Every room is a life-or-death decision. Enter with nothing but a shuffled deck and your wits. Face dungeons where strategy trumps luck; every card in your deck must be used wisely to escape alive. This isn't about collecting the rarest cards; it's about making the most of what you have, turn by turn, in a relentless struggle for survival.
Each room presents 4 random cards from your deck. One wrong choice could end your run.
♥️ Hearts - Heal with precious potion cards
♦️ Diamonds - Equip powerful weapons (only one at a time!)
♠️ Spades & Clubs - Fight monsters or flee
⭐ Jokers - Trade weapons for healing in desperate moments
The unique challenge? You must play every single card in your deck to escape. There are no shortcuts, just pure strategy, intense resource management, and nerve-wracking decisions.

Campaigns: Four different challenging campaigns with over 25 septillion possible combinations.
Custom Deck Builder: Create your perfect deck composition with endless possibilities
Speedrun Mode: Built-in timer and leaderboards for competitive play
Procedural Dungeons: Save seeds to replay challenging runs or share discoveries
Endless Mode: Survive infinite dungeons with reshuffling decks and incrementing seeds
Advanced Stat Tracking: Track your progress with detailed charts and graphs
Replay System: Save and review every decision to master your strategy
Plus Even More Features:
Full controller support
Immersive adaptive soundtrack
Multiple difficulty levels
Extensive achievements
Dedicated accessibility settings
Fast-paced tutorial to learn the basics

Chain devastating card combinations, face powerful monsters in the deepest dungeons, and discover why every card matters in this addictive strategic rogue-like. Learn from every defeat, refine your strategy, and push deeper than ever before. Whether you're speed-running for the leaderboards or testing your limits in endless mode, every run tells a unique story of survival, strategy, and split-second decisions.
Play Picaro Today!
This update fixes a handful of visual bugs.\n\nWhat\'s changed:\n
- \n
- Fixed bug where tutorial weapon highlighting wasn\'t working\n
- Fixed bug where replay ghosts were clipping UI badges\n
This update brings several overall improvements to the UI/IX improving game readability, adds a new \"anime\" card art pack, and fixes some bugs.\n\nOur primary goal with this update was to clear up confusion we noticed while watching players play the game we noticed the following issues:\nPlayers would frequently try using weapons on monsters they couldn\'t hit\nPlayers would often miss the tutorial option and play the game without seeing it\n\nWhat\'s changed:\n
- \n
- Improved highlighting of monsters that can be attacked when using weapon\n
- Darken / desaturation of monsters that cannot be attacked when using a weapon\n
- Added \"anime\" card art pack\n
- Added tutorial steering - when going to start a new game, new players will automatically be directed to the tutorial option\n
- Fixed bug that caused monsters to highlight as if a weapon was being used\n
- Fixed bug where alt key caused card highlighting\n
- Fixed bug where speedrun / accessibility keys applied weapon attack highlighting to monsters even though the player didn\'t have a weapon equipped\n
We\'re back with some more bug fixes.\n\nWhat\'s changed?\n
- \n
- Fixed bugs causing UI to desync from gameplay showing incorrect values on various components\n
- Fixed bug where burned potions weren\'t being subtracted from deck count\n
- Fixed text for perfection mode difficulty showing incorrect max health\n
- Fixed bug where players were unable to type into custom game input fields\n
- Fixed bug where custom games weren\'t adhering to shuffle rules set by players\n
- Fixed bug where saving a custom game that exists would create additional custom game files\n
- Fixed bug where after navigating custom games with a mouse you couldn\'t navigate away without pressing esc\n
- Fixed bug where burned potions added to the remaining deck count after running\n
- Removed unused assets\n
We\'ve fixed a few bugs and added our new zombie card art pack!\n\nWhat\'s changed:\n
- \n
- Damage previews now properly display at all times\n
- Weapons now properly negate damage\n
- Zombie card art pack added\n
Revert patch while we work to fix a bug with weapons.
