A roguelite deckbuilding adventure game about magical coins. You play as a lootmancer, who can unlock the hidden power inside of coins and use them in magical duels. The loots you take from chests and enemies also become your next moves, so plan carefully!
User reviews:
Overall:
Very Positive (423 reviews) - 88% of the 423 user reviews for this game are positive.
Release Date: Nov 18, 2013

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About This Game

A roguelite deckbuilding adventure game about magical coins. You play as a lootmancer, who can unlock the hidden power inside of coins and use them in magical duels. The loots you take from chests and enemies also become your next moves, so plan carefully!

Features

  • Roguelike structure: randomly generated levels and permanent death!
  • 19 unlockable character classes with unique gameplay!
  • One of those classes is a monkey! (!!!!!)
  • Constant, delicious tension: you always need to spend coins to get more coins
  • A grandma that packs a whollop!
  • SECRETS! (duh)

System Requirements

Windows
Mac OS X
    Minimum:
    • OS: XP, Vista, 7, 8
    • Processor: 1.2GHz processor
    • Memory: 512 MB RAM
    • Graphics: DirectX 8-compatible graphics card with at least 32MB of video memory
    • DirectX: Version 9.0c
    • Storage: 15 MB available space
    Minimum:
    • OS: 10.7+
    • Processor: 2.4 GHz Intel Core 2 Duo or better
    • Memory: 512 MB RAM
    • Storage: 15 MB available space
Customer reviews
Customer Review system updated! Learn more
Overall:
Very Positive (423 reviews)
Recently Posted
Charon
( 18.6 hrs on record )
Posted: April 29
I like this game. The coin mechanics are surprisingly deep, and extremely addictive. The large number of unlockable classes means you can find a strategy/playstyle that suits you that will be wildly different from someone else's (demon is my favorite). However, I've pretty much run out of content at 10 hours. There doesn't seem to be much point in playing the game after beating the main mode, and the forge, aside from the random daily challenge and finding the rest of the enemies. I haven't played the sea and sky expansion yet, I think I might just so I can have something else to do. The ads for it in-game are kind of obnoxious, especially if you're a completionist. I'd recommend buying this if it's on deep sale or something. Give it a shot!
Helpful? Yes No Funny
Khorne
( 3.6 hrs on record )
Posted: April 22
Not really compelling. No tutorials, which is basically unforgiveable in this day and age. Also no widescreen support or video options that I could find. It seems like a roguelike RPG where everything is based on coins, you heal, fight, unlock chests all using coins, which are also your currency. Cute but it starts to wear on your pretty quickly.
Helpful? Yes No Funny
Mightyelk
( 3.1 hrs on record )
Posted: April 11
It's too easy to finish the game, but still it's a very nice rouge-like.
Helpful? Yes No Funny
WilfordBrimley98
( 29.8 hrs on record )
Posted: April 8
It's awesome, I love this to death (I die a lot).
Helpful? Yes No Funny
chaser
( 3.3 hrs on record )
Posted: April 6
Insanely addictive and accessible roguelike. Lots of content (different coins, areas, playable characters, etc). Do yourself a favour and pick this up on sale if you're in anyway interested in roguelikes. Coin Crypt is a great game and considering it goes on sale for less than $5 fairly often, it's definitely worth the cost of admission.
Helpful? Yes No Funny
Pitch
( 0.2 hrs on record )
Posted: April 4
You get what you pay for, and this game has no lasting power. No hook, no aesthetically pleasing gameplay, just a shell of a genre.
Helpful? Yes No Funny
☐Scary Boxes☐
( 1.5 hrs on record )
Posted: April 2
This games updates are released as DLC.
Characters that are only unlockable by puchasing DLC are displayed in-game.
Unique combat system.
Helpful? Yes No Funny
The Duke of Grayskull
( 0.2 hrs on record )
Posted: March 23
It's a neat adventure card game-esqe, but it's not for me. If you enjoy pokemon, you'll probably enjoy it.
Helpful? Yes No Funny
PurplePonyPerfecti
( 3.0 hrs on record )
Posted: March 20
I got Coin Crypt from a HumbleBundle and played it with nothing more in mind than a time filler.
To my surprise it is a charming take on the classic RPG formula that makes my time with it plenty of fun.
There is not a whole lot here, but what is here is well made and good fun. Nice visuals to.
Helpful? Yes No Funny
Muro
( 2.2 hrs on record )
Posted: March 19
I didn't expect it to be that amazingly good.
Helpful? Yes No Funny
Mystic
( 14.6 hrs on record )
Posted: March 16
This game, is hands down, one of the most fun games i've played in awhile.

