Card City Nights is not a traditional card-trading game. It's an adventure game with zany characters to meet and weird locations to explore. In the center is our new card battle system that breaks away from the fantasy TCG mold with connecting cards to form combos.
User reviews: Very Positive (378 reviews)
Release Date: Feb 14, 2014

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Recommended By Curators

"Cheap and cheerful single-player card battler with a colourful aesthetic and a neat puzzle-board framework. Soundtracks not half bad either."
Read the full review here.


“Effortlessly charming .. a simple yet rock-solid addition to the genre that's well worth a play.”
Jay Is Games

“The real hook is the CCG that serves as the game’s engine. Fortunately, it’s fantastic.”
Indie Game Reviewer

About This Game

Card City Nights is an adventure through a city filled with card-nuts and lunatics. Battle for the 8 legendary cards to enter the biggest competition this city has seen yet.

CCN is not a traditional card-trading game. It's an adventure game with zany characters to meet and weird locations to explore. In the center is our new card battle system that breaks away from the fantasy TCG mold with connecting cards to form combos.

* 8+ hours of gameplay in a singleplayer adventure
* Connect cards to form combos
* 180 unique cards with characters from the Ludosity universe
* No IAP's in this game! You collect booster packs by simply playing the adventure from start to finish
* An amazing soundtrack in a blend of Jazz and Hiphop

System Requirements

    • OS: Windows XP
    • Processor: 2 GHz
    • Memory: 1 GB RAM
    • Graphics: Shader Model 2
    • OS: OSX 10.6
    • Processor: 2 GHz
    • Memory: 1 GB RAM
    • Graphics: Shader Model 2
    • OS: Debian 6.0 based distros
    • Processor: 2 GHz
    • Memory: 1 GB RAM
    • Graphics: Shader Model 2
Helpful customer reviews
18 of 19 people (95%) found this review helpful
11.4 hrs on record
I loved Card City Nights from start to the, ehmmmm almost end. Why?

Well first of all, in general i have a lot of fun with card games and i like when they present some different mechanics, get bit inovative and CCN provide this to me (at least i didnt encounter with this type of gameplay).
Also i was huge fan of artistic side of game. Music was cool and visuals was colorful, lovely to look at.
I didn´t care much about story or characters, but this game wasn´t about it.

My problem with CCN appear after few hours of playing. AI was really, really dumb. There was practically no challenge, and when you master some tactic and technique you simply can´t be beaten by them. This was drastically changed by final boss. I can´t tell if it was caused by my s**** decks, or it was caused by something else from my play, but i couldn´t defeat him (and i envy to all smart people, who pass this without trouble). After several hours of trying, i simply rage quit, discourage and beaten.
Dont get me wrong, i like challenges but when you suddenly raise bar from nothing to something this big, it raise question: "Why other matches couldn´t be harder?"

I will eventually come back to this game and claim what is rightfully mine.

Posted: June 18
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7 of 9 people (78%) found this review helpful
25.7 hrs on record
The game is quite alright and priced fairly to boot. Easy to recommend for any card/pokemon (the beat the different bosses for their legendaries mechanic reminded me of the original games at least, and there's the cards to collect) gaming fans.

You won't go wrong with this one.
Posted: May 13
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2 of 2 people (100%) found this review helpful
60.8 hrs on record
Fun singleplayer card game with a story to follow, small secrets and twists, humorous chat, and graphics that appeal even to me (and I'm not for cartoons). Oh, and of course interesting card mechanics.

You are kind of on a quest to get one of each legendary card, and meet more and more opponents you can choose to battle for their booster packs (or money). You can also buy common and uncommon cards you already have at least one of, recylce cards into new booster packs, and even combine certain cards into other certain cards.

And when you've won, you can still come back for more battles, with the usual opponents, as well as some prior one-time opponents, and 4 new ones!

