SolForge is a free-to-play digital collectible game in which players construct their own decks to challenge their friends or battle against the computer. The current open beta version includes deckbuilding, collection management, online play, AI opponents, tournaments, drafts, and more.
User reviews:
Mixed (1,037 reviews) - 69% of the 1,037 user reviews for this game are positive.
Release Date: Jul 25, 2016

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" of the best demos on our showfloor."
Penny Arcade

"To say I’m excited for the game would be a dramatic understatement."
5/5 – Game Informer

"SolForge is visually stunning. The art is glowing and beautiful. Casting your creatures and spells is smooth."
Legit MTG

"With deck building, draft tournaments and multiplayer raids, I think SolForge is going to set a new trend in online mobile card gaming."
Geeks With Juniors

"Looks fantastic...I was able to jump in and start playing right away"

About This Game

Designed by the creators of Magic: The Gathering and the Ascension Deckbuilding Game, SolForge is a free-to-play digital collectible game in which players construct their own decks to challenge their friends or battle against the computer. There are multiple modes of play, including tournaments, drafts, ranked play, campaign mode, and a variety of new events every week! Players can customize their decks with cards from their collection that they can earn through gameplay or purchase from the store. Try it now for free!

The core mechanic in SolForge is leveling. Whenever you play a card, that card levels up into a new, more powerful version. As the game progresses, you level up, and gain access to your more powerful higher level cards. Some cards start off weak and level up into powerhouses, while others start off strong and don't improve much as they level, presenting strategic and tactical choices that will challenge even the most seasoned gaming veterans.

With hundreds of cards that each transform as you play, SolForge is a game unlike any other. Try it free today!

Key Features

  • Challenge your friends or play against AI opponents with multiple levels of difficulty
  • Simple to learn, difficult to master.
  • Tutorial to get you playing right away
  • Unique leveling mechanic transforms your cards as you play
  • Online Play
  • Deck Customization
  • Tournaments and Draft Mode
  • Card Forging System
  • Campaign Mode
  • And more!

System Requirements

    • OS:Windows Vista
    • Memory:1 GB RAM
    • Graphics:256MB DirectX 9.0c compatible video card
    • Hard Drive:200 MB HD space
    • Sound:DirectX 9.0c compatible sound card
    • OS:Windows 8
    • Memory:4 GB RAM
    • Graphics:512MB DirectX 9.0c compatible video card
    • Hard Drive:500 MB HD space
    • Sound:DirectX 9.0c compatible sound card
Customer reviews
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Mixed (1,037 reviews)
Recently Posted
Cap'n Crunch
0.3 hrs on record
Posted: August 24
Cousin recommended game.
Couldn't make account.
11/10 Would not make account again, whether I liked it or not.
Helpful? Yes No Funny
44.1 hrs on record
Posted: August 22
I can see why this game has mixed reviews.

I'm a new player. Wasn't involved in the Kickstarter. Didn't play the earlier version. I joined in August 2016 knowing NOTHING about the game ahead of time.

At first, it's super fun and addicting. Going through the campaign is SO EASY ... until you get to the final one, and then it's ABRUPTLY, IMPOSSIBLY HARD. Even after improving my decks, getting more powerful cards, learning multiple strategies in the game... I STILL can't beat that final campaign challenge. Ugh. No real transition between effortlessly easy to suddenly impossibly hard.

And that's just playing against the computer.

Try playing against real human players? Heh. I can't tell a difference between ranked or unranked matches. Either way, once in a blue moon, I face an opponent who's cards and skills are relatively comparable to mine. THE REST OF THE TIME, I'm facing players with tons of "legendary" rare cards that are EXTREMELY over-powered and broken, especially when used in the right combination with other legendary cards... Countless times I haven't even gotten a chance to damage my opponent once before they obliterate me. It's beyond frustrating.

