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Shadowverse: Worlds Beyond: Review

It's been a while since the game's release, and we finally have all the information we need to talk about the game's accessibility. For this article, I'll try addressing all the questions that any new player would ask themselves whenever they get to the game (and maybe check the Steam reviews).

I really love the main menu page with my favorite character's art!
I really love the main menu page with my favorite character's art!

Let’s go through the key questions a new player might have — not with hype, but with clarity.

🎮 "Is the game good?" 🎮

Yes: the game is good, and varied in its content so far.

  • The game's mechanics, aesthetics, and animation departments are solid: the game is still pretty balanced, with a group of outstanding decks that still don't auto-win games.

  • Mulligan and extra play points for the second-to-go player help with balancing the randomness with resources you can use during the game in order to avoid "mana waste", and a completely imbalanced game, most of the times.

Sometimes you don't need to replace cards :D But, if you do, mulligan is there for you!
Sometimes you don't need to replace cards :D But, if you do, mulligan is there for you!
  • The evolution and super-evolution mechanics intertwine very nicely with card effects and the game's flow, helping keeping things balanced, and slowly getting an edge if choosing better tactics or strategies.

  • Decks from different classes (crafts) do feel different in gameplay as well, as in any good card game. Some are easier to play, while others require more knowledge ahead.

  • Knowledge about the opponent's deck is relevant: there are relevant choices about which cards to play, and experience about the current game state (common decks, builds, cards) does impact the game's outcome.

  • Non-meta deck lists can perform well: you can play a list you're expert on, without using all the legendaries that usually drive a game, and still win many games. I tried it myself, purposefully avoiding to optimize my Swordcraft deck, and got up to 12 wins in a row without a hassle, finally reaching Diamond with a non-meta list.

This is my video about having fun with Shadowverse: WB with my old list. Check it out, if you're curious!

💰 "Is monetization this bad?" 💰

Monetization isn’t generous, but it’s not predatory either — if you can live without shiny cosmetics and meta-chasing, you’ll be fine.

  • The system relies on you logging in often to claim rewards. You get one pack per day, plus around half a pack from completing daily missions. Passively obtained rewards are just not present: you're not going to have extra packs without playing the game, and you can't get any amount of packs by playing the game for a long time in the same day - besides leveling up the battle pass.

Finding a game without rewards that require you to log in is harder and harder, nowadays.
Finding a game without rewards that require you to log in is harder and harder, nowadays.
  • You can buy one pack per day for around 1€, and all the following packs will be at around 2€ each. This option is very costly for a digital card game.

  • You can obtain around 20 packs by completing, then buying the Premium Battle Pass for around 10€, which means you can obtain a pack for as low as 0.50€.

    • This is still not great, but it's a purchase you can commit on after completing the Battle Pass, avoiding the pressure that comes from an early investment in money in the game.

    • It still requires you to invest time to complete it in the first place, as with many other mechanics (it's a play-to-play game).

    • Wins do make advancing the battle pass much faster (2.5x +1 level for each 10 wins). This makes the game a win-to-win game, incentivizing card purchases and following the meta to obtain rewards.

I wish the Battle Pass had different missions than just winning games - even if I'm pretty good at it!
I wish the Battle Pass had different missions than just winning games - even if I'm pretty good at it!
  • By complying to the game's expectations, and ignoring the highly costly glamour (leaders, premium cards), the game core functionalities are, for now, playable with base resources + battle pass without much hassle.

  • The previous game had a rotation, which means old sets won't be played anymore in the future main competitive format. This game is probably following the same path.

    • This means some of the obtained rewards will lose relevancy with time, a focused, but inconsistent approach much less effective, as you'll end up needing to rebuild your entire collection.

    • At the same time, the game doesn't punish players that leave the game for a long time as badly, then come back, as old sets won't be relevant anymore, and you won't end up needing very old cards, which either require crafting, or pulling on potentially much less useful sets.

The game core functionalities are, for now, playable without much hassle.

🧭 "Is this game for me?" 🧭

If you want to play...

  • ...a light-hearted CCG: this game is not intuitive in gameplay, and it does require understanding complex mechanics and interactions. If you are looking for anime TCG Pocket, this is not what you hope for, unfortunately.

  • ...a competitive, balanced CCG: you are going to feel satisfied, if you manage to create a deck that suits you: the mechanics are engaging, and games can go either way.

  • ...a CCG you can log into once a week: you can try, but it doesn't really feel as good with new sets coming up, if you don't keep up a bit with resources. I wouldn't advise this game for players that don't have time, or don't like, playing it consistently.

  • ...a long-term CCG to choose as a main card game: you are probably Cygame's target: they're looking for players that play their game consistently, hoping that loyal players are also going to spend money in the game.

