We Who Are About To Die on Steam - User reviews, Price & Information

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Fight & strategize your way through spectacles and arenas -- rise from lowly slave to Grand Champion and earn your freedom. Or... die trying. This Gladiator RPG Roguelite features in-depth career management and a unique physics simulated combat system. To those who are about to die, I salute you!

We Who Are About To Die is a early access, indie and action roguelike game developed and published by Jordy Lakiere.
Released on November 14th 2022 is available only on Windows in 13 languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America and Traditional Chinese.

It has received 7,374 reviews of which 6,500 were positive and 874 were negative resulting in a rating of 8.6 out of 10. 😎

The game is currently priced at 21.99€ on Steam.


The Steam community has classified We Who Are About To Die into these genres:

Media & Screenshots

Get an in-depth look at We Who Are About To Die 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
  • Requires a 64-bit processor and operating system
  • OS *: 64-bit Windows 7 / Windows 10
  • Processor: Intel Core i5-750, 2.66 GHz
  • Memory: 4 GB RAM
  • Graphics: NVIDIA® GeForce™ GTX 670
  • Storage: 6000 MB available space

User reviews & Ratings

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

March 2025
Fun game I think I saw Tomato playing and bought. 9/10. Only one beef... Yo devs. Drop everything and make a simple way to reset progress in the main screen. I have wasted an hour of my life trying to start a fresh campaign after being stuck with only blacksmith apprentice left to beat. I still am no closer to a fresh start. All the youtube videos have failed me, Reddit was no help. MAIN SCREEN -> RESET PROGRESS -> ARE YOU SURE? -> FRESH START
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March 2025
I have been watching this game develop since the beginning. The developer made this game out of love and you can tell. I just wanted to come in here and tell the developer to not stop, there are some of us that see what you are doing and I remember why you started this creation, I look forward to your future updates, and commend you on following through for your friend you did this game for. Stay with it..
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Oct. 2024
I found the game pretty fun. It's a little sparse on content but that might just be because the combat system is extremely similar to other games I've played in the past: at the time of this review I have 1100 hours in Mordhau, 800 hours in Vermintide 2, and 1000 in Bannerlord. If you have any of these games then you'll be right at home here. As you've probably seen in the trailer, the combat is "physics based" which means you have to pay a lot of attention to what's happening on-screen. There's a few people who don't like this and think it's "broken" but I prefer it: the only time you take damage is when the enemy's weapon actually physically touches your character, not because the game decided you pressed the block button too early or too late rather than, y'know, actually watching your opponent's weapon and making sure it doesn't touch your character. For instance, if you're carrying a huge heavy shield it'll always shave a bit of damage off an incoming weapon swing that touches it even if you're not holding down the right mouse button for block--you'll still take *some* damage for not paying attention, but your gear's physical size and shape makes an actual difference. This can result in some unexpected things if you're not paying attention: for instance, if you're blocking an attack using a spear or an axe handle, you can still take some damage if the opponent's weapon hits your character's fingers. This also makes attacking feel more intuitive: the chance of your weapon swing doing damage isn't connected to a rock-paper-scissors mechanic or some arbitrary nonsense about whether the game decides you pressed a button early enough, but what parts of your opponent actually look exposed and vulnerable and whether the in-game model of the weapon your character is holding actually made contact with an exposed part of the enemy's model. There's a few combat mechanics where the explanation isn't shoved down your throat so I guess some players don't pick up on it: stamina is one of if not the most important resource in combat. Blocking hits and making attacks consume stamina. When your character runs out, you can still technically try to keep attacking but your character goes noodle-armed and I think some of the negative reviews mistake that for the physics system bugging out rather than them failing to pay attention. Same can be said for using some of the bulkier/heavier weapons: you have to pay attention to your surroundings because huge weapons can get stuck on the environment--and the AI is susceptible to this as well which is great. I'd hesitate to describe the game as "realistic" because it's very clearly not trying to be that, but it's intuitive. There's no point where your weapon will physically clip through an enemy's model and do nothing. In terms of the strategy/RPG aspects, this game is not meant to be played forever: for every given character origin, there's a unique 'win' objective for them to retire so you can start fresh. It's not like, say, X-Com or Battle Brothers, where a single bad fight can ruin an ironman save file built up over days and days of play. The difficulty scaling means there's a sort of "expiry date" baked into the game: either you start focusing on meeting your character's retirement goals around level 12+ or else the fights start scaling beyond what you can manage. Enemies get such heavy armor past a point where even the best equipment in the game will start breaking mid-fight and the amount of fight money you have left over after budgeting for repairing or replacing damaged equipment will start shrinking. If there was something I'd change, I'd want settings to make the AI tougher. I realize that making the AI universally smarter isn't a perfect option: I feel like I've gotten all I can out of the game already but that's partly because of the absolutely unhealthy amount of time I've spent on similar games carrying over, and I know a lot of players struggle with their first time encountering combat systems like this. I've completed every background at least once on the standard difficulty--I do want a challenge but I'm not interested in having AI enemies arbitrarily have more health and inflict more damage, since all that encourages is flicking the mouse 180 degrees every time I'm making an attack. AIs also have very predictable behaviour and timing between attacks which makes 1-v-Many matches easy to manage by just backpedalling forever or even just sprinting past them if they try to surround you. Part of what this game so satisfying is knowing that the AI is operating off roughly the same ruleset as they player--I'd prefer if difficulty settings made the AI more aggressive and opportunistic attackers and more competent defenders rather than just giving them mechanical advantages to health and damage.
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Sept. 2024
I am absolutely FLOORED with how amazing this game is. The combat is beyond satisfying, the roguelite elements are unique and engaging, the aesthetic is beautiful. The developer asked for advice on where we would like the game direction to go so I will put it here: this game should lean way more heavily into combat techniques with the roguelite system. I want my dude to grapple the enemy's weapon, parry their sword, lock their shield against your own shield, sweep the other guy's leg, dual wield 1H weapons, etc etc etc. Having more unique training upgrades would truly build on the idea that each of your run's was a named guy with signature strategies and unique ambitions. The current scollo upgrades feel kinda "meh", but I can feel its potential and it could be something far more amazing.
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July 2024
Very fun, takes a bit to master the combat but once you do it's so addictive. Some tips: 1. If you play it like dark souls you'll have more luck, be very mindful of your stamina 2. Learning which fights to take and which not to will come with experience. 3. Betting on your matches is the road to fast money 4. Getting gear which increases fame is good for money because you can rade fame for money 5. Don't buy boots they are useless 6. The small hammer is the thing that made me successful, it's cheap and you can get in close and smash their head quickly without a lot of the larger weapons being able to touch you, this is legit useful to the end game 7. Don't always take a weapon in when you starting out, you get get dropped weapons on the big fights and the crowd will throw them in 8. Kiting will save your butt in big fights 9. Stamina, movement and dash are so keys to winning, being mobile will help you win 10. The Godly 1H Axe is my fave weapon as it demolishes shields which will be a pain in the late game 11. Don't give up trust me you will get better! 12. Don't get lazy, you can die in any fight if you are not careful
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Frequently Asked Questions

