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Shadowverse: Worlds Beyond

Shadowverse: Worlds Beyond

Shadowverse: Worlds Beyond is a brand-new strategy card game from the popular Shadowverse CCG. With the newly added super-evolution mechanic and Shadowverse Park, among other brand-new content, there is lots to enjoy for both seasoned and brand-new players.

Information

Release date: June 17, 2025

Rating (IGDB): 66/100

Media for Shadowverse: Worlds Beyond

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Steam Reviews

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  • Not recommended Posted June 17, 2025 on Steam A straight up worse version of the original, my reason are as follows; - It costs 500 gold as opposed to 100 in OG to open a pack, and you get less than that outside of server launch and newbie events - You cannot build the deck you want easily because you cannot liquefy the cards you don't need unless you have at least 3 dupes of it - Some card arts, as well as certain graphics are blurry despite running at max graphics settings. - The price for the battlepass is absurd, close to 16 bucks - Daily pack openings don't count towards the pity - Liquefying cards give less than OG (Gold cards give 250 vials in OG, only 200 in here, Silver cards give 50 in OG, only 20 here) - OG Leaders are paid currencies only
  • Not recommended Posted June 18, 2025 on Steam I love it when my opponents super-evolve their wallet and unleash credit-card jitsu on me.
  • Not recommended Posted August 17, 2025 on Steam Disgusting business practices, extremely greedy and horribly unbalanced. -Balance: if you wanted a balanced game, don't expect it classes are not built equally and if you wanted to win you are limited to essentially 2 decks and nothing else, you better enjoy those or your win rate will tank comparatively. -Economy: As others have mentioned its horrible here. To build a relevant deck you would need multiple Legends and Golds, how do you get said Legends and Golds? Disenchanting some like other CCGs right? Nope. You can only disenchant copies of cards after you already own 3 copies of a Legend or Gold and further more these give approximately 1/3 the value of each respective rarity for reference, so if the deck needs 15 Legends to succeed? Just pull 45 dupes of Legends. Ignoring this you get approximately only enough currency for 1 pack per 2 days, given that a pack costs 500 Currency and each day there are only 3 dailies which start at a floor of 70 currency. Good luck getting those currency for packs to disenchant stuff. All of this combined is baffling as Hearthstone and even the FIRST Shadowverse let you disenchant without owning 3 copies to let you build decks, its obvious they wanted you to spend money. -Business Practices: Here the company really exposed their greed, they recently did a Popular Vote event with the prizing themed around their team, with the 3 different teams; If thats the case the most popular vote should win right? Well, the last place team won the event because of how they rigged it. The event is seperated into 3 parts, the 1st part being popular vote, and the last 2 being a "random" pool of players from each team to represent the entire team. These last 2 parts of the event are worth more than any other part, which makes no sense for a popular vote event. 1st team in part one had nearly the combined points of both the other 2 teams and they came in Last from the last 2 parts of the event. It was very obvious that the "Random" players they picked for the 2nd and 3rd part were the better ones while they picked worse ones for the most popular teams. Now why does this matter at all? The winning team, everyone would get the prizing, but the other 2 would have to BUY it with money. How convenient that the 1st and 2nd most popular team lost and would have to spend money to get the items that they actually wanted, For reference the 1st and 2nd team was 83% of the total pool in terms of popular vote, so how does the 17% win??? Absolutely disgusting practice and extremely obvious amounts of rigging to drain the most money out of the player base. Avoid this game entirely.
  • Not recommended Posted July 18, 2025 on Steam I love it when my opponents super-evolve their wallet and unleash credit-card jitsu on me.
  • Not recommended Posted September 3, 2025 on Steam You'll notice that there's a trend of a lot negative reviews coming from people with hundred or so hours in the game. That's because the game itself is good. It's a new iteration of an already existing game and its been polished and refurbished for a new audience, of which I am a part of. It's a solid, enjoyable experience and the community is friendly and welcoming, with a lot of fun moments to be had. And yet they still choose to not recommend this game and leave a negative review. Here's one of the reasons why, and the primary one behind my own piece. Many have already mentioned that you can only reduce cards when you have more than three copies of it at hand and that the price of the packs is very hard to swallow when compared to the amount of currency you receive from your dailies. Between this and the fact that there's seven classes, its very easy to regret your investments and the game doesn't give enough opportunities for new players to experiment and find out what they like. The game is not free-to-play friendly, and the gap between new players and old ones will only grow with every new set released. The prices for cosmetics only seem to be increasing with each new release and there are few bundles of crystals available for purchase. The company is seeing what they can get away with. Whilst I'd love to have other people to enjoy this game with, I cannot in good conscience tell someone to spend two to three hundred dollars to get the proper experience of this game.
  • Not recommended Posted June 17, 2025 on Steam EDIT: The economy isn't as bad as I initially thought, but the requirement to obtain 4 of a card to melt 1 copy still annoys me. Now that we're a fair while past launch, you can get a lot of packs from singleplayer and story and make a deck of your choice without having to grind pvp, but it's still more hassle than the first game. I would change this review to 'neutral' if I could. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I greatly enjoyed the first Shadowverse and was happy to support it by buying cosmetics since it was quite possible for normal players to craft their preferred deck by melting down cards they did not wish to use. In this sequel, the income is DRASTICALLY nerfed (packs now cost 500 gold, gold income is ~200-400 per day compared to almost always getting enough coins for 1-2 pack buys from dailies in SV1) and you cannot melt cards unless you keep 3 or more copies, even if you don't want to play them. The free daily pack does not sufficiently offset this, since the income from melting silver rarity cards is greatly nerfed and legendaries still cost 3500 to craft. Even if it did, forcing people to open the game every day to have a hope of affording their list is cringe. The economics of Worlds Beyond are abysmal, even with all the preregistration bonuses and tutorial income I was not able to assemble ONE deck without skimping on literal gold rarity utility cards. Whales with 10+ legendaries in their list will run over anything you can scrape together as a new player no matter how skilled you are, and this issue will only become more pronounced as expansions come out. All the other mechanical and visual polish is meaningless if f2p players cannot reasonably create an optimized deck. Do better, Cygames. We had high hopes for you.