So, lets get to the nitty gritty. This game doesn't come with a pre-game tutorial, long explanations about what each coins ability and how to "build your deck", or explanation about the world. You've given a very short intro and then thrown into the world of Coin Crypt. My initial reaction while watching my friend play was, "Wow, this is stupid." But, after trying it out myself, I became addicted really, really fast. And, after playing through and (finally) beating the game, I have to say that this is going to be a long time favorite of mine.

The Good:
+Simple- It's so, so simple to start playing this game. Don't get it, don't worry, you will. It doesn't take long to pick up and the interface, level design, combat system and everything else is very straight forward.
+Engrossing- This little game sucks you in reallllly quick. Before you know it, you've unlocked 8 new characters and half the day is gone. And all of the hidden treasure boxes, secret tunnels, hidden bosses and fun twists keeps the game interesting.
+Controller Friendly!- Just plug in your xbox controller (or logitech/other) and get playing. Was really nice to play from the couch.
+Replayability- I don't feel like i'm trying to complete the same task over and over again with each retry. The levels present (usually) the same creeps, but there is a bit of randomization that goes on so you're not stuck having to hit the same wall over and over again.

The Bad:
-In-Game Options/Menu: So, if you want to change from fullscreen to windowed, you have to do it at "options book" in the beginning island. You can't just hit start/esc and change something on the fly. I found this really, really, really inconvienent. It's quirky, sure, but the design is poor.
-No pause during combat: Ok, I get not wanting to add a pause option since you could just keep pausing to think through you next move, but when you need to leave to go do something and you die since you can't pause, that's just bad.
-Music: The music is actually pretty decent, but the settings for it aren't. Even on the lowest setting, its pretty loud. When I was voip, I could barely hear anything outside of the games music. So, sadly, I ended up just turning it off.

Overall: 8/10
Helpful? Yes No Funny
vonah001
( 21.3 hrs on record )
Posted: March 12
funderful
Helpful? Yes No Funny
Viridium
( 1.0 hrs on record )
Posted: March 7
The game is okay-ish. It's the quality of a flash game coupled with mechanics of a bad take on rogue-like.
The gamplay is like a very, very basic tcg. Cards deal damage or heal. The ammount of luck that is outside of your control is killing the game for me. You often face far to strong enemies at a bad time or don't get enough healing and just die because of random effects like these.
Helpful? Yes No Funny
EhrenUrism
( 11.1 hrs on record )
Posted: February 24
Best review would be a lengthy description, imo. Coin Crypt is roguelike top-down RPG w/ real-time card-based combat, and an on-map encounter system for enemies (touching an enemy in the "overworld" triggers combat). The way the card game system is done is far different from anything else I've ever come across. I suppose it would make the most sense to start by explaining how the real-time part works.

When you play a card, your character removes it from your hand, and starts to cast it, during which time you cannot do anything else. Casting basically presents as a windup timer showing how long that particular played card needs until it is put into effect. When it comes down to it, casting is what really ties the combat together, and makes the real-time part viable. Cards cast quick enough to keep the feeling of real-time –combat feels like a continuous string of actions–, but also slow enough so you have time to think during an opponent's cast –effectively preventing it from coming down to a battle of luck and who clicks quickest. The best comparison I can give of how it feels would be to say when casting is at it's very worst the combat's flow slows the same way it might when reloading your gun in an FPS, and when casting is normal I'd say combat flow is more akin to chess utilizing a stop clock –you feel pressure to be quick, but there's enough time to be deliberate, and overall strategy/planning definitely feels like the main focus and factor in winning.

However, casting is far from being the only uncommon part of the card system. That said, every unique mechanic seems to be carefully designed with each of the others in mind, chief of which are the roles cards themselves play. Cards are essentially everything. Not only are cards the combat medium, but cards are the loot, cards are the passive effect carriers, some cards are one-use skeleton keys, cards remaining in your deck is a secondary health bar, and –most importantly– all cards are currency. In line with this duel nature, used cards are not given back after battle (they are dropped when you play them), forcing you to choose a little more literally, and much more carefully, how you spend them. Using cards to buy useful items and influence the island gods needs to be balanced with keeping a large enough and carefully built enough deck so you don't run out of cards. On top of this, you are forced to take only a few out of a small group of coins chest ghosts offer when you're looting a chest, so it can often be a tough choice deciding how many of the weak/low-value cards of the type you're low on (for example Heal 2 worth $5) you should take versus how many of the average/mid-value coin (like Attack 4).

Building around that duality, a lot of the other mechanics are designed in order to make deliberate, personalized deck construction and management the backbone of the game. This is also why the card game mechanics have to be so unorthodox compared to most card games. Your hand size is only 3 cards (by default), your health is only 10 (by default), and when you play a card you also draw a fresh hand. Additionally, all drawn hands will organize any duplicate cards into stacks (stacks if played will cast all the cards in that stack at once as a single cast). Having a small hand and possible stacks means trying to prevent cards that don't help your build from accumulating in your deck and not taking care not to be too prone to finding yourself choosing between using two Attack 4 cards (or w/e) on a 2/10 health monster, or letting their cast finish while you redraw and taking 4 damage.