We Who Are About To Die is currently priced at 21.99€ on Steam.

We Who Are About To Die is currently not on sale. You can purchase it for 21.99€ on Steam.

We Who Are About To Die received 6,500 positive votes out of a total of 7,374 achieving a rating of 8.55.
😎

We Who Are About To Die was developed and published by Jordy Lakiere.

We Who Are About To Die is playable and fully supported on Windows.

We Who Are About To Die is not playable on MacOS.

We Who Are About To Die is not playable on Linux.

We Who Are About To Die is a single-player game.

There is a DLC available for We Who Are About To Die. Explore additional content available for We Who Are About To Die on Steam.

We Who Are About To Die does not support mods via Steam Workshop.

We Who Are About To Die does not support Steam Remote Play.

We Who Are About To Die 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 We Who Are About To Die.

Data sources

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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 03 June 2025 22:24
SteamSpy data 11 June 2025 19:12
Steam price 15 June 2025 04:28
Steam reviews 14 June 2025 22:01

If you'd like to dive deeper into the details about We Who Are About To Die, 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 We Who Are About To Die
  • SteamCharts - Analysis of We Who Are About To Die concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck We Who Are About To Die compatibility
We Who Are About To Die
8.6
6,500
874
Game modes
Features
Online players
80
Developer
Jordy Lakiere
Publisher
Jordy Lakiere
Release 14 Nov 2022
Platforms