Dragon Front: Adventures – Decks, Delirium & Destiny Unleashed
Step into the war-torn realms of Dragon Front: Adventures, where every card drawn is a tactical decision and every battle a test of foresight. This in-depth dive into High Voltage Software’s latest roguelike deckbuilder reveals a world where Champions rise, factions clash, and promotion gems unlock devastating synergies. With no mana system to hold you back, the battlefield becomes a playground for pure strategic expression where positioning, timing, and ruthless ambition shape your fate. Let’s explore what makes this campaign crawl so dangerously addictive.

Dragon Front: Adventures Review Pros
- Decent graphics.
- 8.25GB download size.
- Steam achievements.
- Full controller support.
- Graphics settings – Screen mode, graphics quality preset, lumen, resolution, v-sync, shadows, and screenshake.
- Fast enemy turns game option.
- Interface options – text box scale, and gamepad buttons.
- Audio volume sliders for – master, music, voice, effects, interface, and environmental volume.
- Card battler roguelike gameplay.
- Tutorial pop-ups as you play and an optional playable tutorial.
- Combat is card-based, but it is also round-based. Each round, you do an attack round, then a defence round, as does your opponent.
- Heroes (your character) don’t usually fight unless a card or ability says otherwise, but they will retaliate if attacked and no other player units are on the board.
- You can bring up cards to view their stats, and that includes the enemy cards.
- A typical attack round is you deploy troops and place them, then click attack, and the game plays out with each unit performing either their attack or ability. Defend is where you can’t play as many cards, and you have to just take damage from the enemy. The current attacking unit will go on until they either die or kill the whole team.
- When units are in combat, it goes into a one-on-one sequence that is fully animated, damage numbers come off, etc, and it looks cool.
- The game board is 3D, and you are in the third-person view and can select your route through the randomised game world. Any locations or set pieces will show and also have description pop-up text before you click them.
- Placement matters as the enemy, and you actually will always go for the closest enemy, then work your way down the line.
- Fantastic looking characters and units, the way they animate and act is really good.
- At the end of a battle, you get a chest and get reward credits, loot, and you can pick one of three random power cards as a reward.
- Fragments fill up your champion bar with promotion gems, spent spell cards all help fill it and once full, you can cast and use your character card.
- Discard pile can be viewed and at times you can get the ability to bring a discarded card back.
- Your hand of cards can have a maximum of 8 at any time.
- Shortcut buttons for actions like attack and defend.
- It’s a game that gets into the action quickly, and once you know the general gameplay loop, it is very moreish.
- Earn and collect gems, which add abilities or buffs to a card/unit that you attach it to. This is done from an outpost on the map.
- Mini and huge bosses will have their own difficulty rating and give greater rewards. Bosses can also collect fragments like you and power up their champion ability.
- Battles, boss battles more, so you get cool in-game sequences and cut scenes setting the fight up.
- Examining a card will show a unit’s health, armour (which goes first unless otherwise stated), attack power, and what they can do, any special requirements like heals at the end of a round or takes a turn to wake up, etc, and any gems attached to them.
- A refreshing mechanic is that the game doesn’t use mana or casting numbers; if there is space, you can play the card, nice and simple.
- This is a bit later, but after you get the gist of what’s going on, the game is very much an excellent pick-up and play title. I found myself having a quick run here and there more than I would in other games in the genre.
- The game world, as I said, is 3D, the game board is more 2.5D, and the backgrounds are animated 3D affairs.
- I really like the style of the game; it’s just the right amount of fantasy.
- Seven playable factions, you get Scales first, then unlock the rest. – Delirium, Essence, Silence, Strife, Thorns, Eclipse, and Scale. Each has their own story, motives, and abilities which you can see underneath them.
- When starting a run, you pick a faction, then you pick your champion (you get one initially, then unlock more). Each faction can have four total champions.
- Handy save and quit option and an abandon run option in the pause menu.
- Visit Inns and choose a mission card that will have its own set of rules or criteria. Then you add the card in battle to have it start registering. Honestly, don’t worry, it’s all laid out so simply that even I cannot mess it up!
- The world map is randomised, and you can choose your way through it as it is loaded with route choices.
- There is a great deal of skill and strategy at play, with no mana restraints. Unit placement and card powers are important and will ultimately decide who wins. I like how a single unit or a single power can seem useless, but is actually a massive game-changer.
- The music is great and fits what’s going on. It is your typical fantasy jam, but it adds in a load of haunting cries and roars.
- To further cement my feelings on how cool the units look, they can be on vehicles! It has so many awesome creatures and beings in the game.
- Find and earn skeleton keys to find hidden caches in battle, or even use them in the game world in certain places.
- It is possible to manipulate the game world and move encounters around, or find secrets, change routes, etc.
- Some brilliant-looking locations, they are usually tied to their factions, so it is interesting seeing it all come together.
- Encounter traders to buy and sell cards and relics.
