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I've played enough roguelikes to fill a landfill, and most blend together like bland oatmeal. This alpha version of Shogun Showdown made me pause my cynical eye-rolling for about three hours straight, which is basically a marriage proposal in my world.
Paul
February 18, 2026
7.5
Overall Score
"Shogun Showdown's alpha is that rare demo that makes you want the full game instead of feeling satisfied with the free taste."
Look, I see 'roguelike deck-builder' in 2024 and my soul dies a little. We've been drowning in Slay the Spire clones since 2017, and most developers think slapping cards on anything counts as innovation. So when I loaded up Shogun Showdown expecting another lazy card shuffler with samurai window dressing, I was ready to write my usual 'this exists and I hate that' review. Except something weird happened—I actually kept playing. The game opens with a simple premise: you're on a horizontal grid, enemies approach from the right, and you build a sequence of attack cards that execute in order each turn. It sounds basic because it IS basic, but in that 'chess is just moving pieces' kind of basic where simplicity births actual strategy. Within ten minutes I was planning three moves ahead, trying to position enemies into kill zones while not painting myself into a corner. It felt like someone actually thought about the design instead of throwing mechanics at a wall. Wild concept, I know.
Here's where Shogun Showdown earns its keep: combat is positional AND sequential. You're not just playing cards—you're choreographing a dance of death on a grid where every step matters. You build a queue of attacks that execute left to right, and enemies telegraph their moves, so you're constantly solving this spatial puzzle of 'how do I kill them before they kill me while also not standing in the stupid place.' It's like if Into the Breach had a baby with a deck-builder and that baby actually inherited the good genes from both parents instead of being a disappointing mess. Each run you collect new move cards—stabs, slashes, positioning moves, defensive options—and the genius is in how these chain together. A forward stab that moves you into range, followed by a sweeping attack that repositions enemies, followed by a backstep to safety. When a combo clicks, you feel like a tactical mastermind. When it doesn't, you die immediately and it's absolutely your fault. I haven't felt this responsible for my own failures since Dark Souls, and I mean that as the compliment it somehow is.
Thank whatever gaming gods are listening, this isn't another 'collect 47 cards and pray for synergies' deck-builder. Your action queue is limited, forcing actual choices about what moves make the cut. Do you load up on attacks and hope you can position manually, or do you take movement cards for flexibility and sacrifice damage? Do you build for single-target deletion or crowd control? The game makes you commit to strategies instead of letting you hedge with a bloated deck of 'maybe useful' garbage. It reminds me of when deck-builders actually respected deck size limits—back when Dominion was new and we hadn't yet decided that more cards always equals more fun. The roguelike structure means each run offers different cards, different enemy patterns, and different tactical puzzles. Runs are short enough that failure doesn't feel like a prison sentence, which is crucial because you WILL fail. I died probably fifteen times figuring out basic combos. But I kept hitting 'restart' instead of Alt-F4, which is basically me admitting the game works.
Here's my problem: this is clearly a teaser for a fuller Steam release, and I can FEEL the missing pieces. The alpha offers a taste of the core systems, but I kept bumping into the edges of the content. Enemy variety feels limited after a few runs. The card pool starts repeating. There's no meta-progression that I found, so each run is isolated—great for purity, frustrating for long-term hooks. The presentation is clean pixel art that does its job without being memorable. No story to speak of, which fine, roguelikes don't need narrative, but I wouldn't have minded some context beyond 'you're a shogun, now fight.' The audio exists—decent little sound effects, forgettable music—but nothing that'll stick in your head. It's the indie game equivalent of competent: everything functions, nothing offends, but you're not getting any moments of audiovisual brilliance. All of this is forgivable for a free alpha, but it makes me simultaneously want to play the full version AND worried it won't expand enough to justify whatever they're charging on Steam.
Most alphas feel like hostage situations—'play our unfinished game and tell us it's good.' Shogun Showdown feels like a proof of concept that actually proves its concept. The core loop is strong enough that I can see the full game being genuinely worth money and time, two resources I guard like a dragon hoards gold. In a genre absolutely saturated with samey deck-builders and tactical games that mistake complexity for depth, finding something that combines both genres without feeling like a Frankenstein's monster is notable. This actually plays like someone studied Into the Breach and Slay the Spire and thought 'what if we took the best parts and made them work together' instead of 'what if we copied both badly.' The fact that it's turn-based strategy where I actually strategize instead of just executing optimal flowcharts is refreshing. The fact that I'm writing this review wanting to go back and play more runs is basically a miracle. If the full release expands on this foundation without losing what makes it work, Roboatino might have something special. If they pad it with filler and lose the tight design, it'll be another cautionary tale. But this alpha suggests they understand what they're doing.
Quality
7.2
For an alpha build, this is shockingly stable—crashed exactly zero times, which puts it ahead of half the 'finished' games I've reviewed this month.
Innovation
7.8
Turn-based combat meets positional strategy meets deck-building, and somehow it doesn't feel like three designers arguing—haven't seen this specific combo executed this well since Into the Breach made me forget how much I hate grid combat.