Beyond that, it forces you to create a deliberate style of deck-build & corresponding combat style by making "use the most overpowered coins you can find" type strategy almost useless. Using lots of Steal an enemy card type cards depletes their deck to win, and so physical damage is a waste to have in your deck (most of the time), and a wasted turn could easily mean losing 40% of your health. Poison damage builds rely on overwhelming the opponent more than they can heal while trying to stay guarded, so passive cards –which usually also have a draws often effect– would (normally) get in the way of that. The thing is, there are ways to combine these kinds of cards into a useful deck, but they don't play well together if you just throw them together. Having a lot of damage cards and a few Steal cards can be useful for shield card focused enemies because you can deplete their shields quicker by just taking them (a lot of the time) than letting them keep playing them as you attack over and over, and you can augment this balance to withstand other types of enemies by having most of your deck comprised of shields in case of a bad draw, as shield health and shield time-remaining carry over between battles, so it's not nearly as much of a risk if you don't get the card type you needed. Decks have a lot of depth, esp. depending on your play style, yet coins themselves are often very straightforward.

There are 201 unique cards in the game so far, and there are tons of items, passive-power cards, blessings, and other things that all modify your stats or mechanics, often in classic RPG fashion. Using items or modifiers in tandem with particular deck builds, strategy complexity can potentially be increased to much, much further depths depending on the chosen play style. Ex. the Joker Token card with the coin pouch. When played, anything that damages the user now heals them, and anything that heals the user now damages them. Two of the status will reverse healing and damage back to normal. A coin pouch lets you store a coin from your current hand for use at any point/battle in place of one of the coins you drew. Using the saved coin also draws a new hand, and clears the quickslot. The Joker Token is one of the best coins to put in it. It can save the player from the brink of death and allow them to survive very powerful attacks, such as the Explosion Chip (Attack 20) used by the "Grandma" enemy. Furthermore, donations to gods lets up two of them bless chests and add several of their card class to your options to pick from, allowing you to more easily tune your deck to a particular play style. The more you donate, the more likely to be rarer cards of that god's type.

In addition to all of those modifiers, every one of the characters (except for the starter) have more major, unique modifiers of their own, making the game play differently for each character. For example when playing as Demon: whenever the enemy plays a card, one cursed card (that does damage to your player if cast) is added to their deck, but demon also makes all card currency values negative (so cursed coins become positive currency). Basically Demon doesn’t have to buy items or get blessings using the useful cards in his deck, and constantly makes good amounts of money from battle spoils –but the more money you save up the more chance of drawing a hand polluted with harmful cards, and you need to choose between ending battles quickly to take more of the enemy’s original cards (you [default] take 100% of their unplayed cards), or stalling to grind for cash.

Other characters have more simplistic modifiers, like Monkey: he casts more slowly than other characters, but redraws his hand at quadruple speed and always casts all of the cards in his hand. So, In order to do well as Monkey, the player must learn the effects of all the coins they carry, and be a little more frugal to make up for occasional unnecessary card casting caused by his unique traits.

All of this makes for a tight combat system with tons and tons of styles of play, and giving it an immense amount of replay value, all while remaining very intuitive and fast paced. 11/10 would build a deck again –and again –and again.
Helpful? Yes No Funny
My mom says Im special
( 10.7 hrs on record )
Posted: February 23
WHY ISNT THIS AN APP? Would buy the sh*t outta this.
Helpful? Yes No Funny
~xXxXMutilatedKittens_<3_69XxXx~
( 0.5 hrs on record )
Posted: February 20
iz wuld be nixe 2 c an opsion meni
Helpful? Yes No Funny
TheUnbornSilent
( 1.9 hrs on record )
Posted: February 18
Fun for awhile but gets repetitive FAST
Helpful? Yes No Funny
Cyril Michael Leon
( 2.3 hrs on record )
Posted: February 16
Pros:
+Unique, Interesting combat gameplay is very rewarding
+High replayability with a multitude of classes and Coins being unlocked through achievements
+Does not feel weighted or heavy on player to min/max every moment, as the progression after death allows the player to continue getting better.
+Strategic risk/reward system that exists in many layers (from active effects to deity donations to managing the coins themselves based on values and usage)
Cons:
-Enemies constantly adding negative status effects does not add to gameplay, only adds weight to the player. (A coin can cleanse these effects as a counter to this, but the coin is too expensive/uncommon to be able to balance this particular example of bad design)
-
-

I highly recommend this game to someone who enjoys the hardcore experience of a Roguelike but is not interested in any more platformer Roguelikes.
Helpful? Yes No Funny
Magnetto Man
( 16.8 hrs on record )
Posted: February 15
Undoubtely one of the best Roguelike experiences you can get on Steam.