Slowly, I'm acquiring more powerful and useful cards. But the only way I seem to get ahead (without spending lots of money) is to play a bunch of PvP matches and HOPE that some internet error makes it so they never actually connect with or play against me... the match starts, but they never do any actions, and eventually it times out and counts it as a win for me! Woohoo! After 3 wins, I get a random reward: usually a draft ticket or booster deck. After 6 wins, the same again. And you get a small bonus (usually just silver coins, which are pretty much useless) just for loggging in daily.

Draft tickets (it takes 4 of them) allow you to enter into tournaments. If you pick the draft one (not a pre-built deck one), you get to acquire some uncommon and rare cards, and keep them after the tournament. That's the ONLY way I've managed to build up even half of a decent deck after several weeks of playing almost daily.

If it's such a bad game, why do I keep playing it?

I think it's Flappy Bird Syndrome. It's FRUSTRATINGLY hard. But hey, the artwork is beautiful and it's kind of like playing Magic the Gathering... I don't play this game to have fun. I play it because it's nearly impossible to win (without dumping a ton of money on a deck full of legendary cards) and for some reason that hopeless challenge keeps pulling me back... for now. I never get very far, but once in a while I'll earn a win, and that victory feels f--ing amazing!
Helpful? Yes No Funny
905.8 hrs on record
Posted: August 20
Terrible. Was fun back when there were only one or two sets, but now that its had some time to grow the power creap has gotten out of control, and half the new super rare cards are so broken that you HAVE to spend money to buy them if you want to even have a remote chance of winning.

The pricing used to be fare toward free-to-play players as well. Back in the day you could spend silver, which is won by winning X matches or recycling your extra cards, on both draft tickets and relatively inexpensive cards. I was even able to build a few reasonably competative decks by just playing daily and doing reasonably well. Now, you can barely afford a single rare card after a week or two of playing, and you can only get draft ticekts by winning all the time. They made it so you have to spend money if you want to play the game, especially if youre just starting out.

Do yourself a favor and go elsewhere. As others have mentioned, the RNG of this game is out of control, and half the time you win or lose based entirely on a roll of the dice. Its not fun, its not exciting, and you have little influence at all.
Helpful? Yes No Funny
294.4 hrs on record
Posted: August 18
I was in the Kickstarter, spent an unholy amount of money chasing the latest power cards, and I no longer play. I think that's a pretty solid summary. If you decide to play it anyway, be aware that it's very Freemium once you get started, you'll need to drop 50-100$ quarterly to compete at any serious level, and possibly much more than that if you want to win consistently. The new UI is also pretty terrible, but if you're new you won't see what's missing.
Helpful? Yes No Funny
Alfred is also laggy
2,205.0 hrs on record
Posted: August 18
I have played alot of similar games (magic,heartstone,yugioh) but Solforge is my favourite.

You get to play 2 cards a turn (as long as they have targets when applicable), discard your hand at end of turn and draw 5 again. This is what makes solforge so intrestingly unigue: you get to draw a new hand every turn.

The start is a bit rough, but once you got some good cards (by completing missions) the real fun begins :D

PS:There have been some issues with the new client but those are fixed now.
Helpful? Yes No Funny
4,352.4 hrs on record
Posted: August 15
Well, I have played a ton of CCG games and when I supported the kickstarter I was super excited to play this game.
When it came out I loved it. I played alot, daily even. I have a ton of hours playing.
New client came out, and its one if the worse piece of crap I have even seen. I went from playing daily to playing none!
What a huge let down, this game had some much potential.
Helpful? Yes No Funny
0.5 hrs on record
Posted: August 15
pay 2 win garbage
Helpful? Yes No Funny
6.1 hrs on record
Pre-Release Review
Posted: August 14
Hearthstone is so much better !
Helpful? Yes No Funny
11.1 hrs on record
Posted: August 12
I highly recommend this game. It's one of the easier CCG's for a person to get into because they give good rewards. There a few different game types, and I found the campaign to be pretty fun. The mechanics of this game are quite interesting:

To give you a quick idea of how the game plays, you build a deck of 30 cards with a 3 card limit. You draw 5 cards each turn, and you play 2 cards. Each card levels up after you play it, which means that it becomes stronger for the next time you play it. Each player has 120 health, but the health goes relatively quick because creatures can get really big and creatures battle on both your turn and their turn.