We\'ve fixed a handful of bugs and improved accessibility for players.\n\nWhat\'s changed:\n
- \n
- Improved handling of touchscreen input & devices\n
- Fixed bug causing incorrect number of cards remaining to display\n
- Fixed bug causing CRT affect to get cut off\n
- Fixed bug allowing burned potions to show healing particles\n
- Fixed bug allowing burned potions to be clicked\n
- Fixed bug allowing incorrect selection in tutorial on burning potion step\n
- Fixed typos in tutorial text\n
- Fixed miscellaneous UI element typos\n
We\'ve been hard at work fixing some lingering bugs in Picaro, added improved accessibility features (which could also benefit speedrunners) and have made some visual improvements to the game!\n\nWhat\'s changed:\n
- \n
- Fixed bug causing desync with ghosts\n
- Fixed bug causing ghosts to show for levels that didn\'t have ghost data\n
- Fixed bug causing incorrect path resolution for card art assets on Linux\n
- Fixed display bug with ghosts causing next badge to detach from cards\n
- Improved visuals to distinguish between weapon and fist usage in ghosts\n
- Added additional keyboard shortcut & accesibility / quality of life features\n - 1-4 can attack cards in their respective slots\n - 7-0 can attack cards with a weapon in their respective slots\n - Shift / Ctrl + 1-4 can attack cards with a weapon in their respective slots\n - 5 and R can now be used to run from rooms\n
We\'ve been hard at work making several improvements to the ghost system, fixing bugs, and improving some aspects of gameplay in this round of updates!\n\nWhat\'s new?\n
- \n
- Fixed bug in replays & ghosts causing them to desync\n
- Fixed bug in replay timeline causing some filter icons to not display\n
- Fixed bug in speedrun timer causing it to display in nanoseconds instead of human readable format\n
- Updated stats page to display numbers formatted with commas\n
- Added missing localization support for the tutorial\n
- Removed exit game option from pause menu to prevent accidental exiting of the game\n
- Improved storage system and formatting for replay files\n
- Improved support for saving and loading multi-level replay / ghost files\n
- Improved handling for multi-level playback for replay / ghost files.\n
We\'ve updated the tutorial to better explain gameplay concepts and icons to players. This should help make the new player experience better and clear up confusion surrounding gameplay concepts.
We\'ve made some improvements to the replay system fixing some performance issues, as well as some quality of life improvements for the replay ghosts.\n\nWhat\'s changed?
- \n
- Ghosts will now reset when you try again\n
- Fixed some performance issues with replays\n
- Improved replay file storage\n
We\'ve been hard at work on several improvements to the game, fixing bugs, adding replay ghosts, and adding some optional card art.\n\nWhat\'s changed?\n
- \n
- Fixed bug where replays wouldn\'t record endless mode or additional campaign levels after the first level\n
- Fixed bug where weapon drag path didn\'t match the custom accent color setting\n
- Fixed bug where game wasn\'t full screen on Steam Deck\n
- Fixed bug where replays could desync\n
- Added card art pack functionality\n
- Added scifi and fantasy card art packs + setting\n
- Added replay ghosts + setting\n
We\'ve been hard at work squashing bugs and added a quality of life feature for speed runners.\n\nWhat\'s changed?\n
- \n
- Fixed bug where speedrun timer wouldn\'t reset on campaigns\n
- Fixed bug where toggles for speedrun timer wouldnt sync between campaign and standard tabs\n
- Added missing settings localization and removed hard coded text for them\n
- Fixed bug where replay recording wouldnt always reset and start recording\n
- Improved readability and visibility of info panel in replay viewer\n
- Removed unused button in replay viewer\n
- Fixed bug where replays would sometimes fail to start\n
- Added auto-continue setting for speedrunners to progress through campaign without having to click prompt\n
We\'ve been hard at work squashing bugs and added a quality of life feature for speed runners.\n\nWhat\'s changed?\n
- \n
- Fixed bug where speedrun timer wouldn\'t reset on campaigns\n
- Fixed bug where toggles for speedrun timer wouldnt sync between campaign and standard tabs\n
- Added missing settings localization and removed hard coded text for them\n
- Fixed bug where replay recording wouldnt always reset and start recording\n
- Improved readability and visibility of info panel in replay viewer\n
- Removed unused button in replay viewer\n
- Fixed bug where replays would sometimes fail to start\n
- Added auto-continue setting for speedrunners to progress through campaign without having to click prompt\n
Minimum Setup
- OS: Debian + SteamOS
- Processor: Intel Core 2 Duo / AMD Athlon X2Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVIDIA GeForce 400 / AMD Radeon HD 5000
- Storage: 100 MB available spaceAdditional Notes: Runs through dedicated compatibility layer on Linux in default web browser. due to native webkit missing hardware acceleration.
Recommended Setup
- OS: Debian + SteamOS
- Processor: Intel Core i5 / AMD Athlon X4Memory: 8 GB RAM
- Graphics: NVIDIA GeForce 500 / AMD Radeon HD 6000
- Storage: 100 MB available spaceAdditional Notes: Runs through dedicated compatibility layer on Linux in default web browser. due to native webkit missing hardware acceleration.
[ 6375 ]
[ 5872 ]
[ 1265 ]
[ 1943 ]
[ 986 ]