I definitively recommend this game.

Unique blend of features resulting in something new and original, yet somehow familiar and not easy to learn ( any game unlike I have ever played before is already a huge plus for me ) .

Simple short game where features are extremely well matched and the replay value is enourmous. Makes you keep wanting one playthrough after another.
Helpful? Yes No Funny
Most Helpful Reviews  In the past 90 days
8 of 8 people (100%) found this review helpful
1 person found this review funny
Recommended
11.1 hrs on record
Posted: February 24
Best review would be a lengthy description, imo. Coin Crypt is roguelike top-down RPG w/ real-time card-based combat, and an on-map encounter system for enemies (touching an enemy in the "overworld" triggers combat). The way the card game system is done is far different from anything else I've ever come across. I suppose it would make the most sense to start by explaining how the real-time part works.

When you play a card, your character removes it from your hand, and starts to cast it, during which time you cannot do anything else. Casting basically presents as a windup timer showing how long that particular played card needs until it is put into effect. When it comes down to it, casting is what really ties the combat together, and makes the real-time part viable. Cards cast quick enough to keep the feeling of real-time –combat feels like a continuous string of actions–, but also slow enough so you have time to think during an opponent's cast –effectively preventing it from coming down to a battle of luck and who clicks quickest. The best comparison I can give of how it feels would be to say when casting is at it's very worst the combat's flow slows the same way it might when reloading your gun in an FPS, and when casting is normal I'd say combat flow is more akin to chess utilizing a stop clock –you feel pressure to be quick, but there's enough time to be deliberate, and overall strategy/planning definitely feels like the main focus and factor in winning.

However, casting is far from being the only uncommon part of the card system. That said, every unique mechanic seems to be carefully designed with each of the others in mind, chief of which are the roles cards themselves play. Cards are essentially everything. Not only are cards the combat medium, but cards are the loot, cards are the passive effect carriers, some cards are one-use skeleton keys, cards remaining in your deck is a secondary health bar, and –most importantly– all cards are currency. In line with this duel nature, used cards are not given back after battle (they are dropped when you play them), forcing you to choose a little more literally, and much more carefully, how you spend them. Using cards to buy useful items and influence the island gods needs to be balanced with keeping a large enough and carefully built enough deck so you don't run out of cards. On top of this, you are forced to take only a few out of a small group of coins chest ghosts offer when you're looting a chest, so it can often be a tough choice deciding how many of the weak/low-value cards of the type you're low on (for example Heal 2 worth $5) you should take versus how many of the average/mid-value coin (like Attack 4).

Building around that duality, a lot of the other mechanics are designed in order to make deliberate, personalized deck construction and management the backbone of the game. This is also why the card game mechanics have to be so unorthodox compared to most card games. Your hand size is only 3 cards (by default), your health is only 10 (by default), and when you play a card you also draw a fresh hand. Additionally, all drawn hands will organize any duplicate cards into stacks (stacks if played will cast all the cards in that stack at once as a single cast). Having a small hand and possible stacks means trying to prevent cards that don't help your build from accumulating in your deck and not taking care not to be too prone to finding yourself choosing between using two Attack 4 cards (or w/e) on a 2/10 health monster, or letting their cast finish while you redraw and taking 4 damage.

Beyond that, it forces you to create a deliberate style of deck-build & corresponding combat style by making "use the most overpowered coins you can find" type strategy almost useless. Using lots of Steal an enemy card type cards depletes their deck to win, and so physical damage is a waste to have in your deck (most of the time), and a wasted turn could easily mean losing 40% of your health. Poison damage builds rely on overwhelming the opponent more than they can heal while trying to stay guarded, so passive cards –which usually also have a draws often effect– would (normally) get in the way of that. The thing is, there are ways to combine these kinds of cards into a useful deck, but they don't play well together if you just throw them together. Having a lot of damage cards and a few Steal cards can be useful for shield card focused enemies because you can deplete their shields quicker by just taking them (a lot of the time) than letting them keep playing them as you attack over and over, and you can augment this balance to withstand other types of enemies by having most of your deck comprised of shields in case of a bad draw, as shield health and shield time-remaining carry over between battles, so it's not nearly as much of a risk if you don't get the card type you needed. Decks have a lot of depth, esp. depending on your play style, yet coins themselves are often very straightforward.

