This game is on steam
http://store.steampowered.com/app/557410/Dream_Quest/ and also available on tablets.
It's sort of a cross between Dominion and Desktop Dungeons.
You have a deck of cards which you use to battle monsters with (who have their own decks). It starts off with a bunch of weak cards in it. While you're in the overworld between battles you can add and/or remove cards from your deck by finding them in treasure chests, buying them in shops etc. to make it more powerful.
During a battle you don't add new cards to your deck (unlike dominion). You draw your cards for the turn, play them to do damage to the enemy monster (or other effects), then draw from your deck again up to your starting hand size again at the end of your turn. If you run out of cards you shuffle your graveyard into your library and keep going. But if you have cards in hand you didn't play, you can either discard them to make space for new cards or keep them in hand to try and set up combinations. You may have to manage your resources like action points (which refresh each turn) and mana (which refreshes at the start of combat, but you can increase it with cards), but not all cards cost resources to play.
The overworld is randomised with walls, shops, monsters of various levels, one boss on each floor, and special tiles that give you benefits like healing or improving your cards. There are three floors and your adventure continues through them (i.e. keeping your deck and level) but you can't go back to a previous floor once you move on. The positioning of things is not as important as in desktop dungeons (for e.g. you don't heal by exploring black space) but it can affect what order you have to fight the monsters in, and there are a few classes that can interact with the overworld by destroying walls or teleporting etc. Your health persists between battles so you want to either conserve it or find a way to heal in between. You only have to kill the boss to progress to the next floor, but you will probably want to kill other monsters too to gain xp which gives you benefits when you level up like higher max hp and starting hand size.
There are several classes to choose from. Apart from having slightly different starting decks (and higher chance of finding cards related to their class in treasure chests and shops), most classes have 1-2 abilities that can be used in battle. They are free to use but can only be used once, then they require you to defeat a certain number of monsters before they're available to use again. You can unlock new classes, and new cards and other things to find in future dungeon runs, by completing achievements.
Do I like the game?
Yes, I've been playing it for hours each day since I got it. The roguelike nature of the game means you will always end up with a different deck each run depending on what cards you find. And it's fun to unlock achievements to find new cards and classes that previously weren't available. There are lots of different kinds of enemies to learn about. In the overworld, there are some strategic decisions to make like what to buy from the shops. In combat, the dominion-style card play can be exciting, storming off or building into big effects.
Do I have any criticisms?
The game is very hard. Even when you get good at it, you wouldn't expect to win most times on normal difficulty. (Though if you did find it too easy, you can play on hard which apparently gives you a final boss fight after finishing the third floor, and some achievements can only be unlocked by getting too this fight). The hardness can often be due to luck much more than play skill. For example, when playing a character with mainly physical attacks, you might have to fight a lot of monsters with physical resistance. But I still find it's better to build a focused deck and hope for good matchups rather than trying to shore up every weakness.
There are also some monsters that break the rules of the strategy genre, like invisible monsters that can start combat without you intending it, or ones that give you a limited amount of time to take your turn. The first time you fight each kind of monster can feel particularly unfair because you have no idea what's coming. And even though the monsters are all different, some are definitely stronger than others in an absolute sense.
Sometimes you don't have a lot of decisions to make in combat - some decks just want to click "play all cards" each turn until one of them is dead; others are designed such that you draw the exact same cards every turn (though even with these, interaction from the monster's deck can sometimes spice things up). Also, you might find yourself being drawn into the same deck "archetypes" between games because of the linearity of some strategies (e.g. you wouldn't really have a deck that relied on both action points and mana as resources except as a "splash").
It doesn't really bother me, but the art is drawn by the developer's two pre-teen daughters, so it's not great, and sometimes it's hard to tell two cards apart just by looking at the art. In a similar vein the story is a bit silly.
But the gameplay is unmissable. Be sure to try this one out.