As I said, I highly recommend this game, and it's relatively easy to get going in the game.
Helpful? Yes No Funny
108.5 hrs on record
Posted: August 11
the game is okay, just advice you (as not sure it'll last long) not to fork over too much cash
Helpful? Yes No Funny
Most Helpful Reviews  Overall
117 of 133 people (88%) found this review helpful
19 people found this review funny
Not Recommended
1,487.7 hrs on record
Early Access Review
Posted: July 22
It's finally time to redo this review. After over three years of having this game positively reviewed, I just can't justify it anymore.

You know those girls that are with the ♥♥♥♥♥♥♥♥♥ guys that cheat on them all the time and don't have a job and are basically just terrible people, but the girl talks about how she loves him and she can change him and all her friends tell her she can do better but she just won't listen to them? You know what I'm talking about? Well, I've been in a three year relationship with SolForge and it's been terrible. I kept hoping it would get better. They kept telling me they were going to be better and they were going to fix everything wrong with our relationship. Even now, I'm going back through Kickstarter updates. "Animated Card Preview!" dated February 17th, 2013. "Next Game button!" dated October 1st, 2013. "The future of SolForge including full release this fall" dated May 2015. So many promises, so many hopes. I just kept waiting for it to get better. I wanted to see the light at the end of the tunnel. The pot of gold at the end of the rainbow. And I waited... and I waited.

Well, it came. A few weeks ago, we made it to the end of the rainbow. The new client which was supposed to be developed in a few months and ended up taking over a year dropped. But it wasn't a pot of gold. It was a steaming pot full of festering crap. So poor was the new client release that they basically had to do an "Oops, can't put the rabbit back in the hat, so this week just won't count while we work out our server issues that we 'couldn't have anticipated.'" Turned out to be a couple weeks, but they worked out their server issues and the game is now actually playable.

So what did we get with the new client? Well, I mean I guess it works. A lot of functionality that was in the old client is now gone, such as the next game button, deck sorting when deck building or drafting, the game log now clears if you exit to menu and come back, you can't click on Solbind cards in the card text to see what he solbound card actually does... I mean, I guess the menus look pretty. But the rest is terrible. Like... really terrible. We got a new client that is slightly prettier, but is worse in basically every other way to the old client. Nice.

But let's say that's all fine. Annoying, but fine. What is the actual gameplay like? Well, it too has gotten worse. Much worse. Now, to be perfectly honest, I've had a problem with certain RNG aspects of this game since the very beginning. I mean, it's a CCG so obviously RNG is going to factor into every game, but my problem is that this game frequently hands the game to one player or the other based completely on RNG. Again, I understand that happens sometimes in CCGs, but it seems far too frequent when I look back at a game and realize that there is absolutely nothing I could have done to pull out a win because my opponent drew all his leveled cards and I drew none of mine. Now I said things have gotten worse and everything I've just talked about have been a part of the game since day 1, so what exactly has gotten worse about RNG? Well... it's how many cards are "I win" or "I lose" based purely on RNG. In alpha, there was Everflame Phoenix. It was a very polarizing card due to the pure RNG aspect of it but even then, it wasn't a straight out "I win." Now, there is Othra which features the exact same infuriating mechanic and really, the exact same card design (huge level 1, useless level 2 that can flip on 2.4 into a game-winning level 3) which is like Everflame Phoenix only significantly more powerful. It's the power-creep version of the same card.

The thing is, they keep making more and more cards that are incredibly good based on RNG. In the newest set, Indomitable Fiend is an amazing RNG card. The whole concept of the card is that you can't really direct what lane it ends up in, but it's so powerful you don't really care. In fact, I'm playing an Indomitable Fiend deck right now because it's so powerful, but the thing is I don't really have to play it. The deck plays itself. If I draw Indomitable Fiend into multiple Immortal Echoes, I win. Otherwise, I lose. The actual decision making in the deck is barely a decision most of the time. And the reason I'm playing this braindead deck is that it's actually one of the most powerful decks playable, which I think really gets to the underlying problem with this whole game. For several iterations and several expansions, SolForge is slowly stepping away from decision making and interactivity and more toward purely RNG based games from start to finish. Players have talked about this and written articles about it for a long time, but it doesn't seem like it's by mistake at this point.

