
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.
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
Many games are really spreadsheets in which the player is tasked with making the numbers in certain cells go up. The problem with this situation is that the player perhaps does not feel particularly compelled to try to make those numbers go up: why those numbers? Why not others? Why play the game of this particular spreadsheet and not some other randomly chosen one? Why do any of the things this game asks me to spend my time doing? In some of those games, some effort has been made to put up a little illusion (a story, a setting, perhaps some characters, etc.) for the player's sake, to obscure the fact that the player is engaged in an elaborate game of Microsoft Excel. Not all of those games have much success in establishing that illusion. The result is a "game" in which the player is given a set of instructions, and they are asked to follow those instructions. The player can put in a bit of thought and successfully follow those instructions. Then the numbers in the right cells in the spreadsheet indeed go up. The player wonders why they paid money to have this experience.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
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
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。
汉化不全,随机性有点强,特别是选兵的时候,难度我感觉还好,主要是汉化不全!
I just beat Descend 20, so I feel obligated to write an honest review this game. I really enjoy the game and I feel like it has huge potential to become great. I love the difficulty scaling and how it's implemented; each modifier makes sense and really mixes up how you play. Especially the one who gives wounds to troups when first drafting them - it forces you to try out new troups without restricting you. It's a good balance of limitation and freedom. I really love the resource management and different npcs you can interact with. The combat itself feels really great especially "votive" has been really fun for me. Tbh "guilt" hasn't really lit a fire in me because the whole "matching flow" and "maximum flow" feels a bit to situational but I'm eager to try out a lot of builds in the future. I'm looking forward to new updates and the sacrosanct. Much love to the developers, you can feel the love they put in <3
Plays great - grabbed me for 8 hours the first day. The graphics, sound, general feel of it are all fantastic -- if you like the genre, you won't be disappointed. Some highlights that differentiate this game from others: - The ability to stagger enemies to cancel their turns and gain the ability to target weak points means you can incapacitate foes without simply focus firing 1 enemy until they die. - Enemies will move between front and back row, and melee types can't hit the back row so long as enemies exist in the front row. - Your characters can also change rows, but all cards are usable from everywhere, which feels great. Some cards have bonus effects when the user is in the matching row. - With the starting faction, there's a mitigation of randomness mechanic through using a resource (rune) that always allows you to discard 1 card to draw 1 card. Different abilities grant and consume rune for other effects as well, and some characters and artifacts trigger when discarding certain cards. - Interesting mechanics introduced as one increases the difficulty through the Descension system :) ... There's much more: unlockable units, unlockable alternate loadouts, multiple types of card improvement... It's a wonderful set of interlocking pieces that just sings.
Worth. Buy this game, you won't regret it. Easily the best rougelike to come out in some time. The balance is great with some pivotal battles coming down to one critical decision. I have reached the last boss on the hardest difficulty and lost by 2 hit points and had fun the entire way. If you are sitting on the fence on this one then get off and start playing.
I'm editing my review to positive, because the devs clearly care and they have some very cool concepts here. I'm a big fan of the genre and I like that this cardbuilder / rogueliker incorporates some city building and a spatial dimension to the battles. The main drawback for me was that I beat the game on the first go (which is a bit disappointing) - but with the additional ascension levels, the game should provide plenty of entertainment for 20-30 hours.
Interesting roguelike deckbuilder with tactical combat. Improve your units and cards between battles in the city (where places you can use those cards are clearly marked), then engage in combat with two rows to position units. Some units will auto attack from either the front or the back, while the enemy does the same. Good mix of cards to choose from as well. The general strategy is to stun the enemy so they can't attack. I also like the setting, but a conspiracy theory: is this a future version of the same descending city from Ball x Pit?? Works great on the Deck!
