
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?
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
As We Descend is a strategy roguelike deckbuilder set in an apocalyptic world with dual-layered deckbuilding: you must play your cards right in both dangerous expeditions and the last city of humankind.

Recruit new squads of units by utilizing scavenged technology. Each squad is a unique archetype with its own set of cards which can be added, removed, and upgraded. Deploy the right composition of forces in order to tailor your deck for success against each battle encounter.
The city is the last bastion of humanity and serves as your main base. Familiarize yourself with its denizens so you can survive its feudal politics and gain allies. Roll the dice to compel those in the city to your cause. Make the most of your limited time and resources so you can prepare sufficiently for the future.
Against titanic enemies, you must rely on not just strength but wit. Adapt your tactics by reacting to enemy intents. Master the combat zone system: reposition your forces between the Guard Zone and the Support Zone in order to dodge enemy attacks and set up a defensive line.
Each descent contains countless challenges, including surviving the post-apocalypse. Scavenge the resources you need to defend and upgrade as you attempt to break through the three biomes to enter the core. Rewards and mysteries both await you beneath the surface. Even if you fail, you will uncover new secrets and begin the next journey with new knowledge and tools to delve ever deeper.
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...
Engagement
Reviews
Themes across 117 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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 gradually expanded your roster until you had enough units to tackle the increasingly difficult expeditions and boss encounters. Building your team, refining your deck, and adapting your strategy all worked together naturally. Update 5 completely disrupted that flow. Instead of allowing players to manage everything within a single strategic turn, the game separated city actions, expeditions, and resource spending into different phases. The result was a much shorter, more restrictive experience. Strategy became fragmented, card rotation slowed dramatically, and the pacing became awkward. The UI changes made things worse by removing the ability to lock units out of rotation. Players are now forced to cycle through every available unit, reducing control over team composition and making successful synergy far more dependent on luck than planning. Unfortunately, things didn't improve over time. Then Update 10 arrived. While it technically returned to a structure closer to the pre-Update 5 design, it feels like a heavily restricted version of what once worked. Instead of giving players freedom, nearly every system has been limited. Where players once had multiple envoys capable of handling different city tasks, there is now a single envoy, a single emissary, and only one expedition available. Resource spending, which used to happen naturally as you gathered materials, now requires assigning characters to specific locations just to perform basic actions like removing cards, gaining new cards, or strengthening your defenses. These limitations create constant bottlenecks. Need to recruit a new unit after finding the required resource? Too bad if the recruitment location is temporarily locked because you visited it recently. That means you're forced into a boss fight without the unit you should have earned. Combined with slower deck improvement and fewer opportunities to remove weak cards, the later stages become frustrating for reasons that feel artificial rather than challenging. The biggest problem isn't any one mechanic. It's how all of these changes work together. Less control over deck building. Less control over unit synergy. Fewer strategic decisions. More restrictions on how and when resources can be used. More downtime and less meaningful gameplay. Ironically, resources often pile up unused because you simply don't have enough opportunities to spend them. The game has steadily lost depth. What was once a carefully balanced mix of strategy, tactics, and resource management has become a far more restrictive and grind-heavy experience. Even basic information—such as which locations accept which resources and what rewards they provide—is less intuitive than before. What frustrates me most is that these decisions didn't seem to reflect community feedback. Both Update 5 and Update 10 were available on the experimental branch before release, and I struggle to remember much positive reception. Despite widespread criticism, they were pushed to the live version anyway. I also can't ignore the UI redesign, which added unnecessary clicks while looking less clean than before. Perhaps the biggest disappointment is that so much development time was spent replacing a system that already worked with two successive redesigns that ultimately feel worse. Update 10 ends up resembling an inferior version of the pre-Update 5 gameplay, making the entire detour feel unnecessary. I was genuinely excited for future content like the Sacrosanct Tree. Now I simply don't care, because the underlying gameplay loop that made me excited to keep playing has been stripped away. I can't recommend the game in its current state. At a very low price it may still be worth trying, but for me the strategic depth, player agency, and satisfying progression that originally made this game special are no longer there.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese +1 more
Hours played at review time, across 119 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I really enjoyed the game earlier in development. It was easier but not impossible to lose. Especially when you add a bunch of modifiers on top of the game. Right now, the game is unwinnable to me. The scaling is hyper aggressive. As someone who doesn't play by exploiting games, it's become impossible to beat with zero modifiers. Enemies hit too hard, too fast, and they nerfed defenses. They even nerfed healing. You can't make enemies hit for half a unit's health and not give a way to offset this. The game is unplayble for me in it's current state. I understand it is supposed to be difficult. But difficulty should not = insurmountable for the majority of potential players. Let the sweats play with exploits and loopholes. They are 1% of your player base. Also, some of the ui design choices were questionable (why was the pre-run stuff even changed. The new style is worse, imo).