And finally there's the power creep. Now you could argue that cards are constantly being rebalanced, new cards are being tuned down and old cards are being tuned up, but the thing is... every new expansion has at least one or two cards that are clearly overpowered. Every time. Sure, after a month or two they tune them down, but I don't think it's a mistake that they come out of the gate overpowered. It encourages players to spend money to buy cards in the new set if they want to be competitive until the obviously overpowered cards are finally tuned down. Coincidentally, it's usually shortly after their forging costs have been reduced.

So after my three year abusive relationship... SolForge... I'm breaking up with you. I'm tired. I'm tired of your crap. I'm tired of your broken promises, broken clients, and broken game. I'm tired of being frustrated about losing games that I never had any chance of winning. I'm tired of winning games that I never actually had to make a decision from start to finish. I'm tired of "alternate art" cards that are just recolored versions of the old cards. I'm tired of a mobile client that hasn't worked in over a year despite it working initially. I'm tired of seeing cards that are stupidly overpowered every single expansion when you can't not realize how overpowered those cards are. I'm over it. I trusted you, I backed you, and you failed me.
Was this review helpful? Yes No Funny
71 of 82 people (87%) found this review helpful
3 people found this review funny
Not Recommended
572.8 hrs on record
Early Access Review
Posted: July 24
[July 25]
Good: Used to be. The sliding thumbnmail gallery you are seeing now? is outdated and they don't care to update.

Bad: Multiple, terrible decision making from the game developer driving players away. No kidding. This recent Very Negative from the community is deserved.

Recommendation: Play Spellweaver, a good f2p collectable card game.
Was this review helpful? Yes No Funny
71 of 84 people (85%) found this review helpful
2 people found this review funny
Not Recommended
1,068.8 hrs on record
Posted: July 25
Do not play this game. The devs completely ruined it with a new client undated. As you can see I have many hours of play under the hood and I can assure you its now a big pile of crap. In order to make the new client possible the devs had to remove more then 60% of the game feature. They are really amateurish and unprofessional they can't even change screen shots on the store page that are misleading. The true release was the 6/3/2016 but it took 2 months for the devs to remove the EA tag....
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67 of 79 people (85%) found this review helpful
Not Recommended
5.0 hrs on record
Early Access Review
Posted: June 1
SolForge beta had grown to become one of the games I most enjoyed. And I'd been eagerly awaiting the full release for a while.

What did I expect?
* Some bugs removed.
* A way to manually sort decks. It used to auto-sort A-Z, so you had to number your decks to sort any other way.
* Better card search options. Especially across levels. That is, you were only able to search for the wordings on the level 1 versions of cards. This meant you couldn't search for, for example, the cards that are 'free' at level 2 or 3, because those cards have no text at level 1.
* Larger 'at a glance' cards or an option for at a glance text overlays, so you could easily read what several cards do, side by side.

What did I hope for but not really expect?
* Extra stats for cards. Especially stats for which decks they're used in. I love having multiple decks (essential for solo play), with as much variety as possible across decks. Ideally, I like each deck to have entirely different cards from each other deck. This is almost impossible if you have 10 or more decks, because there's no way to remember which of the hundreds of cards you've already used in another deck.
* More solo options. At the very least, developer designed decks to play against (some of which could be based on previous community decks or tournament winning decks).
* Better AI.

