As We Descend

As We Descend

by Box Dragon·published by Coffee Stain Publishing

Early Access
Steam · Very Positive

The Verdict

A fresh, tactically rich apocalyptic deckbuilder with gorgeous art — still rough at the edges but already dangerously addictive.
Data current as of Apr 27, 2026. We re-crawl reviews and metadata every 14 days.
Steam Sentiment91

Very Positive

This puts the game in the top 30% of all reviewed games on Steam.

SteamPulse Analysis571 reviewsAnalyzed 2mo ago

Analysis by Ivan Z. Ganza · Methodology →

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Quick Stats

Reviews

572en

1,143 total (all languages)

571 analyzed

Current as of Apr 27, 2026

Released

May 28, 2025

Price

$19.99

Analyzed

Apr 23, 2026

Velocity

1.5/day

Slowing

Metadata current as of Apr 27, 2026 · Source: Steam

Market Reach

Estimated owners±100%Small-sample

34,000

Estimated gross revenue±100%Small-sample

$670.0K

Based on 1,143 reviews (all languages)

boxleiter_v2

Based on review count × genre/age/price-adjusted Boxleiter ratio. Gross revenue before Steam’s 30% cut, refunds, and regional pricing.

Design Strengths

  • Per-squad deck architecture — each unit brings its own card pool that merges into one deck at deployment, creating a combinatorial composition puzzle absent from most deckbuilders
  • Dual-layer strategic structure (city management hub + expedition combat) adds meaningful resource decisions between fights rather than a simple upgrade shop
  • Combat zone positioning (Guard vs. Support Zone) rewards tactical repositioning and creates counterplay against telegraphed enemy intents
  • Distinctive gothic steampunk aesthetic with high-quality character art, animations, and thematic cohesion across all visual elements
  • Atmospheric soundtrack and sound design that reinforces immersion and drives the 'one more run' loop
  • Strong 'one more run' pacing that many players describe as genuinely hard to put down despite run lengths of 1.5–2 hours
  • Developer cadence of frequent, substantive updates with transparent community communication earns sustained goodwill

Gameplay Friction

  • Difficulty scaling between Descent levels is jarring — the first post-tutorial jump introduces one-shot mechanics with no gradual ramp, punishing new players before they understand systems
  • UI provides insufficient information at decision points: NPC reward outcomes are hidden until interaction, buff/debuff icons lack readable tooltips, and card ownership during combat is unclear
  • Single-unit carry strategies dominate over multi-unit synergy builds, undermining the core squad-composition premise — adding more units dilutes decks rather than amplifying them
  • Relic (tech item) pool is mostly non-viable — only ~3 of 20+ relics are broadly useful, making higher-difficulty builds feel luck-dependent rather than skill-driven
  • Excessive unskippable or slow repeated text and dialogue on subsequent runs creates pacing drag, particularly in city NPC interactions
  • City phase has obvious dominant choices that reduce strategic tension, with inconsistent shop behavior and underdeveloped NPC interaction design
  • No mid-run save or pause functionality forces full 2-hour session commitment, a dealbreaker for players with variable schedules

Audience Profile

Ideal Player

A veteran deckbuilder fan who wants squad-based tactical depth layered on top of the roguelike loop and doesn't mind rougher Early Access edges.

Casual Friendliness

low

Player Archetypes

Roguelike Deckbuilder VeteranTactical Strategy EnthusiastAtmosphere-Driven GamerSystems Tinkerer

Not For

Players who need to play in short bursts and can't commit to 2-hour runsCasual card game fans expecting a gentle difficulty curvePlayers who require complete, polished content before buying

Sentiment Trend

stable

Sentiment steady at ~88% positive over the last 180 days (218 reviews).

Genre Context

The roguelike deckbuilder genre is crowded with StS-derived single-character builds; As We Descend differentiates through squad-based deck composition and a city management layer, positioning it closer to tactical RPG hybrids than pure deckbuilders. At $19.99 in Early Access, it sits at a premium price point for the genre's EA standard, which reviewers benchmark against more content-complete competitors.

