Nowhere Prophet, developed by Sharkbomb Studios, is a distinctive entry in the roguelite card game genre, blending deck-building mechanics with RPG elements and strategic resource management. Set on the desolate planet of Soma, the game casts players as the Prophet, leading a convoy of followers on a perilous journey toward a mythical Promised Land. With its unique gameplay, striking art style, and punishing difficulty, Nowhere Prophet offers a compelling yet challenging experience that stands out in the genre.
Gameplay: Synergy and Tactical Depth:
At its core, Nowhere Prophet revolves around a card-based combat system that initially feels familiar to fans of deck-builders but quickly reveals its originality. The battlefield is dynamic, often featuring narrow layouts, traps, cover, or bonuses that can drastically alter the flow of battle. Cards are divided into two types: Followers, who are deployed on the field to fight, and Leader cards, which allow the Prophet to use special abilities. The roster of Followers is vast, and the synergy between them and the Prophet transforms each run into a delightfully unpredictable journey. For instance, in one run, I initially relied on a rush strategy with cheap beasts, but a piece of equipment shifted my approach entirely—I ended up with a 14-card deck focused on token generation.
Equipment plays a pivotal role, often dictating the playstyle of an entire run. These items enable the Prophet to intervene in battles by dealing damage, healing Followers, or applying battlefield effects. Rarer equipment (from common white to legendary purple) can also provide passive bonuses, fundamentally reshaping strategies. This adds a layer of adaptability: players must work with what the game provides, rather than adhering to a pre-planned approach.
Beyond combat, Nowhere Prophet incorporates RPG elements that enhance its depth. Choices made during the journey impact attributes like altruism, knowledge, and religiosity, unlocking new options in events while potentially closing off others. For example, trading followers for resources will bar altruistic paths, making every decision carry weight and consequence.
Travel and Resource Management:
The game’s world is divided into maps, each controlled by distinct factions with unique characteristics. Players must navigate these maps, choosing between safer routes or venturing into the unknown for greater rewards. Resource management—balancing food and hope—adds another layer of challenge. Travel depletes these resources, and running out can lead to the loss of Followers, creating a constant tension between exploration and survival. This mechanic sets Nowhere Prophet apart from other deck-builders, emphasizing strategic planning over pure combat prowess.
Visual Style and Atmosphere:
Visually, Nowhere Prophet adopts a primitivist art style with a vibrant color palette, crafting a grim yet captivating post-apocalyptic atmosphere. The desolate landscapes, monstrous creatures, and twin moons in the sky amplify the sense of isolation and despair on Soma. However, the user interface can feel clunky at times, occasionally detracting from the experience despite the evocative art direction.
Difficulty and Pacing:
One of Nowhere Prophet’s most significant hurdles is its steep difficulty, which may alienate even seasoned players. Even on the easiest setting, the game remains punishing—a single mistake, such as placing a card on the wrong tile, can unravel an entire run. I experienced this firsthand when a single misstep allowed the enemy to overwhelm me, wiping out hours of progress in moments.
Additionally, runs in Nowhere Prophet are notably longer than in most deck-builders. While typical games in the genre last 30–40 minutes, a single journey here can stretch to a couple of hours. A clear strategy often doesn’t emerge until mid-game, which may frustrate players accustomed to faster-paced experiences. Combined with occasional bugs and balance issues—such as runs that feel doomed from the start due to poor initial conditions—this pacing can make the game feel overly demanding. It’s understandable why some players might find it unappealing, as the time investment and potential for sudden failure contrast with the genre’s usual quick, iterative runs.
Final Verdict:
Nowhere Prophet is an ambitious title that successfully merges roguelite, deck-building, and RPG elements into a unique and immersive experience. The deep synergy between Followers, the Prophet, and equipment ensures that no two runs are the same, while resource management adds a strategic layer rarely seen in the genre. However, its high difficulty, lengthy runs, and occasional technical hiccups may deter some players. This is not a game for everyone—it demands patience, a tolerance for failure, and a willingness to experiment. For those ready to embrace its challenges (and perhaps raid a few caravans along the way), Nowhere Prophet delivers a tense and rewarding adventure in a world where only the strong and ruthless survive.
Gameplay: Synergy and Tactical Depth:
At its core, Nowhere Prophet revolves around a card-based combat system that initially feels familiar to fans of deck-builders but quickly reveals its originality. The battlefield is dynamic, often featuring narrow layouts, traps, cover, or bonuses that can drastically alter the flow of battle. Cards are divided into two types: Followers, who are deployed on the field to fight, and Leader cards, which allow the Prophet to use special abilities. The roster of Followers is vast, and the synergy between them and the Prophet transforms each run into a delightfully unpredictable journey. For instance, in one run, I initially relied on a rush strategy with cheap beasts, but a piece of equipment shifted my approach entirely—I ended up with a 14-card deck focused on token generation.