[h2]Interesting ideas, but too much waiting for the game to become interesting[/h2] I spent almost 6 hours with As We Descend (dunno why registered only 4). There is a lot here that I genuinely like: the visual style and setting are excellent, the city is beautiful and interesting to explore, and the two-line combat system creates some nice positioning decisions. Being able to identify and target enemy weak points is also a great idea, and turning new unit abilities into cards creates some interesting tactical interactions. Unfortunately, I don't want to spend more time figuring out the game. [b]What I like[/b]: [list] [*]Excellent visual style and a setting that makes me curious about the world. [*]The city is beautiful and can be rotated and explored, somewhat reminiscent of Heroes V. [*]The two-line combat system makes positioning meaningful and changes how attacks are distributed. [*]Enemy weak points can be identified and targeted, sometimes disabling their abilities or dealing increased damage. [*]Unit abilities being represented by cards creates interesting possibilities for synergies and tactical decisions. [*]The graphics and unit models look great, although my laptop runs noticeably hotter than it does with Olden Era. [/list] [b]What does not work for me[/b]: [list] [*]The progression is too stretched out. The game keeps you in a very limited state for too long, and I have to play and lose repeatedly before I can properly experiment with the systems. Early losses can feel like they are caused by missing tools rather than bad decisions. For example, if the enemy targets the Lantern and I simply don't have a Stagger card available, there may be very little I can do about it. [*]The game gradually unlocks the chance for new cards to appear, but the cards are still random during drafting. You can unlock a new unit, discover that its cards have poor synergy with another unit, and then have to visit an NPC in the city to modify its card pool. This makes experimentation unnecessarily slow. [*]There is a lot of repetitive busywork. Before every battle I have to select each unit, drag it to an available position and press Deploy. Sometimes I deliberately want to deploy fewer units, but there is no convenient "deploy all" option. The city also contains many small interactions and animations that take time without adding much decision-making. [*]A lot of progression consists of repetitive tasks such as spending a special resource, moving units between zones many times, or having a unit absorb large amounts of damage. These systems may become more interesting later, but at the moment they feel like artificial progression rather than meaningful gameplay. [*]The game does not provide enough information about its NPCs and interactions. Before unlocking a new district, I often don't know what the NPC actually does or what benefit it provides. NPC abilities are represented visually, but their functions are not always clearly communicated. Some icons overlap, and city interaction cards can obscure NPC tooltips. [*]The limited interaction resources make mistakes particularly punishing. In one run, I had a boss fight immediately after a regular battle, with no opportunity to return to the city. After losing units in the previous fight, I had no realistic way to recover before the boss. [*]The early boss fights can feel excessively restrictive. I had only two units available while the battlefield provided three deployment slots, and there was no apparent way to obtain another unit. The boss could also fill my deck with parasite cards while my ability to recycle them was limited. With only a small number of units and limited card-drawing options, the fight became more frustrating than strategic. [*]Some negative effects are not clearly communicated through icons and require hovering over them to understand what is happening. [*]There are also situations where the game seems to expect the player to know its systems before giving them enough tools to interact with them effectively. [/list] The game has a lot of potential, and I am sure it becomes much more interesting as more systems and options are unlocked. But this is exactly the problem for me: my time as a player is valuable, and I want to have meaningful tools to work with relatively early. I don't mind losing. I don't mind difficult games. What I don't enjoy is repeatedly playing with a heavily restricted set of options while slowly unlocking the ability to actually play with the systems I find interesting. The game is not expensive, and I don't regret buying it. But after almost six hours, I don't want to spend any more time getting to the part where it might become great.
人有上限,单位用了还加疲劳,设定很烂 你不干,我多招几个人不就完了, 什么diao设定
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4.4M | 5.6K | 87% | $19.99 | |
| $366.1K | 699 | 81% | $19.99 | |
| $319K | 723 | 87% | $14.99 | |
| $78.5K | 248 | 81% | $12.99 | |
| $435 | 2 | 100% | $9.99 | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $777.4K | 3.7K | 53% | $9.99 | |
| $778.3K | 956 | 70% | $24.99 | |
| $776.8K | 4.6K | 100% | $4.99 | |
| $778.6K | 988 | 92% | $29.99 | |
| $779K | 1.2K | 75% | $19.99 | |
| $776.2K | 764 | 80% | $34.99 |