What did we actually get?
NONE of either my hopes or expectations. In fact, quite the opposite in most cases:
* Loss of even the automatic A-Z sorting. So now my decks are just a random jumble.
* Loss of the ability to even VIEW the level 2 or higher versions of cards at a glance. So now you can't even skim across the cards to try to spot which are, for example, 'free'. You have to click on each, one by one... yeah, through hundreds of cards.
* Not that that point matters now, because in addition to that, the text has been removed from the cards entirely. The only way to see the text is to click on them and have a pop-up tell you what it says. So there is now no way to compare cards at a glance.
* AND the cards are actually SMALLER! Most of the screen space has been given over to the background/playmat, with the cards as tiny, shrunken little things in a small section in the middle!
* The random deck options and 'quick play' option for solo battles have both been removed. Now the only solo option is to choose two of your own decks, one to play with and one to play against. Not nearly as fun as randomised choices.

On top of all that:
* MORE bugs, not less.
* Slow loading times.
* Slow in other ways too (eg. it goes through a series of mini-freezes when opening new packs)
* Multiple other problems just for iPad versions, that aren't a problem on PC (eg. right-click options; and scrolling that doesn't work).

So... what was it all for then?
* Shiny silver background.
* New card format. Shiny, sci-fi style. Bright lines around the edges. (All negatives for me: The sci-fi style doesn't suit the more fantasy oriented setting. The bright lines distract from the art.)
* Over the top special effects, like packs blowing up instead of opening; and the whole deck flying around the screen when it's time to level up.

In sum, the only 'improvements' are all flash and no substance; the game is now frustrating on PC, almost unplayable on iPad, and certainly unplayable on anything smaller than a standard sized iPad. Major disappointment, for a game with so much promise.
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55 of 68 people (81%) found this review helpful
2 people found this review funny
Not Recommended
64.2 hrs on record
Pre-Release Review
Posted: July 27
Dev purposefully "relaunched" their game in order to reset the "latest reviews", which were almost universally negative. Very scummy attitude to take.

Also the game isn't all that good, go play Hex instead.
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46 of 60 people (77%) found this review helpful
5 people found this review funny
389.1 hrs on record
Early Access Review
Posted: January 18, 2015
Coming from a long time MTG Player and Hearthstone player I really enjoy this game. I got turned on to it because I found out a long time MTG pro named Brian Kibler was one of the driving forces of this game.

This game seems to be one of the best games to limit the amount of randomness that can happen in games that have a resource system. You get to play 2 cards a turn (as long as they have targets when applicable), discard your hand at end of turn and draw 5 again. Whenever you play a card a leveled up version goes into your discard pile which gets reshuffled into your deck every 4 turns. So there's a neat strategy in which cards you play and when. Most cards have 3 different levels (with some having 4 and some that are just 1 but that get buffed based on what turn it is). All combat takes place in lanes (5 of them) which creates some interesting strategy.

You can buy packs and gold in the game but you don't have to. You only need to win 3 games a day to get all the special bonuses (which include packs/cards and silver) and you also get tickets for tournaments. My favorite game mode is there version of draft. You start off with 6 cards that are figured out based on a logarithm of which cards get picked higher. No waiting on other players to choose their cards as yours are all generated just for you. It's a nice approximation of a traditional magic drafting but without having to get 8 players gathered and without waiting for others to choose their cards,
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31 of 38 people (82%) found this review helpful
1 person found this review funny
Not Recommended
567.8 hrs on record
Posted: July 27
I enjoyed this before the update. Prices went up on packs, silver became almost useless, no daily logins, can't random vs AI, animations take as long as Inifity Wars and the cards themselves arn't even animated.
Was this review helpful? Yes No Funny
141 of 227 people (62%) found this review helpful
Not Recommended
217.5 hrs on record
Early Access Review
Posted: February 19, 2014
Lazy game design, rather little skill compared to other CCGs.