Equipment plays a pivotal role, often dictating the playstyle of an entire run. These items enable the Prophet to intervene in battles by dealing damage, healing Followers, or applying battlefield effects. Rarer equipment (from common white to legendary purple) can also provide passive bonuses, fundamentally reshaping strategies. This adds a layer of adaptability: players must work with what the game provides, rather than adhering to a pre-planned approach.
Beyond combat, Nowhere Prophet incorporates RPG elements that enhance its depth. Choices made during the journey impact attributes like altruism, knowledge, and religiosity, unlocking new options in events while potentially closing off others. For example, trading followers for resources will bar altruistic paths, making every decision carry weight and consequence.
Travel and Resource Management:
The game’s world is divided into maps, each controlled by distinct factions with unique characteristics. Players must navigate these maps, choosing between safer routes or venturing into the unknown for greater rewards. Resource management—balancing food and hope—adds another layer of challenge. Travel depletes these resources, and running out can lead to the loss of Followers, creating a constant tension between exploration and survival. This mechanic sets Nowhere Prophet apart from other deck-builders, emphasizing strategic planning over pure combat prowess.
Visual Style and Atmosphere:
Visually, Nowhere Prophet adopts a primitivist art style with a vibrant color palette, crafting a grim yet captivating post-apocalyptic atmosphere. The desolate landscapes, monstrous creatures, and twin moons in the sky amplify the sense of isolation and despair on Soma. However, the user interface can feel clunky at times, occasionally detracting from the experience despite the evocative art direction.
Difficulty and Pacing:
One of Nowhere Prophet’s most significant hurdles is its steep difficulty, which may alienate even seasoned players. Even on the easiest setting, the game remains punishing—a single mistake, such as placing a card on the wrong tile, can unravel an entire run. I experienced this firsthand when a single misstep allowed the enemy to overwhelm me, wiping out hours of progress in moments.
Additionally, runs in Nowhere Prophet are notably longer than in most deck-builders. While typical games in the genre last 30–40 minutes, a single journey here can stretch to a couple of hours. A clear strategy often doesn’t emerge until mid-game, which may frustrate players accustomed to faster-paced experiences. Combined with occasional bugs and balance issues—such as runs that feel doomed from the start due to poor initial conditions—this pacing can make the game feel overly demanding. It’s understandable why some players might find it unappealing, as the time investment and potential for sudden failure contrast with the genre’s usual quick, iterative runs.
Final Verdict:
Nowhere Prophet is an ambitious title that successfully merges roguelite, deck-building, and RPG elements into a unique and immersive experience. The deep synergy between Followers, the Prophet, and equipment ensures that no two runs are the same, while resource management adds a strategic layer rarely seen in the genre. However, its high difficulty, lengthy runs, and occasional technical hiccups may deter some players. This is not a game for everyone—it demands patience, a tolerance for failure, and a willingness to experiment. For those ready to embrace its challenges (and perhaps raid a few caravans along the way), Nowhere Prophet delivers a tense and rewarding adventure in a world where only the strong and ruthless survive.
«Blew my mind»
«Just one more turn»
«Can’t stop playing»
«Underrated»
«Beaten more than once»
Other reviews2
Concise Review:
The future wasteland vibes meshed with dungeons and dragons style decision making was a lot of fun while it was fresh. It became repetitive.
The combat took some getting used to but grew on me the more I played. The balance between attacking the leader and keeping enemy units off the board is a interesting dynamic.
It’s lacking polish. The user interface is not great and definitely could be improved. I had a save file get corrupted and lost my run which was very frustrating because I really liked my build and I was very close to the end. Cards sometimes glitch and stay enlarged. Quick play didn’t work well, the controller wouldn’t move anything multiple times.
The longevity isn’t that great. I beat it twice with different leaders and builds and I didn’t feel the need to play again.
Overall it’s a low B+ and I enjoyed my time with NP but it will be forgotten quickly.
Final Score: B+
The future wasteland vibes meshed with dungeons and dragons style decision making was a lot of fun while it was fresh. It became repetitive.
The combat took some getting used to but grew on me the more I played. The balance between attacking the leader and keeping enemy units off the board is a interesting dynamic.
It’s lacking polish. The user interface is not great and definitely could be improved. I had a save file get corrupted and lost my run which was very frustrating because I really liked my build and I was very close to the end. Cards sometimes glitch and stay enlarged. Quick play didn’t work well, the controller wouldn’t move anything multiple times.
The longevity isn’t that great. I beat it twice with different leaders and builds and I didn’t feel the need to play again.
Overall it’s a low B+ and I enjoyed my time with NP but it will be forgotten quickly.
Final Score: B+