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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 1,334 reviews of which 1,165 were positive and 169 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.

46 hours played
May 2026
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 available to the faction I'm not playing, a testament to well-executed design. There isn't even a hint of the common genre pitfall of each character feeling too much like the other. I'd compare the Guild to a Temur deck in MTG: ramp, big payoffs, card draw, and burst. The Votive feel like Boros: tight creature synergies and plenty of buffs. A major genre pitfall is letting players force their favourite archetype regardless of draft offerings, but As We Descend sidesteps this elegantly. Your drafted heroes significantly shape your stategy, and with only 4 pick-one-of-two unit drafts per run, you really must adapt to what you're given. I expect that this design choice massively boosts replayability. One successful run takes about 3 hours, which, despite being much longer than is typical of the genre, in honesty still feels a bit too short. My head is full of ideas of other systems that could be added to even further increase run variety and length... not because the game is lacking, but because it's so good that I really do want more. As of May 2026, it's in Early Access and rather polished but clearly still not complete. A very impressive debut game that I expect to play for hundreds of hours. Bravo, Box Dragon, and keep it up!
12 hours played
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
19 hours played
Jan. 2026
First Impressions after ~10 Hours, mostly the first faction (?) I play a lot of deckbuilders. My favorites (for taste calibration) are Nitro Kid, Slay the Spire, Nowhere Prophet, and Griftlands, with a special fondness for games that have a grid-based tactical strategy component (Nitro Kid, Nowhere Prophet, Alina in the Arena, Fights/Knight in Tight Spaces). This game reminds me of a leaner Gordian Quest with elements of Griftlands / Citizen Sleeper (story-based map nodes with recurring events that force the player to make [fairly trivial] choices) with a little Monster Train (layers of allies protect a core). The aesthetic is gothic steampunk with a Virtua Boy x Dog Food color palette. The design is thoughtful but I don't love the look. I can tell that they put a lot of effort into the monster design, but you see enemies from far above in murky light. The UI is packed with inscrutable detail. It takes place on a map similar to Citizen Sleeper's, in part because they both require you to constantly shift the overworld map out of the way to get to the right nodes, making you wish all the locations fit on one screen*. The overworld has you drag cards over different nodes to unlock events. I love this kind of element in games. This is a definite growth area. Right now it's half intuitive, half confusing. I can't tell if the choices I'm making are good or bad, I'm just kinda clicking and dragging until nothing is left. The gameplay has unit-based foreground/background/protect-the-core combat. I'm still in the early stages so I can't comment on the card/strategy diversity. So far it's mostly been standard attack/defend and movement cards, with your Lantern serving as a glass cannon buff/debuff/damage spellcaster that stands at the back of the arena hopefully not taking too much damage because if it dies your game is over. It's rare that a game can hold my attention, but so far I am enjoying As We Descend. It has a lot of potential to turn into something special, even if that thing might be rougher around the edges like a Gordian Quest (which I played the hell out of in spite of itself). *Why is half of the map empty but the Market Plaza, Shopkeeper, and Fountain overlap so bad it's hard to drag the card onto the right one?
3 hours played
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.
13 hours played
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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Frequently Asked Questions

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

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

Yes, As We Descend received 1,165 positive votes out of a total of 1,334 achieving a rating of 8.31.
😎

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

Yes, As We Descend is playable and fully supported on Windows.

No, As We Descend is not playable on MacOS.

No, As We Descend is not playable on Linux.

As We Descend is a single-player game.

No, As We Descend does not currently offer any DLC.

No, As We Descend does not support mods via Steam Workshop.

No, As We Descend does not support Steam Remote Play.

Yes, 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 24 July 2026 22:43 UTC
SteamSpy data 25 July 2026 12:56 UTC
Steam price 28 July 2026 10:49 UTC
Steam reviews 26 July 2026 14:08 UTC

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
1,165
169
Game modes
Features
Online players
62
Developer
Box Dragon
Publisher
Coffee Stain Publishing
Release 28 May 2025
Platforms
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