
The roguelike deckbuilder with the soul of a strategy game. Recruit, upgrade, and deploy your forces in tactical battles against corrupt creatures. Make hard decisions in humanity’s final city to bolster your odds. Will you break the cycle of endless descent?
Decide the Fate of the City – Hailing from one of the three great factions of the City-Vault, you hold the key to its fate amidst the post-apocalypse. Outmaneuver the medieval politics of the city and unearth its deepest secrets. As the first and last line of defense for the city walls, you must hold the line…




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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
| Lingua | Interfaccia | Audio | Sottotitoli |
|---|---|---|---|
| Russo | |||
| Ucraino | |||
| Inglese | |||
| Tedesco | |||
| Francese | |||
| Spagnolo |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
I didn't want to write this review, but after giving the game every chance to recover since Update 5, I think it's time. I loved this game. I made videos about it, recommended it to others, and looked forward to every update because each one seemed to expand on an already solid foundation. I understand that games evolve and that balance changes are necessary. Unfortunately, what happened after Update 5 wasn't evolution—it was the removal of much of what made the game enjoyable. Before Update 5, the game had an excellent rhythm. During each turn you balanced expeditions, city management, and resource spending simultaneously. Deciding whether to invest resources, visit city locations, or prepare for upcoming fights created a satisfying push-and-pull between long-term planning and short-term tactics. Progression also felt rewarding. As you advanced through the first two stages, you gradu
What's here isn't balanced well, be it a poor balance team or poor feedback from playtesters. Anyone with decent prior experience in deck management games is going to steamroll what's on offer, yet have to slog through a very slow metaprogression system to unlock slightly harder content, one 2-4 hour run at a time. What's worse, many of those difficulty unlocks are tied behind intentionally playing bad for "achievement" unlocks, such as letting your deck get X enemy-induced bad cards in it during a fight...except you're ending fights quick enough that this never comes close to happening naturally. It doesn't help that the game actively rewards you for deck thinning by allowing you extra rewards for bringing fewer cards to a fight. The bonus of having more units for a wider health pool and more auto-attacks is usually trumped by bringing your best 1-2 units, the ones that you've sunk th
As We Descend: Guys, this truly is a Gem in the making.. While the game is still in EA, things are prone to change so bear that in mind. One thing i personally very much like the Devs to adjust is, Not knowing who the enemy is targetting.. You're often guessing blindly when trying to use a defensive strategy (that one can hurt a lot). It gets worse knowing your units health is limited and the resources are few to replace the losses you've encountered. Thorough explanation is Key, dear Devs so don't shy away from making adjustments and improvements where needed! Honestly, if you're a sucker for such games like this one, you shouldn't miss out on this one either. The game offers a lot of dept, plenty of challenges (all very varied in size and difficulty), tons of ways to craft, combine and experiment with. And trust me if i say this, or even by reading many other reviews online, Expe
A Brilliant, Punishing Tactical Deckbuilder Five-Minute Video Review: https://youtu.be/93Zf6Qw5SJA As We Descend—an equal parts brilliant and punishing roguelike deckbuilder from first-time developer Box Dragon—is exactly what you’d hope (and expect) to see from an Early Access title. What do I mean by that? Well, let’s start with the good. THE GOOD Most importantly, As We Descend feels like a fresh mechanical and stylistic take on an increasingly crowded genre. Like the recent and exceptional genre peer StarVaders (a game I refuse to shut up about), As We Descend injects a degree of dynamic tactical strategy into what would otherwise be a static table of cards. Combat – 5/5 More specifically, there are two zones of combat—backline support and frontline guard. In the guard zone, units are first in line to absorb punishment and will dish out retaliatory auto-attacks in res
It's pretty good, almost great. 7/10 for me currently. The more I play and the more unlocks I get from my runs makes drafting feel more flexible, not necessarily stronger? I'd lean towards this being a weak point in the game design. My reasoning is that as you gain more knowledge and unlocks in a game like this, you should be rewarded for drafting well and having more options available to you. I want to feel strong in roguelikes-tied to how much I've played and unlocked, not how lucky I get. In its current state it feels like the favor and copper economy are too weak to keep up with getting REALLY strong. The two runs I've actually won out of the 12 I've completed felt like really safe drafts instead of fun and dynamic; I like finding those cool niche interactions between units that let you scale your power really hard. The game is also extremely punishing based on arbitrary randomne
As We Descend is complexity done right. The game's systems are numerous enough to keep things interesting and never same-y, interconnected enough that choices matter, and always presented as "pick one of a few" to completely prevent analysis paralysis. It's a great recipe that reminds me of the best parts of board games that come in huge boxes and have hundreds of pieces without the all-too-typical downsides of poorly executed intricacy. The combat is the standout for me; it's significantly more nuanced than other games in the genre. That there are situations where you don't know which of your units will be attacked (and thus who to use your block cards on) adds both tension and strategic depth, since this issue can be mitigated or even eliminated with drafting choices. The two available factions are distinct and each satisfying in their own waay. I find myself wishing for the tools av
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