Value
8.5
It's literally free as an alpha teaser for the Steam version, so unless your time is worth negative dollars, you're getting absurd value for what's here.
Gameplay
7.6
The core loop of positioning attacks and building your moveset kept me engaged far longer than I expected, though I kept wanting more depth that I suspect the full version delivers.
Audio/Visual
6.4
Clean pixel art that doesn't offend my retinas and audio that exists without making me reach for the mute button—perfectly serviceable, nothing revolutionary.
Replayability
7.3
Roguelike structure with enough tactical variety that I actually wanted another run instead of writing this review, which is high praise from someone who considers 'one more run' a trap for people with free time.
What Didn't Annoy Me
The positioning + deck-building combo actually feels fresh instead of forced, which is rare enough to merit genuine surprise
Turn-based combat that respects my intelligence by requiring actual planning instead of mindless card spam
Short run times mean failure doesn't waste my evening, and I actually wanted to retry instead of rage-quitting
Completely free alpha that delivers enough content to evaluate the core systems without feeling like a demo trap
Forces meaningful deck-building choices through limited queue space instead of letting you bloat your way to victory
Stable build that didn't crash once, making it more reliable than games that charge $30
What Made Me Sigh
Limited enemy variety in the alpha means patterns get repetitive after you've seen them five times
No meta-progression or unlocks means each run exists in isolation, which gets old without the carrot of permanent advancement
Presentation is functional pixel art that won't win any awards or stick in your memory past closing the game
Clearly a teaser for the Steam version, so you're essentially playing an extended trailer that ends right when you want more
Audio design exists purely to not be silent—nothing memorable, nothing offensive, just there filling space
Final Verdict
Shogun Showdown's alpha is that rare demo that makes you want the full game instead of feeling satisfied with the free taste. The blend of positional turn-based combat and deck-building actually works, which puts it ahead of 90% of roguelike hybrids I've suffered through. It's not perfect—enemy variety is thin, there's no meta-progression hook, and the presentation won't blow anyone's mind—but the core tactical puzzle is strong enough that I kept playing when I should've been writing this review. For a free alpha, it's an easy recommendation. For the eventual Steam release, I'm cautiously optimistic, which is the closest I get to enthusiasm anymore. If Roboatino expands this without ruining what works, they might actually earn my money, and I don't say that lightly.
Shogun Showdown - Alpha
Genre
Strategy
Developer
Roboatino
Platform
Windows, Mac, Linux
Release Date
Jan 1, 2024
Rating
7.5
/10
Tags
I've played enough roguelikes to fill a landfill, and most blend together like bland oatmeal. This alpha version of Shogun Showdown made me pause my cynical eye-rolling for about three hours straight, which is basically a marriage proposal in my world.
Paul
February 18, 2026
7.5
Overall Score
"Shogun Showdown's alpha is that rare demo that makes you want the full game instead of feeling satisfied with the free taste."
Look, I see 'roguelike deck-builder' in 2024 and my soul dies a little. We've been drowning in Slay the Spire clones since 2017, and most developers think slapping cards on anything counts as innovation. So when I loaded up Shogun Showdown expecting another lazy card shuffler with samurai window dressing, I was ready to write my usual 'this exists and I hate that' review. Except something weird happened—I actually kept playing. The game opens with a simple premise: you're on a horizontal grid, enemies approach from the right, and you build a sequence of attack cards that execute in order each turn. It sounds basic because it IS basic, but in that 'chess is just moving pieces' kind of basic where simplicity births actual strategy. Within ten minutes I was planning three moves ahead, trying to position enemies into kill zones while not painting myself into a corner. It felt like someone actually thought about the design instead of throwing mechanics at a wall. Wild concept, I know.
Here's where Shogun Showdown earns its keep: combat is positional AND sequential. You're not just playing cards—you're choreographing a dance of death on a grid where every step matters. You build a queue of attacks that execute left to right, and enemies telegraph their moves, so you're constantly solving this spatial puzzle of 'how do I kill them before they kill me while also not standing in the stupid place.' It's like if Into the Breach had a baby with a deck-builder and that baby actually inherited the good genes from both parents instead of being a disappointing mess. Each run you collect new move cards—stabs, slashes, positioning moves, defensive options—and the genius is in how these chain together. A forward stab that moves you into range, followed by a sweeping attack that repositions enemies, followed by a backstep to safety. When a combo clicks, you feel like a tactical mastermind. When it doesn't, you die immediately and it's absolutely your fault. I haven't felt this responsible for my own failures since Dark Souls, and I mean that as the compliment it somehow is.
Thank whatever gaming gods are listening, this isn't another 'collect 47 cards and pray for synergies' deck-builder. Your action queue is limited, forcing actual choices about what moves make the cut. Do you load up on attacks and hope you can position manually, or do you take movement cards for flexibility and sacrifice damage? Do you build for single-target deletion or crowd control? The game makes you commit to strategies instead of letting you hedge with a bloated deck of 'maybe useful' garbage. It reminds me of when deck-builders actually respected deck size limits—back when Dominion was new and we hadn't yet decided that more cards always equals more fun. The roguelike structure means each run offers different cards, different enemy patterns, and different tactical puzzles. Runs are short enough that failure doesn't feel like a prison sentence, which is crucial because you WILL fail. I died probably fifteen times figuring out basic combos. But I kept hitting 'restart' instead of Alt-F4, which is basically me admitting the game works.
