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As We Descend on Steam

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

It has received 1,352 reviews of which 1,163 were positive and 189 were negative resulting in a rating of 8.2 out of 10. 😎

The game is currently priced at 19.99€ on Steam, but you can find it for 17.90€ on G2A.


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


Here is the detailed breakdown of supported languages for As We Descend:

UI Subtitle Audio
English
German
French
Italian
Korean
Spanish - Spain
Simplified Chinese
Traditional Chinese
Russian
Japanese
Polish
Portuguese - Brazil
Ukrainian

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.

79 hours played
Sept. 2026
There is SOOO much to like about this game. The art style, the gameplay and mechanics; how it sets itself apart from other deckbuilders and roguelikes. I REALLY enjoy this game from time to time. I REALLY want to like it. However... (Long review, sorry) I consistently find that I have to give up mid-run due to catastrophic misplays that I feel could have been avoided, or mitigated through the access of buffs, relics/technologies. I came back for the new updates but find that I am extremely limited as to how far I can progress. The depths feel shorter than they ever have. I cannot collect or enhance/buff fast enough to have a fighting chance near the final depth. I always play the highest difficulty that I can. But progression feels so sloggy. I don't want to compare this game to other deckbuilders because it sets itself apart very well. It just does not have that progressive feeling that it used to. I feel like every depth I am lacking something. That whenever I use one location, I am missing out on another, just to have it go on cooldown before I can really make use of what little I have collected. The entire run I feel like I am scraping together scraps just to get by and hope to make it to the end. It does not feel enjoyable to win or lose. I do not feel like a loss teaches me anything except I say to myself, "maybe next run I will come across this/that." I do not feel a win was complete and instead feel like I was only half as strong as I wish I could have been. Personally I don't even understand the point of being able to add units to a squad. Out of the last 5 runs, I added only 2 units to a squad on the SAME run. I don't understand why I cannot have more expeditions. I play the game to fight and get stronger, not to fight a little, then spend an hour trying to decide what to give up on because I simply do not have resources to utilize said resources. I want the difficulty but not the slog. I want the fights but feel like I can't fight enough to actually stand a chance. I want to explore the map like I used to be able to do, but that is not an option anymore. I wish there was something in the middle between YES and NO on the reviews. I really enjoy this game and will support it all the way. I think I will leave a positive review, but I would caution that this game is far more sloggy than your average deckbuilder. I have a 10% win rate on mid-difficulty on this game, but 70-80% on games like STS. This is NOT STS. Do not buy it thinking it will be similar. The only similarity is that it is a deckbuilder.
22 hours played
Sept. 2026
TL:DR; An interesting roguelike deckbuilder somewhere between Darkest Dungeon, Gwent and Slay the Spire. A little rough around the edges now, but has a lot of potential that I hope the dev's see through to the end. My first impressions where not so good, unfortunately. There's not really a tutorial or even a prologue, you just kind of start playing your first run and sometimes things are explained with tooltips. I don't know why there's a medieval city drilling into the world, or why its kind of medieval but with a handful of sci-fi trinkets and words laying around, or why there's monsters coming for us. Compare this to Against the Storm, which is also light on specifics but does drop hints- and more importantly front-loads the onboarding player with why they're doing what they're doing quickly and simply. (World of endless magical rain, landscape changes every so often so no permanent towns, gather resources for the only safe city left) The game does explain slightly more later in both mechanics and narrative, and its not hard to pick up either, but I think one thing the dev's will need to do better as the game is developed is seed more hooks early on, or at least do a tiny introduction- From what little I can see and pick up on this setting seems quite interesting and I want to know more. It's a very Warhammer 40k kind of vibe where sci-fi and grimdark ahistorical elements stand side by side. I really like the way the battlefield is segmented on yours and the enemy's side into distinct distance positions, Gwent did this too in a minor way but this game really expands upon it in fun and clever means. Some abilities only work at certain areas, others have bonuses that need certain areas to activate, enemy attacks sometimes only target specific areas, etc. It does a good job at simplifying the concept of positioning in the battlefield without losing much complexity of strategy. I don't much see the point of hiding a new ability/attacks name but not its effects. The names of the cards are there to give a quick idea of what it does, hiding it only hides its purpose from those too impatient to read a single additional line of text. If it exists to let the player know what cards are new or not, a simple token saying so works better. The city reminded me a lot of the one from Darkest Dungeon, where your success outside of it reinforces your base of operations, which in turn powers up your units to go outside to get