- Your champion has their own health bar, and it can be replenished at rest stops, but otherwise, the health is persistent and hitting zero is game over.
- Find unique battles like mutators that change the whole game for that encounter.
- Rest points or outposts are where you can slot a gem, heal your champion, etc, and the thing i,s you can only do one each visit unless you pay with skeleton keys, which are quite rare.
- Unlocking champions and with that factions is all done by playing the game; luckily, it pops up at the end of games.
- All battles will show a difficulty by how many skulls are on it. This helps you decide routes and what to take part in.
- End of run breakdown showing top units, time played, treasure, etc.
- It’s a very moreish game and is one that you keep coming back to.
- A typical run for me was a minimum of an hour, yes, I do take my time, but it’s still a good chunk of time.

Dragon Front: Adventures Review Cons
- The mouse cursor pops up on screen on every loading screen when you are using a controller.
- A lot to take in, the tutorial does bombard you with a lot of bars, cards, and gem knowledge. Honestly, just stick with it, and the game eventually falls into place.
- Bare minimum graphic options.
- There are no accessibility options like Colourblind support.
- The sound seemed to work fine one minute, then be muted the next, and it required a lot of restarting the game.
- When playing some cards, they will obscure the view of the first enemy unit, and this makes it frustrating to know if it’s worth attacking that unit.
- The button prompts can sometimes get in the way.
- I found the game is very simple to get into, but the opening tutorial made me feel like it was going to be a lot harder.
- In the first few games, you have to learn what all the locations on the map are, as you only get told when near them, which is less than ideal when it comes to planning.
- No way to go and look at the unlock criteria or progression of new factions and champions.
- The game doesn’t have like a centralised menu with options, it’s just the faction deflect screen, then into the game.
- You cannot seem to save mid-run, or at least I couldn’t get it to work.
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Dragon Front: Adventures
Developer: High Voltage Software, Inc.
Publisher: High Voltage Software, Inc.
Store Link:
Dragon Front: Adventures Review
Summary
Dragon Front Adventures – The Thrills and Highlights of Gameplay
Dragon Front Adventures throws you into a war-torn fantasy realm where tactical deckbuilding meets roguelike progression. With no mana system to slow things down, every card is fair game if you’ve got the space. Battles unfold in animated one-on-one sequences, with attack and defend rounds keeping the pace snappy. You pick a faction, choose your champion, and dive into a 3D campaign crawl packed with randomised routes, boss fights, and loot-filled chests. Seven factions, each with unique motives and abilities, unlock as you play. Gems add buffs, skeleton keys unlock secrets, and mission cards layer in extra strategy. It’s a fast-starting, moreish loop that rewards experimentation and smart placement.
Dragon Front Adventures – Where It Falls Short: Key Negatives
Despite its addictive gameplay, Dragon Front Adventures stumbles in a few areas. The tutorial overloads you with bars, cards, and gem mechanics right out the gate, which can feel daunting. Accessibility is lacking, with no colourblind support, minimal graphic options, and sound bugs that require restarts. The UI can be clunky, with button prompts and card placements occasionally obscuring key enemy units. There’s no centralised menu, no clear way to track unlock progress, and saving mid-run seems hit or miss. Early map navigation is trial and error, and controller users will spot the mouse cursor popping up during loading screens.
Dragon Front Adventures – Immersive Story and Narrative Elements
Each faction in Dragon Front Adventures brings its own flavour to the campaign, with distinct champions and motives that shape your run. Inns offer mission cards with unique criteria, adding layers of narrative challenge. While the story isn’t front and centre, the world-building shines through in the animated backgrounds, faction-themed locations, and the evolving map that reacts to your choices. Mutator battles and hidden caches add intrigue, and the end-of-run breakdown gives a satisfying recap of your journey.
Dragon Front Adventures – Visual and Performance Aspects
Visually, Dragon Front Adventures balances 3D character models with a 2.5D game board and animated backdrops that hit the right fantasy notes. Units look fantastic, especially when mounted on vehicles or unleashing abilities. The interface offers basic tweaks, screen mode, resolution, v-sync, and shadow toggles, but lacks depth for those wanting more control. Sound design is solid when it works, mixing fantasy ambience with roars and cries, though intermittent audio issues break immersion. Full controller support is a plus, but the cursor bug and limited options hold it back.
Dragon Front Adventures – Overall Verdict: Is It Worth Playing?
Dragon Front Adventures is a genre-blending roguelike deckbuilder that gets under your skin. Once the systems click, it becomes a pick-up-and-play favourite, with runs lasting an hour or more and always tempting you back for another go. The lack of mana, the strategic depth, and the faction variety make it stand out, even if the rough edges and missing features occasionally frustrate. If you’re after a tactical card battler with replay value and a fantasy twist, this one’s worth your time.
Back of the Box Quotes
“Dragon Front Adventures delivers chaos without mana and strategy without limits.”