There are 201 unique cards in the game so far, and there are tons of items, passive-power cards, blessings, and other things that all modify your stats or mechanics, often in classic RPG fashion. Using items or modifiers in tandem with particular deck builds, strategy complexity can potentially be increased to much, much further depths depending on the chosen play style. Ex. the Joker Token card with the coin pouch. When played, anything that damages the user now heals them, and anything that heals the user now damages them. Two of the status will reverse healing and damage back to normal. A coin pouch lets you store a coin from your current hand for use at any point/battle in place of one of the coins you drew. Using the saved coin also draws a new hand, and clears the quickslot. The Joker Token is one of the best coins to put in it. It can save the player from the brink of death and allow them to survive very powerful attacks, such as the Explosion Chip (Attack 20) used by the "Grandma" enemy. Furthermore, donations to gods lets up two of them bless chests and add several of their card class to your options to pick from, allowing you to more easily tune your deck to a particular play style. The more you donate, the more likely to be rarer cards of that god's type.

In addition to all of those modifiers, every one of the characters (except for the starter) have more major, unique modifiers of their own, making the game play differently for each character. For example when playing as Demon: whenever the enemy plays a card, one cursed card (that does damage to your player if cast) is added to their deck, but demon also makes all card currency values negative (so cursed coins become positive currency). Basically Demon doesn’t have to buy items or get blessings using the useful cards in his deck, and constantly makes good amounts of money from battle spoils –but the more money you save up the more chance of drawing a hand polluted with harmful cards, and you need to choose between ending battles quickly to take more of the enemy’s original cards (you [default] take 100% of their unplayed cards), or stalling to grind for cash.

Other characters have more simplistic modifiers, like Monkey: he casts more slowly than other characters, but redraws his hand at quadruple speed and always casts all of the cards in his hand. So, In order to do well as Monkey, the player must learn the effects of all the coins they carry, and be a little more frugal to make up for occasional unnecessary card casting caused by his unique traits.

All of this makes for a tight combat system with tons and tons of styles of play, and giving it an immense amount of replay value, all while remaining very intuitive and fast paced. 11/10 would build a deck again –and again –and again.
Was this review helpful? Yes No Funny
Most Helpful Reviews  In the past 180 days
11 of 15 people (73%) found this review helpful
1 person found this review funny
Recommended
16.8 hrs on record
Posted: February 15
Undoubtely one of the best Roguelike experiences you can get on Steam.

I definitively recommend this game.

Unique blend of features resulting in something new and original, yet somehow familiar and not easy to learn ( any game unlike I have ever played before is already a huge plus for me ) .

Simple short game where features are extremely well matched and the replay value is enourmous. Makes you keep wanting one playthrough after another.
Was this review helpful? Yes No Funny
1 of 1 people (100%) found this review helpful
Recommended
27.7 hrs on record
Posted: January 10
This game is amazing! so many things to do, but i was wondering, is it possible for you guys to make seeds so i can compete against my friends like you would binding of isaac, especially since there is a daily i think it would be possible,
Was this review helpful? Yes No Funny
2 of 3 people (67%) found this review helpful
Recommended
61.8 hrs on record
Posted: December 5, 2015
I liked this game. I don't remember buying it, so I must have gotten it as a Humble Bundle. I played it thinking it would not be any good, but it really surprised me. There are choices all over, from the character you play, where you go and especially what coins to pick up. The coins are like a big collectible card game, essentially, and you will unlock a bunch as you play. Strategy is key, but there is also randomness and twitchiness at play.

The developer also made a lot of changes as it goes, adding a lot of coins and content to the base game. It's not even sold as an early release game, so they obviously care about it instead of moving on to the next project.

The graphics are OK. It could use some work in that department, I guess. The music, however, is awesome. It changes with different environments and is enjoyable.

I've beaten it with the demon character (easiest, I think, once you figure out the tricks involved) and two or three others. Different characters need different strategies. There's even a monkey!

Ipicked up the DLC for it finally during the winter sale, so you know it's a good game. Total surprise, but there you are.
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9 of 17 people (53%) found this review helpful
1 person found this review funny
Not Recommended
2.2 hrs on record
Posted: December 1, 2015
In this game about collecting coins and using them as tools to achieve victory, you will:

-Lose because you didn't have enough coins
-Lose because you had too many coins
-Lose because someone stole all your coins
-Lose because you drew the wrong coins
-Lose because all of your coins were replaced with coins that make you hurt yourself
-Lose because you tried to gather all the coins on a floor only to realize spending time costs you coins
-Lose because you raced through levels to conserve coins and then didn't have enough coins
-Lose because you gave all your coins to gods so they didn't screw you
-Lose because you didn't give your coins to gods, so they screwed you
-Lose because your class is too weak to carry coins
-Lose because your class forgot how to heal
-Lose because your class habitually drops coins
-Lose because your class uses all coins all the time

Roguelite, I get it, but come on.