more stuff, rinse and repeat. Like DD you only have so many slots in the city to do things within per cycle, but in this you have to spend a card to access it, and you only get 2 per cycle to do anything with, and 1 of each of those 2 can only access half of the buildings. I don't think you should be limited to only using a single special resource within those areas when you do access them. As-is right now the current system is fiddly and punishing to learn with little in the way of upsides should you have a surplus of special items to use. I see what they're trying to do here by making cycles within the city as strategic as on the battlefield, but city cycles are meant to be downtime and a reward for your actions outside, and a different approach is needed here. Overall I did quite like the game despite the complaints above; I like the setting, I like the combat, the meta-progress is fair enough, and I feel confident the things I didn't like will be tightened up considerably by the games release. *Edit: one bonus gripe- This game does a thing with fulfilling quests for meta-progress that I find really annoying; fulfilling a requirement is not applied retroactively. You can do an entire difficult or time consuming task to unlock new stuff to play with BUT if you hadn't unlocked that task first... well go ♥♥♥♥ yourself and do it again.
48 hours played
Sept. 2026
[EDIT (after ~30 hours): I bounced off this game shortly after writing my first review. Reading it now, I pretty much nailed it. I find this game appealing. It's charming. I like clicking on the things and making the choices. The combat is smooth (if spiky). That said, it's not fully baked. All the ingredients are there but the game hasn't come together. I like the overworld map but the system is clunky. You get different types of allies every round to spend on different locations. all of which are basically shops with a free basic action and one or two special ones you exchange combat rewards for. Most of the locations have a 2-round cooldown. You only have one or two combat missions per round, which give you a choice of one or two rewards. Most of the time you visit a shop, you don't have a special item for it. Using a basic action puts most locations into cooldown, so you can't get the good reward for two more rounds, at which point you probably got the item and spent it somewhere else. There's strategy here but it's not satisfying. I liked the way Griftlands was set up because the individual nodes had a defined story function. You go to a specific node for a story-driven purpose to make an impactful decision whose resolution depends on what items you happen to have gotten. There's less freedom to choose, but the choices are more meaningful than, "Which shop do I have an item for?" It feels more exciting to have a character notice that you have an item in your inventory and ask to buy it, versus having a list of shops with special actions you're rarely able to indulge in. I like the stagger -oriented combat there's not enough synergy between the cards or between the different characters. They're kind of doing their own thing. I like to send in the max number of units but I've read that it might be optimal to only use one unit every fight as that way you are only drawing from the one card pool. I think that's probably true, but that's not how I want to play a game with multiple units. My last piece of feedback is that the meta-progression pacing is glacial. I've played ~30 hours and I have maybe five total slots unlocked. Call me entitled but at this point I want to be playing with every unit and ability (and whatever else unlocks). I'm probably going to bounce off this game after submitting this review; it feels weird that I have so little unlocked] 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? Why is there only one location on the map that's on the far side? Why do some of the events give you three extra Ally cards when you never really need that many?
55 hours played
June 2026
Picked it up a year ago and was hooked instantly. Pretty much completed everything there was and then moved on. A year later I came back and was pleasantly surprised to see how much new content the developers had added. The game is hard but it's incredibly fun. The visuals are beautiful and have a distinctive aesthetic that really helps set the atmosphere. The soundtrack is also pretty decent and fits the game's mood. What I appreciate most is how unique it feels compared to many other roguelike deckbuilders. It has its own identity rather than simply copying the formula of more popular games in the genre. There are plenty of interesting mechanics to experiment with and potentially good replayability.
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!

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Frequently Asked Questions

As We Descend is currently priced at 19.99€ on Steam.

No, As We Descend is currently not on sale. You can purchase it for 19.99€ on Steam.

Yes, As We Descend received 1,163 positive votes out of a total of 1,352 achieving a rating of 8.19.
😎

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.

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

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

No, As We Descend does not support VR.

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 27 September 2026 22:41 UTC
SteamSpy data 21 October 2026 06:32 UTC
Steam price 26 October 2026 20:11 UTC
Steam reviews 21 October 2026 08:10 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
8.2
1,163
189
Game modes
Features
Online players
18
Developer
Box Dragon
Publisher
Coffee Stain Publishing
Release 28 May 2025
Platforms
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