ‘Deck-building’: The game doesn’t necessarily have to feature cards per se, but the gameplay must prominently feature a mechanic similar to managing a loadout of cards in a collectible card game. For example, you should be able to gain and lose skills as gameplay progresses; there should be limitations on how these skills are gained, deployed, etc.
  3. ‘(Video) Game’: The game must be an original video game, rather than a digital adaptation of an existing physical card or board game.

Going by these, I’m going to start with 2013’s Coin Crypt. 2013 may seem surprisingly recent, but to my knowledge Coin Crypt is the first game that meets my criteria (please get in touch if you think differently). Remove the roguelike requirement, and we would have a few original deck-builder video games from the late 1990s, such as Chron X and Sanctum. Even with the requirement for it to be an ‘original’ video game, anything I will cover here will carry some influence from Magic: The Gathering or one of its mid-late ‘90s collectible card-game progeny, such as Netrunner or the Pokemon Trading Card Game. Perhaps the key inspiration for roguelike deck-building gameplay would be the 2008 board game Dominion. While the resource management can be traced to Magic’s mana system, Dominion has players build decks from cards semi-randomly collected as play progresses. As such, the key distinction for the roguelike deck-builder is in players finding emergent deck possibilities in cards that work well together as they collect and use them, rather than having time to plan a synergistic deck before battle begins.

Ultimately, the rabbit hole on projects like this can be made ever wider, but for the sake of relevance and manageability I’m casting a fairly narrow net. Even if we went all the way back to the genre namesake of Rogue (1985), that in itself was inspired by other mainframe computer takes on Dungeons & Dragons, which in turn was inspired by tabletop wargaming, which in turn was… it can’t be ruled out that all human culture probably stems from enjoyment found in swinging sticks at one another, or somesuch.


To conclude this introductory post: rather than an attempt to divine the exact genesis of the roguelike deck-builder, the aim here is to chronicle points of interest, similarity, difference, and evolution in a subgenre that saw an explosion of popularity with the early-access release of Slay the Spire in 2017 and continues to see a fascinating degree of variation in the wake of its success, even within my fairly fixed gameplay criteria. First game to follow.

Stop, Blog and Roll

With every passing year, you could say starting a blog becomes exponentially more futile. However,  this is late 2022. Twitter feels increasingly like a death cult chanting about its own demise until it finally comes about, and with Meta spending irresponsible sums on glorified Zoom calls that take ten times more effort at incalculably more expense, who knows how much longer Meta will be about. Gradually, we are wandering back out into the wild, exploring alternatives like Cohost and returning to long-abandoned haunts like Tumblr. Me, I’m hoping this might be a good time for people, me included, to get back into non-microblogging. Macroblogging? — ah no… just blogging.

Well that’s OK, I thought. I’m sure blog-making sites are probably pretty good by now, I’ve dabbled in the past. I got a WordPress account going again. For fun, I thought I’d whack in a blogroll as a sidebar, as you do. I could not. The easy widget functionality to add such a thing is just straight-up gone. I’ve just spent an hour and can’t do it, and the infinite and immediate gratification of social media is still right there, that’s not good. I’m in danger of having my goldfish attention span and willpower gone before I’ve even made a post worth reading.

Blogrolls were great. Half the stuff I ever found online worth sticking with as a teenager were found hopping from one blogroll to another. Found a bunch of great writers, retrospectives, webcomics, and album fileshares without even really trying, and it felt like a much more social and organic means of finding new stuff without the clumsy, ever-felt hand of the algorithm driving things to you, and by the way here’s an inscrutable foreign mobile game you ought to try and seeing as you’re worried about your hair lately, try some of this VPN—

In themselves, blogrolls were the spiritual successor to webrings, and also served a similar function as a nice hat-tip to blog authors you respected. There was also a sense that your posts could well be part of someone else’s breadcrumb journey of random blog-hopping. Blogrolls were like a bookmark bar that you shared with others; you were more likely to stay on top of them more regularly than passively clicking a ‘follow’ or ‘subscribe’ button (themselves now transparently nothing more than engagement measurement tools, now that you also have to click a bell or whatever nonsense to even get them to function like how they are named). Now that you yourself were wearing a link to something like a band patch, you had a tiny stake in keeping current with it, making sure it was still great or even just updating, because someone may associate it as being something that you endorsed, or was at least in your sphere of interests.

Anyway, blogrolls: no match for recommendations made on the back of trillions of gathered impressions – but then again I’m a human being, not an advertiser. The thought that I’m nostalgically romanticising a very small part of my early internet experience isn’t lost on me. If only I could get one going again just to make sure.

Bagsy

This is a start – taking the cellophane off a new TV, so to speak. More to follow.