There's probably a decent game in here, but I just don't understand why they hate their own mechanic so much. It's all so random that player input just feels like it's there because it's a game, and not because the player actually has anything of value to add.

On the upside, the controls allow you to smoothly navigate towards failure. Loads of classes to lose with. Visuals make failing cute looking.

Could use a tutorial.
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1 of 2 people (50%) found this review helpful
Recommended
10.3 hrs on record
Posted: December 16, 2015
I was able to maintain an entertainment level of 6/10 for several hours playing this game.
Was this review helpful? Yes No Funny
1 of 2 people (50%) found this review helpful
Recommended
9.3 hrs on record
Posted: November 28, 2015
Strangely addicitive. Play until you die, see how far you get, unlock stuff for the next run. Absolutely no faffing around which is ace. Click to play "coins". If you can get over the weird visual style (It's *just* a *little* bit too much) it's great fin for a few hours / quid.
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1 of 2 people (50%) found this review helpful
Not Recommended
2.2 hrs on record
Posted: January 2
A very weird but fun game.
I quite like the battle mechanics and how you spend precious attacks (coins) to gain more, checking chests to find loot (coins aka attacks/skills) and just... do whatever you can to gain more coins.
When you die you get paid in cash for the coins you gathered. Said money can be spend on new unlockable characters (including a monkey, just like the storepage said!! Yay!) But... from what I see, that's about it.

In the end, I do like the mechanics but I can't get myself to like the game itself.
The enemies look kinda nice, but inconsistent. You encounter a Magician... and then a Ghost... and then a Mimic ... and suddenly a Pirate. And what about a story? Why am I on that Island... and suddenly in dungeons and forests? Just what is going on and why?
A roguelike game doesn't -need- to have a story, or be consistent, but those things keep me going. The Binding of Isaac or Rogue Legacy are good examples for that. Tough, always different, just a bit of a story which unfolds to be bigger than expected.
And even if this turns out to be bigger than expected... I won't get there.

PS. If available on iOS/Android: Go get it there. It'd be a nice game for on the go with little to no story, quick rounds but lots of unlockables and the mechanics are perfect for touch controls.
If it's not available on mobile devices: Why the heck not? Kind of a letdown.
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Most Helpful Reviews  Overall
82 of 86 people (95%) found this review helpful
1 person found this review funny
Recommended
67.5 hrs on record
Posted: July 23, 2015
EDIT:
I got super tired of reading so many complaints of people saying that the game is too hard and confusing, so I wrote a guide for beginners. This should clear up any questions you might have about the game, and if you still don't like it afterwards, then I guess it isn't for you.

---

Coin Crypt is a procedurally-generated roguelike adventure game. What makes this game unique is its deckbuilding mechanics and deep, strategic gameplay. You play as a lootmancer, one of 20 characters who hunt for treasure in the mysterious "Coin Crypts". The coins found within treasure chests are used for both battling and bartering, but once they're used they're gone forever. With 201 different coins to find and use, the game offers a rich variety of play.

Coin Crypt separates itself from other games in its genre through a combination of strategy and pressure. The combat system runs on an active time battle format rather than a strict turn-based system. Each coin has its own cast time, and if you take too long to decide your play, your opponent will get the better of you. There's always the looming danger of running out of coins, which immediately ends your run. Because of this, you must keep your deck lean and efficient, but also mindful of the coins you spend as they'll disappear once used. To balance this, you can donate unneeded coins to Deities, the Loot Gods, who offer specific coins that suit different styles of play such as stalling, pure offense, defensive, and more.

Other than the wide variety of coins, there's also a good amount of different enemies who challenge you with specific playstyles. Some will steal your coins, poison you, force you to drop your coins, and more. Each floor has an optional miniboss that award you with items that give positive modifiers to your character. Once you've beaten 9 levels, you'll have to fight a random boss to win your run. As with most roguelikes, Coin Crypt has permadeath. Upon ending a run, you can use the money you accumulated to unlock different character classes with different modifiers that can change the way you play. Every class has to be played in their own unique way, and there’s no one method that will work for any class.

This game offers great replayability, a surprising amount of depth, and good fun if you're looking for a more strategic roguelike/RPG. Be warned; it is a difficult game with a moderate learning curve. One of its biggest issues is that new players will have a hard time learning the mechanics. There is no tutorial, and the game can feel very confusing at first. It will take a lot of subsequent playthroughs to slowly understand the strategies and skills needed. Some players may get turned off by the game's almost childish art. Personally, I feel like it suits the game, giving it an almost boardgame-like aesthetic, which suits its gameplay. Some aspects may feel unbalanced, such as quick enemies or unfair coins, and there are still some bugs that have ruined some user's savefiles. Playing the game with a gamepad may feel awkward, but it plays smoothly with keyboard and mouse. Some classes are more difficult to play than others, although that's typical for most roguelikes. However, the developer is still in touch with the community and has steadily been working out the game's kinks. All in all, Coin Crypt is definitely worth the $10.00 purchase.