Here's my problem: this is clearly a teaser for a fuller Steam release, and I can FEEL the missing pieces. The alpha offers a taste of the core systems, but I kept bumping into the edges of the content. Enemy variety feels limited after a few runs. The card pool starts repeating. There's no meta-progression that I found, so each run is isolated—great for purity, frustrating for long-term hooks. The presentation is clean pixel art that does its job without being memorable. No story to speak of, which fine, roguelikes don't need narrative, but I wouldn't have minded some context beyond 'you're a shogun, now fight.' The audio exists—decent little sound effects, forgettable music—but nothing that'll stick in your head. It's the indie game equivalent of competent: everything functions, nothing offends, but you're not getting any moments of audiovisual brilliance. All of this is forgivable for a free alpha, but it makes me simultaneously want to play the full version AND worried it won't expand enough to justify whatever they're charging on Steam.
Most alphas feel like hostage situations—'play our unfinished game and tell us it's good.' Shogun Showdown feels like a proof of concept that actually proves its concept. The core loop is strong enough that I can see the full game being genuinely worth money and time, two resources I guard like a dragon hoards gold. In a genre absolutely saturated with samey deck-builders and tactical games that mistake complexity for depth, finding something that combines both genres without feeling like a Frankenstein's monster is notable. This actually plays like someone studied Into the Breach and Slay the Spire and thought 'what if we took the best parts and made them work together' instead of 'what if we copied both badly.' The fact that it's turn-based strategy where I actually strategize instead of just executing optimal flowcharts is refreshing. The fact that I'm writing this review wanting to go back and play more runs is basically a miracle. If the full release expands on this foundation without losing what makes it work, Roboatino might have something special. If they pad it with filler and lose the tight design, it'll be another cautionary tale. But this alpha suggests they understand what they're doing.
Quality
7.2
For an alpha build, this is shockingly stable—crashed exactly zero times, which puts it ahead of half the 'finished' games I've reviewed this month.
Innovation
7.8
Turn-based combat meets positional strategy meets deck-building, and somehow it doesn't feel like three designers arguing—haven't seen this specific combo executed this well since Into the Breach made me forget how much I hate grid combat.
Value
8.5
It's literally free as an alpha teaser for the Steam version, so unless your time is worth negative dollars, you're getting absurd value for what's here.
Gameplay
7.6
The core loop of positioning attacks and building your moveset kept me engaged far longer than I expected, though I kept wanting more depth that I suspect the full version delivers.
Audio/Visual
6.4
Clean pixel art that doesn't offend my retinas and audio that exists without making me reach for the mute button—perfectly serviceable, nothing revolutionary.
Replayability
7.3
Roguelike structure with enough tactical variety that I actually wanted another run instead of writing this review, which is high praise from someone who considers 'one more run' a trap for people with free time.
What Didn't Annoy Me
The positioning + deck-building combo actually feels fresh instead of forced, which is rare enough to merit genuine surprise
Turn-based combat that respects my intelligence by requiring actual planning instead of mindless card spam
Short run times mean failure doesn't waste my evening, and I actually wanted to retry instead of rage-quitting
Completely free alpha that delivers enough content to evaluate the core systems without feeling like a demo trap
Forces meaningful deck-building choices through limited queue space instead of letting you bloat your way to victory
Stable build that didn't crash once, making it more reliable than games that charge $30
What Made Me Sigh
Limited enemy variety in the alpha means patterns get repetitive after you've seen them five times
No meta-progression or unlocks means each run exists in isolation, which gets old without the carrot of permanent advancement
Presentation is functional pixel art that won't win any awards or stick in your memory past closing the game
Clearly a teaser for the Steam version, so you're essentially playing an extended trailer that ends right when you want more
Audio design exists purely to not be silent—nothing memorable, nothing offensive, just there filling space
Final Verdict
Shogun Showdown's alpha is that rare demo that makes you want the full game instead of feeling satisfied with the free taste. The blend of positional turn-based combat and deck-building actually works, which puts it ahead of 90% of roguelike hybrids I've suffered through. It's not perfect—enemy variety is thin, there's no meta-progression hook, and the presentation won't blow anyone's mind—but the core tactical puzzle is strong enough that I kept playing when I should've been writing this review. For a free alpha, it's an easy recommendation. For the eventual Steam release, I'm cautiously optimistic, which is the closest I get to enthusiasm anymore. If Roboatino expands this without ruining what works, they might actually earn my money, and I don't say that lightly.
Shogun Showdown - Alpha
Genre
Strategy
Developer
Roboatino
Platform
Windows, Mac, Linux
Release Date
Jan 1, 2024
Rating
7.5
/10
Tags