I'll go further into detail as to why I don't support the game anymore. The company behind it is rather high on themselves because they had a few big names behind their game, and so they charge outrageous prices for things, and have little value for customers because the entire game was kickstarted, meaning all of the money they make afterwards is more or less entirely profit due to the low maintenance cost of digital card games, and most of it being data being pulled from a database. They don't do any form of maintenance between large updates. Most games have a weekly downtime for a few hours to fix bugs, and add improvements to interfaces, or make the game flow more smoothly, not this. They only update when they have content that they can monetize, such as a new handful of cards, which leaves existing bugs present in the game for months. They have a difficult time managing the iPad version with the PC version, and both appear to be neglected at times because of it, though personally I can not speak for the mobile (phone) version. They had closed beta last for the better part of 8 months, the first six of which involved literally nothing for the player, you had the same demo decks for six months. It was technically longer than that, since it came out shortly before Christmas, but i'll round down because I don't have the exact dates, and frankly don't care enough to get them. Then, in the summer following the closed beta, they come out with their first set of cards, and go into open beta, but they give a brief window of just a few days for any of the closed beta participants and kickstarter backers to spend their store credit after having nothing to do with it for the past six months, and post it in an obscure section of their forums to even announce that it was happening. Nothing on steam, nothing in the client, nothing in the announcement section of their forums, and nothing on their homepage of their website. They did announce it on twitter once or twice, though. So if they happened to be the only people you follow, you may have seen it after having no reason to look at their page for six months. Personally, I chose to read that as trying to squeeze what value they could out of even the players who backed them before the game was even a demo, but read what you will into it.

Gameplay: If you have ever played Magic: The Gathering before, this game is incredibly simple to pick up. The mechanics in the game are outrageously simple; and many of them actually exist in Magic under other names. That being said, imagine one of the game rules in Magic being changed so that a Wheel of Fortune was cast every turn. All of the multiple-turn decision trees, and all of the long-term strategy would be removed; and that is exactly what SolForge did. You get a new hand every turn, and with no resource system, you are instead limited to how many cards per turn you can play (two, aside from a few cards enabling other cards to be free here and there, but two is the default by game rules). So you have a hand of five cards, and can play two of them, every turn, forever. With a new hand every turn. Which basically equates to you have five cards to choose from, but the game state usually dictates which of them are the best to play (if you're behind on board, or if your opponent has a creature you have to kill or you lose, that sort of thing) which leads to very few decisions actually being made by the player. Early game, of course, you have the options of what cards to play in order to level them, sure. But you have a relatively high chance of never seeing the leveled version when it matters again, which happens far more frequently than you'd think.

What the mechanics equate to, at this point is: Level your important cards, and level answers to your opponent's important cards. If you draw your answers to your opponent's cards, while they don't draw answer's to your cards, you win. The opposite is true, as well of course, but it creates for very little interesting gameplay, without ever having any complex board states, or very many things you can due since you can (almost) always only play two cards per turn.

All of that being said, I didn't mention their failure to balance anything outside of a large update, and even then, there is rather little of it going on. They don't do any balance changes until they have their large updates (which has averaged once every four months or so, thus far). Which means if something is overpowered, it is overpowered for a while. And if something is garbage and unplayable, it is that way for a while. The game is stagnant, and in a bad place, and it won't get better for a very, very long time, if at all. They couldn't even balance for draft, as everyone who has drafted more than twice can tell you exactly what the best factions are in order, and what cards among them matter. And once you know what cards you have to draft to win, it boils down to who draws what cards, and when they draw them. There is no concept of: "First turn, i'll play Dude A, and then the next turn i'll play Dude B that goes really well with Dude A" because you have a high chance of not even drawing Dude B, and in the next combat phase, Dude A is dead.

And then you have the lazy game design. All sorts of RNG where it really isn't needed. Not just in the Wheel of Fortune every turn. Not just in whether or not you drew a leveled version of a card. It is a huge factor in draft, as you aren't guaranteed any cards of any specific rarity, and once you choose two factions, you have no say in what you get beyond that. It gets even worse; though, because they have it literally invade their cards. There are currently 10 cards that have built-in randomized effects (random amount of damage, random movement, etc); which to me, is just lazy design. And that's not counting cards that only have things happen at certain times (upon leveling, for example) which is - in a way - pseudo RNG in the sense of it's much stronger on certain turns than others (An example of this would be one card that if you draw it the turn before you level, you can play it and have it end the turn with twice as much attack and health as on any other turn). Even better games implement some RNG on their cards, Magic for example has cards like Mana Clash, but the percentage of the total card pool is much lower, and it is almost never on very relevant cards (due to the whole future future league testing a set for two years before it's released publically).