TL; DR: One of the most underrated roguelikes on Steam. Must-get if you're a fan of collectible card games and roguelikes/RPGs.
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33 of 35 people (94%) found this review helpful
1 person found this review funny
Recommended
3.8 hrs on record
Early Access Review
Posted: December 3, 2013
Coin Crypt, currently in Early Access, is a top-down roguelite in which you brave a randomly generated dungeon in search of coins. Each coin is assigned a traditional currency value but also doubles as a separate item in your inventory used to attack, defend or heal, as well as to cause or cure status effects. Dozens of unique coin types exist within the game.

Dungeon design is basic and not much makes one room or floor stand out from another, aside from the occasional environment change. You’ll find most of what you’d expect while exploring: shopkeepers who will trade upgrades for coins; secret rooms; random elements like coin hungry cat pillars (not to be confused with caterpillars); enemies ranging from skeletons to bandits to grannies; and chests which contain coins, keys or upgrades. Enemies will chase you if you venture too close and, once you come into contact, you’ll be taken to another screen to duel it out.

Battle is where Coin Crypt genuinely tries to be original and takes place in first-person with your palm stretched out before you, with a random selection of coins in it. You can either use one of the coins in your hand or redraw for new ones, but the clock is ticking and both options have a cast time. Meanwhile you can see how close the enemy is to completing his action, what coin he’s using and how many coins he has left. If you survive until he runs out of coins you win and, if you destroy him before he runs out, you’ll also get his unused coins as loot.

Managing what coins you have on hand is an important balance that means you can’t snatch up everything for sale in every shop you find because, if you run out of coins during battle, you will die the same as if you’d been killed. Upon death, you can spend the total currency value of coins you found to unlock additional characters, each with a unique strength and weakness.

Coin Crypt is easy to pick up and put down, and almost seems more suited for handheld devices and touch controls than PC; however, it plays perfectly fine with mouse and keyboard and the developers have set a very reasonable five dollar asking price, so make your own call here.
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31 of 32 people (97%) found this review helpful
1 person found this review funny
Recommended
7.0 hrs on record
Posted: November 6, 2014
This is a fun Adventure / Dungeon game where you travel through randomly generated levels to collect coins from looting chests or defeating monsters.
Each coin offers a different ability in battle. One coin can be activated to attack, defend, cast poison, cast steal, cast slow or speed and many others. You can even stack up different coins for combination attacks.

This game is very tricky in that you have to be careful not to use or lose all of your coins or it's Game Over and there is no continue. You will have to start right back from the beginning. But it's not all in vain as all the coins you collect earn you cash to spend towards new character unlockables. Each with different stats and powers to help you.
You will also be able to unlock new and upgraded coins and new monsters that appear throughout the game.

An online leaderboard is available to compare your progress with other Steam Users and there is also a cool daily challenge to help you earn new things.

The game works smooth with both keyboard and mouse as well as a 360 controller.

This is one of those games you will find yourself coming back to quite often. :)
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27 of 28 people (96%) found this review helpful
Recommended
6.0 hrs on record
Posted: August 3, 2015
Imagine a card game.
You have to use your cards to do anything.
There are attack cards, defense cards, heal cards, steal cards, and all kinds of trick cards.
If you run out of cards, you lose. The same applies to your enemies.
You get cards from chests and enemies. Enemies only drop the cards they have remaining when beaten, so you're encouraged to defeat them or steal their cards rather than let them run out.
There is no currency. Every card has a monetary value and in order to buy things or donate to gods, you must barter with your cards.
Every character uses cards in different and unique ways.
Everything in this game revolves around cards.
Now imagine instead of cards, it's coins.

That's Coin Crypt.
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24 of 25 people (96%) found this review helpful
Recommended
12.6 hrs on record
Posted: July 31, 2015
Got this game on humble and didn't expect to play it long at all. Was very wrong, will be playing more of this.


Pros-
-Great method of making procedural generation change deckbuilding
-Fun mechanics, giving you multiple ways to win a fight
-Character implementation makes dying fun and lessens your rage
-Classes feel distinctly different from one another
-Secret rooms are hype

Cons-
-Deckbuilding happens in game, which is fun, but it sort of takes away pregame strategy some deckbuilding enthusiasts enjoy
-Levels are always different but feel the same, would be better if you always didn't follow the same location path

What would make this game better?
-Local Multiplayer

As a wrap up, good introductory roguelike, good for both veterans and newbies. Very fun for a casual game.
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20 of 21 people (95%) found this review helpful
1 person found this review funny
Recommended
13.6 hrs on record
Early Access Review
Posted: November 18, 2013
I love this game! I can't believe nobody has thought of this coin mechanic before -- I love that there's this perfect tension between spending coins, using them, and hoarding them. I love the card-game and deck-building mechanics, and the surprisingly large and deep variety in the characters.

