

Griftlands is a deck-building roguelike with two separate decks: one for combat, one for negotiation. You pick from three characters—Sal (profit-driven adventurer), Rook (aging spy), or Smith (reluctant nobody)—each with their own campaign, map, and faction dynamics in a deteriorating sci-fi setting. Jobs you accept and alliances you form directly affect which cards enter your decks and how NPCs treat you later. Permadeath resets progress, but each run surfaces different events and card synergies. The negotiation system mirrors combat structurally—arguments have health bars, diplomacy cards deal damage to opponent resolve—making talk scenes as mechanically dense as fights. If you want a roguelike where words and weapons share equal weight, this delivers.





