Castaway station is a rogue-like card game set in a sci-fi based fantasy world. The developers for this game are an indie studio called Bad Zombie Games. It released last year, specifically on July 12th 2023 for PC (Steam).
This is one of those games I would describe as “fun, until it isn’t”. After a certain point, you enter autopilot and want the game to play itself. The narrative is a good motivator to keep going though, as it is quite interesting. It is the reason why I have kept playing the game and intend to play more. If you value narrative very highly then I can see you enjoying this game despite it’s flaws.
The search for castaways

The story of the game starts off with a bang… literally. Yu and her crew, who went to go survey an anomaly, end up stranded on a nearby planet after the main ship exploded. Yu, in a separate small ship, crash landed because of some debris from the main ship. The rest of her crew were in the main ship, with any survivors escaping with pods to the nearby planet. Yu has no idea how many people managed to survive the ordeal, but her goal is simple, to find people who did. It’s quite an eventful opening, one that hooks you in on the narrative for sure.
The characters are what make the narrative shine as a whole though. Each one feels real and well thought through. I found myself liking all the characters in this game, for different reasons. They all offer something different to the experience. My favourite character, as of now, would go to a certain foul mouthed robot, mostly because of the humour it provides to the game.
The narrative is a stand out element of this game and I found myself very invested in it.
What awaits you out there?

The way you survey the land is by doing missions. On the mission screen it gives the option to choose from a few different missions. Once you beat all those available missions more will appear. Upon entering a mission, it brings up a map screen with different points of interest, which you visit sequentially. Sometimes there are missions that have branching paths, though the only thing you have to go on in regards to what you will see in a given area is the title of the area of interest. On each mission map there are three things you will come across, enemy encounters, rest spots and dialogue sections.
The dialogue sections are quite interesting as they result in different outcomes depending on what you choose. For example, one of them effected my next battle, while another caused a battle to happen. This is a good implementation of choices, as they actually matter to the gameplay. These dialogue choices also further add to the games narrative as a whole and allow you to forge a more personal journey as well as increase replay value.
Item rest points are areas were there are some items for you to pick up. These are very uninteresting but always welcome when you are in need of items. Items are quite useful in this game as they provide a range of effects ranging from positive ones for your characters to negative effects for the enemies.
Enemy encounters are were the battles happen. There is no way to know what enemies you will encounter before going in though so you have to be ready for anything. There can be any number of enemies show up, typically you find groups of weaker enemies and stronger enemies by themselves. Upon beating one of these encounters you get several rewards including some cards. The damage you have taken retains until the end of the mission so make sure to take care of your health during the different encounters. Should the health of a character reach 0, it’s not only the mission they go from, but the whole run.
While the gameplay is decent overall, it lacks variety, causing it to be extremely repetitive in nature.
Pick a card…. Not just any card though!

Cards are what make this game what it is. Cards are lost when you expend their uses and do not return. You can restore the uses of a card though, which I would advise doing for good ones. I didn’t refresh cards at all myself, instead using the currency to upgrade weapons, which really hurt me in the long run.
There are quite a few different types of card. Attack cards and defence cards are straight forward doing exactly as you would think. Then there are the more interesting cards such as team work and location cards. Teamwork cards allow party members to help each other out in some way, these can be useful in taking down enemies efficiently. Location cards have all types of effects to them. They are tied to the environment you are battling in. Some can be quite useful while others can actually be harmful.
Each mission allows you to bring two characters. With the different combos available of characters and equipment I was able to get quite creative with my strategies. As well as their own unique main weapon, each character gets different cards from the same equipment so it’s important to see what equipment fits which character best. Though, with the somewhat lacking enemy variety once I found something that works I didn’t need to change it really.
The way the card system works makes it so that you want to waste your weaker cards so you can get new stronger cards. The issue with this is that it drags battles on for quite some time. However, if you don’t do this you aren’t playing optimally. Combat animations being quite slow further adds to the slowness of combat. I think the developers realised how slow it can be and added in the cards that allow you to escape, which I used often.
Now one of the coolest things about this game is that you can actually customise your own cards. I typically made a lot of low action point damage dealing cards as damage is always great to have. You can really do what you want with these though and I would encourage you to make a wide variety of custom cards. Each character has their own attributes you can tie to these custom cards as well, which can be useful. I should also note custom cards cannot be lost not matter how many times you use them. However, you can only use them once per encounter.
The card system as a whole is fairly good, though there are some problems with it.
Ugly monsters, beautiful presentation

This game features quite a smooth art style that is easy on the eyes. The monsters all look really good and are animated well, the same goes for the playable characters too. The game has many backgrounds it uses for enemy encounters and there is some great variety there, with all of them looking quite detailed.
The main thing I want to talk about here though is the cutscenes. These were a nice surprise to have in the game. They are in fact fully voiced too. I was always excited to see one these. Though, I am sad they are usually quite short and that there isn’t many of them, but I will take quality over quantity.
The sound in the game is very good. The music sets a good tone for the game’s atmosphere. I’m glad there is multiple battle tracks as I feel it could have gotten a bit annoying after a while. The different actions in the game all sound very punchy. In game design terms, it’s some good use of juicing. I appreciate the effort put in to the amount of sound in this game, some things didn’t really need to have a sound but it’s great they do.
The presentation is another aspect I think this game does well, it feels well polished in that sense.
A good entry point for both rogue–likes and card games
With how this game shaped up to be, I would say it is quite a good experience overall. I would really recommend it to people whom haven’t played this type of game before. I actually hadn’t played a card game myself before, never mind a rouge-like card game and found this one to be easy to understand. However, hardcore fans of both types of game may be left wanting a bit more from it. If you would like to get this game for yourself though you can visit the Steam page here.






























































