As We Descend on Steam - User reviews, Price & Information

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The apocalyptic roguelike deckbuilder with squad sculpting and deep tactics. Recruit the right units and outmaneuver titanic foes on dangerous expeditions. Build up allies and resources in the feudal Vault-City. Can you survive all the perils that await the last bastion of humanity?

As We Descend is a early access, roguelike deckbuilder and card game game developed by Box Dragon and published by Coffee Stain Publishing.
Released on May 28th 2025 is available only on Windows in 13 languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese and Ukrainian.

It has received 1,034 reviews of which 910 were positive and 124 were negative resulting in a rating of 8.3 out of 10. 😎

The game is currently priced at 13.39€ on Steam with a 33% discount.


The Steam community has classified As We Descend into these genres:

Media & Screenshots

Get an in-depth look at As We Descend through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS: Windows 10
  • Processor: i5 4690k
  • Memory: 8 GB RAM
  • Graphics: GTX 1050 Ti (4GB VRAM)
  • Storage: 6 GB available space

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

Feb. 2026
Defeated the game in my first 5 playthroughs, and while I enjoyed it, there are some clear flaws. You spend a large portion of your time wandering around town, slowly talking to random NPCs just to discover what rewards they might offer. There’s no clear preview of outcomes, so you’re forced to speak to everyone instead of simply choosing between 2–3 visible reward options on a single screen. The same issue happens during expeditions. You’re asked to pick one of three random items without understanding what each will actually lead to unless you later trade it with an NPC in town. This removes the dopamine hit of “I did the work, now I get the reward.” The feedback loop feels delayed and unintuitive. A faster fight → reward → fight cycle—similar to games like Slay the Spire—would make the experience smoother and more engaging in the long run. The current pacing makes the game feel slower than it needs to be, especially for more casual players. I really like the combat and the art style, but the town systems feel unnecessarily overcomplicated. For example, I had one worker, sent them to the shop, chose not to buy anything, and then lost access to both the worker and the shop. Systems like this add friction without adding depth. The game would benefit from simplifying the town phase into something cleaner and faster—e.g., pick a new unit, upgrade a unit, pick an augment, visit the shop, and maybe one random choice event—then move on. Keep the complexity in combat, not in basic reward management. Bug- Flow crystal quick draw effect doesn't work AI to improve text clarity
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Dec. 2025
After one playthrough (beating the first run at the first attempt without even losing a unit) I'm willing to give the game a "Yes, but..." rating. The core gameplay loop is fun, the battles are long enough to be entertaining and short enough to not become tedious. The Scavenging system needs some sprucing up, currently it feels a bit... placeholder-ish. "Here, you get X loot tokens (sorry, scavengers), use them to unlock Y boxes (sorry, nodes) if you don't have enough for the last node we'll play a game of chance." It feels a bit of anemic, to be honest. The descent system and the story seems to be rather thin - why exactly are we descending? What is our goal here? Should we be worried that killing some monster causes the city to drop? The battles could use some more twists and turns and complexity - more interactions, not just simply "support lane, guard lane" for both sides. Why not multiple lanes I need to hold or why not have me push out to get to some enemy with my melee units or be able to fall back. The "kill those X enemies to win" might also get repetitive with time. Slay the Spire managed to make every fight feel different - from the goblins to the slimes to the cultists, each encounter had its own little twists, you are getting there, but something is still missing. Finally the effects systems need a bit better explanation - Rupture triggers when exactly? I can't say much about meta-progression after only one game, but all in all it has the markings of a good game - if you manage to push it into greatness or allow it to slip into the mediocrity of "just another Rogue-like Card-battler" will strongly depend if you can apply that special polish it is still lacking.
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Sept. 2025
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 randomness, an example of this is that there is any enemy you may face (no way of knowing until the encounter starts) that dodges all of your attacks on your turn, so you can only stagger it with the auto-attacks your units do on the enemy turn. But, if you weren't drafting specifically for auto-attack units, the monster will just wipe your whole team and it's extremely hard to recover from dying out on a run. The game does feel rewarding at times when you get a really good perk combo on units, but again this comes down more to luck than anything. Roguelikes to me shine when you get to feel strong, and it's very rare that I feel strong in this game. My victories have only been when I play so defensively-minded that my units don't die out, and I can spend my economy on upgrading cards and units rather than healing and resurrecting. Some things I would love to see changed - 1. The game shouldn't be balanced around the starting unit, you shouldn't require this unit to complete most encounters (i.e. vanguard stagger and auto-attack), let us draft a new starting unit each run so every run feels fresh and allows room for cool drafts and unit synergies 2. Rethink the cooldown of innkeeper and the sell function of the market, you need to send an ally or envoy to go to these locations to heal or sell anyway, this already functions as a cooldown of sorts because you have limited "sends" per cycle. Make healing only heal for 10 but have no cooldown, if you need to spend a cycle recovering health on your units to prepare for a big wave you should be allowed to do so by using all of your "sends". 