  • ...a good-looking CCG: the game is really solid in the artwork and animation department. It doesn't have a too distinctive style, in my opinion, when it comes to artworks, but animations, card interaction, UI and UX are all good. The menuing is a bit demanding, though. It also has the tendency to lag a bit on mobile.

I swear, super-evolving featured cards feels so good!
I swear, super-evolving featured cards feels so good!
  • ...a multiplatform game: cross-accessibility is handled pretty well: you can play it on PC, mobile or tablet, and have different, but all pleasing, experiences. Keep in mind to lower quality if the game lags on your device, as it's pretty resource-heavy.

  • ...a once-a-day train pastime: this is also a need the game fits pretty well: you may miss out on some weekly tournament and grindy event, but you still can claim the daily pack and maybe complete one or two dailies. Plus, games are around 10 minute long, which means it probably fits your time slot. Keep in mind you still need a good deck list and some knowledge about the other decks too, though!

🧪 The TZERØ Review 🧪

Let's evaluate the game over TZERO's usual axes, and see how it performs after a two-set-cycle observation.


🎉 Play Engagement & Enjoyment
The game must offer consistently engaging matches with room for creative expression, player agency, and a variety of viable playstyles. Repetitiveness or overly deterministic outcomes should be avoided.

Shadowverse: Worlds Beyond delivers dynamic and tactical gameplay with plenty of room for experimentation. While knowledge gives an edge, even casual runs can feel rewarding. Losses rarely feel empty, and the game's pace encourages thoughtful decisions.

Rating: 5/5 – Excellent

🎨 Visual & UX Presentation
The game must maintain a polished visual identity across all platforms, with clear interfaces, expressive feedback, and immersive style that supports play without distraction.

The game is visually refined and full of style. Animations are crisp, effects are satisfying, and the overall aesthetic is cohesive across mobile and desktop. Interface clarity and responsiveness support long sessions without fatigue.

Rating: 5/5 – Excellent

🕒 Excessive Time Pressure
The game must not lock essential content (story progression, key resources) behind limited-time events or narrow play windows. Players should be able to engage meaningfully at their own pace, without being punished for missing a day or week.

The game does make time a core element to have the most of the game. Set rotation for the competitive format make it worse short-term, but lighten it in the long-term.

Rating: 3/5 - Acceptable

🔁 Compulsory Grind Loops
The game must not rely on repetitive, low-engagement activities (e.g., autoplay dailies, currency farming, etc.) as the only viable way to progress or compete. While optional grind can exist, it should never be mandatory for core advancement.

The game grind loops are tied to core gameplay, therefore there's no actual "farming", besides Battle Pass completion, which does make it a little worse, if you feel forced to play games you wouldn't have played otherwise, considering the Battle Pass completion does require consistent play.

Rating: 4/5 - Good
💸 Unreasonable Financial Investment
The game must not require or imply significant monetary spending to: progress at a normal pace, access competitive or endgame content, circumvent grind that was intentionally padded to drive purchases. Also: monetization must remain optional, transparent, and non-exploitative.

The game's monetization rely on players to buy packs to speed up progression, build more decks, or get more resources they may be short on because of inconsistent playing. The free resource income, though, is not as a bad as the reviews try to imply. The game is playable with no investment, and accessible with moderate investment.

Rating: 3/5 - Acceptable

🔒 Forced Habit Formation
The game must not be designed to create compulsive routines, such as: mandatory daily logins with decaying rewards, arbitrary streaks that reset with one missed day, mechanics that punish rest, breaks, or freedom, or, at least, those routines shouldn't touch the core gameplay, so that they can be ignored.
The dailies are a little bit too much for too little!
The dailies are a little bit too much for too little!

The game relies on the players following routines, like accessing the games and completing dailies. While they're tied to core gameplay, they’re strongly encouraged if you want to keep up with new content or build new decks efficiently.

Rating: 1/5 - Unhealthy

🧪 Overall rating: 3/5: Acceptable

Shadowverse: Worlds Beyond is a stylish and satisfying card game with real depth — but it asks for your time, attention, and a touch of grind. Its best features shine with commitment, yet its design leans toward habit-driven engagement. If you’re in for the long haul, there’s a lot to enjoy — but it’s not made for light dipping.


Now, let's hear what's your opinion about the game! Answer the anonymous poll below, and leave a comment if you want to express your opinion further!

What is your opinion of Shadowverse: Worlds Beyond so far?

  • ✅ It's fun and engaging! I can make the decks I like

  • 🛠️ It's fun, but I'm falling behind on building new decks

  • 💸 It's hard to enjoy without spending money

  • ❌ It's not fun, even if I spend


By AtlaStudio, 2025

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