I like the variety, the card game, the story, the humour, the whole town. I want to spend more time there, doing stuff.
Posted: July 3
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1 of 1 people (100%) found this review helpful
19.0 hrs on record
I initially played this game before checking out the earlier works of Ludosity, and I loved it. After having played Ittle Dew, I love this game much more! Card City Nights seems to have been inspired in part by Final Fantasy Fables: Chocobo Tales in the sense that the cards interact with each other based on the positions of the symbols on the edges; however, it is a very unique card game as it uses arrows on the edges and corners of the cards to form combos within a grid. The game has the same quirky drawing style and sense of humour as their previous title Ittle Dew, and many of the characters from Ittle Dew have become usable cards in Card City Nights. This is an easy recommendation for fans of Ittle Dew, lovers of card games, and casual gamers in general.
Posted: May 9
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1 of 1 people (100%) found this review helpful
20.1 hrs on record
Gameplay Overview

This game can be reviewed pretty straight forward.Its a card game. There are attack cards,defend,revive cards, and cards that have special effects.Thit not a fantasy styled card game,but keeps the strategy of card games to heart.There are different varieties of cards :Legendary (8 only),Rare,Uncommon, and Common. There are various ways you can get cards in the game which from trying them all are relatively pain free. You can grind battle and win packs,buy cards from the mall,take your unwanted cards and trade them in for a random deck, and even take two cards and turn them into a different one. Combining cards is not random they have specific combinations they can have.

The battle is pretty simple, you have best out 1,3, and 5 as far as victory conditions. Each player has 7 life points and each card can do anywhere from 1-4 attack points depending on if they have a bonus.Default max for attack,revive,defend is 2.

From my playing the Boss A.I. seem to be sorta cheaters but I am not fully sure.Each boss I card battled against more often then the regular fights could counter at least 80% of my strategies.This becomes far more shown when you are 1-3 attacks away from winning. Aside from that, the game is simple but fun, kept me playing til the very end.

If you want to kill 5min just doing some card battles this game is simple enough to get into and have fun with.
Posted: June 11
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181 of 194 people (93%) found this review helpful
16.2 hrs on record
Summary: The game is quite good, but it's not perfect. There are minor hints at mobile heritage, but nothing that would stop anyone who might like a computerized card game from having plenty of fun.

Progress Disclosure: I finished the game and have every achievement. I didn't collect every card. That took about 14 hours. It could probably be done in 8-10 hours by someone hurrying.

Updates: It's over 2 months later, and this game is still getting free content additions.

The mechanics have clearly received attention and tuning; the basics work nicely on their own, and as more abilities are introduced they interact in interesting but not convoluted ways. The interface in general is good; however, it is full of tiny delays for animations and pointless confirmations of non-permanent actions. Combat animations can be set to anywhere between 100% and 200% speed in the options, at least.

The tutorial was good, even having heard and read nothing about the game except the store description before playing. The difficulty hasn't sharply spiked or stayed tutorial easy since; the AI can be observed getting steadily more competent in addition to having better cards. Most games are semi-close wins, and the occasional enemy provokes a new deck style. I have a win ratio around 5, and I doubt that's exceptional.

Deck size is allowed to vary between 25-40 and failing to draw causes damage, so milling is a somewhat viable strategy with the right cards.

There's an deterministic, seemingly associative 2-input alchemy system. The vast majority of combinations are disallowed, and this is indicated by dimming incompatible cards; there's still a pretty large space of recipes, though. A little experimentation produced some deck-worthy but not ridiculous cards. As an example, two Pancakes gives a pretty good milling card. I didn't find a guide, so I'll warn that in my experience combining a alchemy-created card and one of the ingredients used to craft it is allowed but just gets the created back, effectively throwing a card away.

There are 6 icon-identified deck slots; a card can be used in multiple decks. The deck building interface is passable if imperfect; it lacks bulk management options, and the sorting options are deficient. It could use a tweak to show more cards on a PC screen. Cards used in decks are hidden on store and alchemy menus (for good reason).

The art style is pleasant. The dialogue is mildly humorous overall and better in parts; the optional dialogues are pretty extensive, as well.

The achievements look to be quite doable, so it would probably be good for 100%ers. The non-trivial ones (10+ attack and 9 combo) are easy enough to manage once you have a 6+ arrow card and deliberately try.

As described, there are no hidden in-game currency, card, or booster purchases.

Accessibility: The game is fully turn-based with no time pressure ever. The interface doesn't require great precision, but it does require dragging. The interface is fully mouse-driven, except optionally entering your name. There are no vital sound-only cues. No lines are voiced; all dialogue is presented in text. Nothing relies purely on color for identification. As a non-expert, I see no problems.
Posted: February 14
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