3. Let us see what we're fighting, drafting a team should let you play into your strengths and you shouldn't need to draft an "everything" comp that can handle any and all monsters. My favorite run so far was using the torch-bearer with the unit that has better card effects when it's empowered, but I lost the run because I couldn't auto-attack enough against the wraith monster and then versus the boss I couldn't barrier enough to handle 28 cleave damage a turn. I don't want to have to draft barrier cards as 60% of my deck. 4. Add a combat timeline feature where we can see if the monster will be attacking or special effect/defending on the turn ahead of the current one, this way you can plan for what's coming and not have to hope you draw all barrier cards or all stagger cards on the "big attack" turn 5. This might be niche but please just auto-claim the items you "win" from scavenging, there have been a few times that I click an item and think I won it, but having an additional click to claim after gambling for it seems unnecessary If you're interested in the game, it's definitely worth a try. The art is good, the ideas are there, but just some balancing issues that only affect some runs. The runs that line up in your favor feel amazing and rewarding, I would like to see changes that allow this to be more frequent than relying on good luck and good RNG for what creatures you fight.
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July 2025
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, Experimentation is Key here! You won't need to be a rocket scientist to know how the game works, that one's pretty straightforward and easy to do. The real challenge lays in how you set up your runs with the tools you're given, and which choices you'll make.. Choices do matter here guys, so try to keep a level head when you're starting out like i am doing right now.. Rushing in won't get you far.. You'll get the hang of how things work well within the 2 hour mark so to those that might want to hold off, just for the game to leave EA, that might also be a good and safe approach. That being said, i'm going to keep playing (hence not refunding) because i personally do believe this game has a lot more to offer in the near future, and likely there will be expansions along the way too.. Also worth mentioning, As We Descend is current available at the nice discount or even as a bundle purchase.
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June 2025
Great style, strong atmosphere — but needs more depth and meaningful progression. I love games like this and bought it right away, even though the price felt steep for a roguelike deckbuilder. The visual design, characters, writing, and mechanics all work together beautifully — the game nails the tone and worldbuilding. It is interesting, fun, and challenging to play it for first runs. But right now, it suffers from two major issues: 1) It lacks content. Only 2 of 3 factions are playable, most locations lose their value after the first visit, and bosses repeat across dives. Lacks of metaupgrades. 2) Weak metaprogression. Upgrades are limited and don’t feel impactful. I unlocked 99% of the metaprogression in just 4 dives. Plus I was still able to win on my first try with no upgrades unlocked. If you're here to support the devs and invest in the game's future — go for it, there's a lot of potential. If you're looking for a fun experience right now more then 15-25h, I'd recommend waiting for full release. To the devs: Please consider deeper meta goals, stronger progression rewards, and reasons to revisit locations. Will be glad to discuss more if interested.
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Frequently Asked Questions

As We Descend is currently priced at 13.39€ on Steam.

As We Descend is currently available at a 33% discount. You can purchase it for 13.39€ on Steam.

As We Descend received 910 positive votes out of a total of 1,034 achieving a rating of 8.33.
😎

As We Descend was developed by Box Dragon and published by Coffee Stain Publishing.

As We Descend is playable and fully supported on Windows.

As We Descend is not playable on MacOS.

As We Descend is not playable on Linux.

As We Descend is a single-player game.

As We Descend does not currently offer any DLC.

As We Descend does not support mods via Steam Workshop.

As We Descend does not support Steam Remote Play.

As We Descend is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for As We Descend.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 06 March 2026 20:06
SteamSpy data 07 March 2026 14:11
Steam price 15 March 2026 04:49
Steam reviews 15 March 2026 01:55

If you'd like to dive deeper into the details about As We Descend, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about As We Descend
  • SteamCharts - Analysis of As We Descend concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck As We Descend compatibility
As We Descend
Rating
8.3
910
124
Game modes
Features
Online players
80
Developer
Box Dragon
Publisher
Coffee Stain Publishing
Release 28 May 2025
Platforms