All in all, the game itself is okay. But if you play it as strictly free-to-play, you're going to have a highly negative experience, as there is no built-in way for you to not be paired up against someone who has played for over a year and has every card, as opposed to you with just starter cards. And if you play against their AI, you miss out on the most relevant reward for the daily system, which is only given for an online win. All in all, I can't very well advise anyone to get into this game. There are better alternatives for your money and time, but this is just one person's opinion.
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34 of 44 people (77%) found this review helpful
Not Recommended
208.3 hrs on record
Early Access Review
Posted: July 20, 2015
This could really be a great game if not for some pretty major issues. I'm not talking technical issues either (allthough it has those), I'm talking major design flaws in the game itself. I've been playing Solforge for some time now, over 200 hours so far, and while this game has the usual balance issues, and other minor technicalities associated with an early release game, the real killer (and why i no longer play) is the rediculous tedium of having to wait...and wait....and wait...and wait some more just to take each of your turns. For some ungodly reason your given 20 min per game each for a total of 40 min, but no time limit on each individual move, so you find yourself quite often que'ing for a game, about 20-40 sec, loading the game screen, about 5-10 sec, THEN STARING AT YOUR MONITOR FOR LITERALLY 15 MINUTES WHILE YOU WAIT FOR YOUR OPONENT TO MAKE THEIR FIRST MOVE!!! But here's the real pinch, the game also allows you to create what seems to be an unlimited amount of games running at the same time. So not only do you get people who enjoy letting the timer run from 20 min down to 3 min before they make their first move, or people who "give up" by simply moving to another game and letting what remains of their 20 min timer run to 0, but you also have to contend with the fact that in 95% of all Solforge games, your opponent will without a doubt have at least 3-4, maybe even 7-8 other games running at the same time, which means while your making moves in 10-20 seconds, your opponent is take 4-5 minutes per move because they're jumping from game to game, and not actually even in your game looking at the same screen you are. This to me is a MAJOR design flaw, and a source of a lot of complaint and debate on the Solforge forums. When you actually get lucky, and happen across another player who seems to only have the one game open like you, and moves are happening in usually less than 30 seconds or so, then the game is actually quite fluid and enjoyable, to the extent I'd even spend real money on it to bolster my collection and "finish off" a few of my decks. But as it stands you spend far to much time doing nothing but staring and waiting. Not cool. In fact its just plain boring and quite frustrating. The Dev's say the official release is on the horizon, and i pray they dont leave the game the way it is, because the "influx of people" they're hope'ing for wont stay for long i can assure you. Which would be a real shame, this could be such a great little game, but for now, ill be off playing something else.
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23 of 26 people (88%) found this review helpful
Not Recommended
1,659.5 hrs on record
Pre-Release Review
Posted: July 31
Solforge was an amazing game. The mechanics remain awesome, but all the features that made it worth playing instead of something else are gone. 1650 hours on record, and if the UI stays this way, that number will not be going up. I played it because it was both mechanically awesome AND streamlined, easy, and fun to play. I could previously play multiple matches at once, while having a match against a friend in another country going for a whole week. The UI used to help you pay attention to all of the important parts of the, now it's flashy and slow.

Mechanics: 8/10
The mechanics in this game remain awesome. Cards that level within each match, cards that scale with your rank as it increases within each match, single-use cards, as well as the usual gamut of keywords.

Playability: 2/10
Recent game patch (Summer 2016) resulted in a massively reduced playability in the game.

Features lost
Ability to play untimed games (such as with friends, over hours or days)
Ability to view library as a text-based list of cards (must use picture-based now)
"Next Game" button (while not directly restricting you from playing multiple matches, this change made it

Quality of Life Downgrades
Massively slow changes from match list to match to deck builder to store. This game used to have the quickest, most streamlined UI. Now there's loading animations for everything.
The amount of space the cards take up in a match on your screen was reduced. The formerly prominent art is now much smaller and less striking.
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