
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
This is one of the best card roguelite game defenitly. Play long time ago, just waiting full version. Im really like how this game plays.
This game is good. However, I never get the "ONE MORE RUN" feeling after completing a run. I just shelf it and put a reminder to come back in 3 or 4 updates. I've done this about 4 times now, still just kind of meh on the gameplay. Lore and art is fantastic! But gameplay is meh. Thumbs up for now. Ill come back later and see if its got the wow factor that hundreds of other deck building games have.
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 2,402 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
Tout le monde descend ! Oui, je sais bien, c'est à contre coeur. Ce logiciel est un pur délice, loin du train train habituel des rogue lite/like/sans sucre. Après 32h de souris, je découvre de nouvelles cartes à chaque run et la difficulté est (terriblement) bien dosée. Un petit sound design pas piqué des hannetons (j'avais jamais écrit hanneton de ma vie), des mécaniques addictives, bien que la team aigri aigri aigri sera prompte à jeindre sur une boucle de gameplay répétitive. Je leur accorde ce point. Autrement, chaque run est un kiffe, car on doit s'adapter aux unités et synergies possibles. Affiner nos cartes sans Comté, et puis, bien sûr, mûrir lamentablement car on avait pas utiliser un bouclier sur notre Tour. C'est infernal. C'est dantesque. C'est oui.
Чудова гра, українська локалізація є, тільки трошки треба дату часу на розуміння механік, чекаю повний реліз.
I am not sure if there is any player that actually wins this game...? This is by far the most unwinnable "roguelike deckbuilder" I've played, and I've beat most roguelike deckbuilders at max difficult. This game feels almost insane: all your units receive substantial damage all the time, especially because half the enemy attacks either hit everyone or you cannot deterministically deduce which squad will get hit (very bad decision by the way, maybe watch a couple of videos on slay the spire game design). Despite all this uncontrolled damage, you can heal essentially at most 5% of your health at maximum every two fights, but most likely less (20% of one squads, and you have 4). That seems totally odd... Not to mention the dubious difficulty modifiers, that e.g., punish you for entering combat instead of punishing you taking damage during combat. Moreover, the pacing is horribly slow. For a roguelike deckbuilder, it is insane how much micromanagement your "deckbuilding" aspects take. There are multiple "envoys" or however the hell they are called, and each can do a limited set of actions, some going to some shops, some only being able to go to others... Why...? Just give the player a set number of actions in the city and let the spend as they wish. Honestly, the design around "city actions" feels so idiotic. I cannot comprehend how someone though "yeah, let's overcomplicate this system to oblivion". Finally, because of this huge amount of micromanagement and artificial complexity without purpose, the game game feels unintuitive. The whole aesthetic and setting of the game is fantastic, and the combat and management of multiple squads is a very nice take on the gerne. I truly wish for this game to succeed. But for that, someone has take control of the gameplay and steer the game in a different direction: either remove the roguelike experience alltogether or make a substantially streamlined experience by removing complication and improving pacing. And some balance please, it is ridiculous how unwinnable this is.
Gang, it has the sauce This is a dense one--somewhere in the middle of Slay the Spire and Dune Imperium. Gives you the "barely surviving" feeling. It's a lot of systems to grapple with right up front, but get through a couple depths (group of cycles) and you'll get it. Kudos for the combat system. Having the front and back line is a great touch, and really makes the multi-group system tick.
Ich habe eben mit beiden Fraktionen mehrfach gewonnen und nicht das Gefühlt, dass das Spiel noch viel Inhalt bietet. Ja man kann die Fraktionen noch bisschen leveln, wirkt aber auch nicht so spannend. Grundsätzlich muss man einfach auf Schaden setzen. Der Tiefgang fehlt.
Great game, great art direction, great mechanics and it keeps getting better and refined every update ! Thanks for the game <3
起動してプレイ開始した瞬間から情報量が多くごちゃごちゃしててプレイするカロリーが高い・・・ つかれた休日にちょっと楽しもうかなってモチベじゃとてもじゃないができない。
完整版遙遙無期系列,不過現有的兩個系統確實可以玩了。 雖然不知道為什麼突然想到要把UI大改版,但是不少台詞改著就變回英文。不妨礙遊戲性就是。真的妨礙的是改版後明顯出現卡頓、城市下行的時候也沒動畫了。
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 | 6K | 87% | $19.99 | |
| $366.1K | 699 | 81% | $19.99 | |
| $320.3K | 724 | 87% | $14.99 | |
| $78.5K | 248 | 81% | $12.99 | |
| $656 | 3 | 100% | $9.99 | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $780.1K | 1.2K | 93% | $19.99 | |
| $780K | 8.1K | 87% | $2.99 | |
| $780.2K | 1.1K | 80% | $34.99 | |
| $780.3K | 4.7K | 89% | $14.99 | |
| $780.5K | 688 | 58% | $29.99 | |
| $779.4K | 865 | 93% | $22.49 |