Since June 15, 2025, Cygames has launched a new trading card game, “Shadowverse: Worlds Beyond,” which has attracted considerable attention within the gaming community. The game, akin to “Hearthstone” and “Magic: The Gathering,” consists of forming a deck from assorted cards to battle against AI or real players. In spite of its free-to-play approach and initial success, peaking at 109,246 concurrent players shortly after its debut, the game has encountered significant backlash.
The gap between player numbers and user evaluations is pronounced. Although the game set a record for players, outpacing its predecessor “Shadowverse CCG,” it has garnered overwhelmingly negative feedback on Steam. More than 5,000 ratings have culminated in an 85 percent negative score, positioning it among the lowest-rated games on Valve’s platform. In contrast, “Shadowverse CCG” holds a 73 percent positive rating.
The main critique centers on aggressive monetization practices. Players contend that putting together a competitive deck without financial expenditure is nearly unfeasible. Card packs, crucial for deck construction, are restricted to one free acquisition per day, with extra packs necessitating in-game purchases. The price of packs has escalated notably relative to “Shadowverse CCG,” and players must obtain three copies of a card to convert it, complicating free-to-play advancement further.
User reviews underscore these concerns, with players voicing discontent over elevated costs and limiting mechanics. The in-game currency structure demands significant expenditure, with crystal packs priced at 9 euros for 490 crystals, hardly enough for a single card pack. The priciest bundle is tagged at 90 euros for 5500 crystals.
Despite the unfavorable reviews, “Shadowverse: Worlds Beyond” continues to draw players, with numbers nearing 90,000 and climbing. This phenomenon may be spurred by the game’s appeal in Asia, where player involvement is increasing due to time zone factors. Nonetheless, the game’s prospects remain uncertain as it navigates between player engagement and critical feedback.