Seriously, check this out. And don't let graphics or anything hold you back.

This is also the perfect game for stupid grown-ups like me.
You can play it in short bursts, you can put it down safely to deal with the baby, and even if you die horribly you can still bank some long-term progress by cashing in your coins to unlock a new character.
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19 of 25 people (76%) found this review helpful
30 people found this review funny
Recommended
34.8 hrs on record
Posted: December 30, 2014
throw money at people then they die and you take their money
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14 of 16 people (88%) found this review helpful
Recommended
3.2 hrs on record
Posted: May 7, 2015
Coin Crypt is a great, highly polished, and addictive roguelike with the unusual addition of deckbuilding elements that work very well. It's hard to believe that this title was made in Game Maker with it's polished pseudo-3D graphics that are somewhat reminiscent of Paper Mario. Most importantly, the gameplay is very fun with reasonable depth. Runs can be a little too same-y, working in more randomized elements would definitely be to the game's benefit, but it offers fun gameplay and a large cast of playable characters, each of whom adds their own spin to the game's formula. There could be a bit more variety and I'd love to see the developer keep patching in new content, or even releasing DLC, but overall the content that Coin Crypt offers is just so fun and engaging that it remains an easy recommendation.
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15 of 18 people (83%) found this review helpful
1 person found this review funny
Recommended
43.5 hrs on record
Posted: October 29, 2014
In Coin Crypt, you are a lootmancer harnessing the power of coins. The gameplay mixes deck-building with standard roguelike elements - permadeath and random levels. Your bag of coins is used both for combat and for buying items. The combat is semi turn-based - coins have cast times and everything slows down while picking a coin. There's a lot of variety in coins, enemies, and classes. Of course, there's unlocks. Your total earnings go toward new classes and achievements unlock new classes, coins, and enemies. Games are generally quick and the variety keeps things interesting. Overall, it's good fun.
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15 of 21 people (71%) found this review helpful
1 person found this review funny
Recommended
1.7 hrs on record
Early Access Review
Posted: May 6, 2014
Coin Crypt is a breath of fresh air in the rogue-like genre. The combat mechnic is fun and very strategic and makes combat feel a lot more strategic than most rogue-likes. The characters and way you progress through the game feels very quick yet long enough to give loads of replayability (if procedural generation isn't enough). Overall Coin Crypt is a very enjoyable experience and highly recommend it for anyone who enjoys roguelike-like's.

I have a first impressions video if you'd like to see some gameplay.

https://www.youtube.com/watch?v=yrymMPoQ0Yc&list=UUf2ocK7dG_WFUgtDtrKR4rw
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8 of 8 people (100%) found this review helpful
Recommended
7.4 hrs on record
Posted: July 30, 2015
This is game is simple, yet very very fun. There are tons of coins to try out, bunches of characters to play as, and levels on levels on levels. I haven't reached the end yet, but I've had a lot of fun getting cheesed by the "deal 20" grandmas and the dumb mega ghosts. Except for the equipments you can buy, all the upgrades in the game also come with a downside, which forces you to create a character that specializes in one of a few combat styles. At first I didn't like this, but I've come to enjoy it a lot more. I'm not even that in to roguelikes, but this one is really good.
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9 of 10 people (90%) found this review helpful
1 person found this review funny
Recommended
5.3 hrs on record
Early Access Review
Posted: January 5, 2014
Coin Crypt is a roguelike, like FTL or The Binding Of Isaac. It's a game where you have to start all over again if you die. But Coin Crypt has an original concept for its battles; the loot you find, coins in this case, is also used to battle your foes.

Coins can have different properties, like healing for 5 or 10 points, or doing 10 points of damage while taking 5 of your hitpoints. A fun concept that keeps things fresh. If you run out of coins it's game over. You have to be careful which coins you want to use and which ones you want to save as loot.

Of course, all loot is randomized and there are several floors to go through. It's not a big game, I guess one can complete the game in roughly 30 minutes, if you're lucky enough. If you're not lucky enough, you'll at least earn experience points that can be used to unlock new classes that might you help during future playthroughs.

The graphics are simple and all enemies are basically just textured rectangles, but it's cute to look at. The sounds didn't make much of an impression on me, but I guess it fits the game as far as style is concerned.

Recommended for it's original take on the genre. Let's hope more stuff gets added in a later stage, because right now there's not really enough content.

[Rating: 76/100]
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