I spent a lot of time in it, forgave many flaws because so much about this is very good and original. But the development is not going in the right direction. There is so little progress in the metagame. Still limited to 3 bosses, and now with every patch it's getting harder and more tedious to play and reach a moment where you enjoy your expedition team and they synergize well; and then poof it's "end of early access". Been like that for a year. Healing became too scarce, everything is limited, you have too many options and not enough "actions" to do them in town. The devs are revamping base systems again and again, and we didn't get any new content for months now. I feel It's not going in the right direction now and won't recommend it.
I wasn't there for previous versions of the game, but as it is now, it feels like no amount of skill or planning gets you anywhere. I'll be chugging along in the game, with tough fights here and there, but then I'll suddenly get rolled by every enemy. No amount of RNG seems to help, and the mechanics seem clunky and unrefined. I do love a lot of the /ideas/ so far, but the execution is lacking. I'll hold off on the refund, because I think I can see the vision, but right now, can't recommend off potential alone.
Last update made this incredibly luck based as there are no reliable ways to cull decks, get cards or otherwise make choices. The idea as stated was to give players more choices and have the choices matter more, but generally it's just reduced the amount of choices made from 20 to 8 and not made any of the choices meaningfully better. The other idea was that you can use items to multi stack on those 8 choices, but they reduced the amount of expeditions/expedition scavengers meaning you have less choices, those choices are random mostly, and you get less from dealing with more dangerous missions. Pre update, each run was basically doable with minor errors if you messed up or otherwise got unlucky. Higher difficulties made sense because it was for challenge sake and the base game wasn't easy but also wasn't hard. Now even at basic difficulty it's just nonsensically rng based and if you get even a bit behind because of poor rolls it snowballs hard with little chance to recover.
Not a fan of the new city mechanics it was better before the update as you didnt get an instant payoff to the exploring and had to weigh the risk and reward of doing one.
Cool game, it mixes classic roguelike deckbuilders with Darkest Dungeon style mechanics while keeping its own unique artistic style and overall vibe.
在之前的城镇事件改版之前绝对的8.5/10的好游戏 现在城镇逻辑改了 本来能做完的很多支线做不完 整体配队的强度最少下降一个档次 系统很好 原来的节奏也很好 甚至美术都是我的心头好 可惜游戏逻辑不知道为什么就非要学sts2让玩家吃屎 我也不明白为什么明明是单机的卡组rougelike非要削弱玩家终局的体验 局外成长忽略不计 基本没有太关键的特质和牌 我玩铸誓会就是为了养爹 结果现在不让养了 只能说如果没有那次游戏系统地调整对我来说是绝对的好游戏 可惜
好评还是太高了,有几个东西死活刷不出来,越改越倒退,什么78平衡。
Feels good, plays smooth, unique in some ways vs the typical deck builder but plays a bit slow and has a bit too much going on. Clean animation and design, but too much of it. UI feels washed out as a result of the color palette. Also, seems to suffer from 'we want this game to be hard' type devs; crazy idea: difficulty slider...tiered runs... Edit: Yeah this game/it's devs doesn't want you to have fun - Buyer beware. Probably a great game on release if feedback is addressed, unfortunate - really want to enjoy it.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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