Promise Gap

Squad sculpting with unique per-unit card sets that combine into a unified deck — reviewers confirm this as the game's standout mechanic
VALIDATED
Titanic enemies requiring tactical adaptation via Guard/Support zone repositioning — confirmed as a functional and praised combat system
VALIDATED
Feudal Vault-City hub with resource management and NPC politics between expeditions — confirmed present, though execution is contested
VALIDATED
Apocalyptic atmosphere and distinctive visual world — unanimously confirmed as a production highlight across 120+ reviewer mentions
VALIDATED
Store implies three faction variety ('Hailing from one of the three gr[eat factions]') but only 2 of 3 factions are currently playable in EA, directly contradicting implied breadth
UNDERDELIVERED
Store describes rich location variety across expeditions, but reviewers report most locations lose value after the first visit and bosses repeat across dives
UNDERDELIVERED
'Even if you fail, you will uncover new secrets' implies deep meta-progression, but reviewers consistently report exhausting all unlocks within 10–20 hours
UNDERDELIVERED
Soundtrack and sound design praised as a standout atmospheric driver — not mentioned anywhere in the store description
HIDDEN STRENGTH
Developer responsiveness and active update cadence is a major trust signal for EA buyers — entirely absent from store page
HIDDEN STRENGTH
The 'one more run' addictive loop quality — reviewers describe it as on par with genre-defining titles, but the store page uses functional language without conveying the emotional hook
HIDDEN STRENGTH
PARTIAL MISMATCH

Audience Match

The store description targets fans of deep tactical strategy and apocalyptic world-building, which aligns with who is actually playing — but it underplays the steep learning curve and 2-hour run commitment, attracting casual card game fans who then churn at the difficulty wall. The omission of Early Access content limits is a notable gap.

Player Wishlist

  • Endless or sandbox exploration mode that lets players enjoy deck-building without high-intensity run pressure
  • Third playable faction (currently locked in EA) to expand strategic variety
  • More enemy types and unique level encounters across biomes to reduce repetition
  • In-run squad reroll or composition flexibility to recover from poor recruitment RNG
  • Per-squad perk filtering to prevent irrelevant perks from appearing on incompatible units
  • Post-game vertical content and expanded meta-progression unlocks beyond current ceiling

Churn Triggers

  • Players drop off immediately after the first win when they hit the Descent 2 difficulty wall and encounter one-shot enemy attacks with no prior warning — many quit before understanding the system
  • New players abandon runs within the first hour after feeling lost in the city phase, having spent excessive time talking to every NPC to discover hidden reward outcomes with no previews
  • Players who reach ~10–20 hours exhaust all meta-progression unlocks and available content, triggering a 'nothing left to do' exit before full release adds the third faction
  • Players who must stop mid-run due to real-life interruptions are forced to abandon all progress, causing permanent dropout rather than a return session

Developer Priorities

#1

Overhaul the Descent 1→2 difficulty transition with a graduated ramp replacing the current jump to one-shot mechanics

This is the single most-upvoted negative signal (90 helpful votes) and the primary churn trigger after first win — it converts new players into refund-language reviewers before they understand the game's depth

Freq: 85 mentions across difficulty topic; top negative review at 90 helpful votesEffort: medium
#2

Rebuild UI information architecture: add reward previews for city NPC interactions, readable buff/debuff tooltips, card ownership indicators in combat, and surface the Codex prominently

60 mentions with high confidence; new players cite UI opacity as the reason they feel lost and disengage before reaching the game's strategic depth — this directly expands the addressable audience

Freq: 60 mentions, avg 10.2 helpful votes per signal quoteEffort: medium
#3

Rebalance unit synergy to make multi-squad compositions competitively viable versus single-unit carry builds

32 mentions; the squad-composition mechanic is the game's core design identity — if players discover the optimal path is to ignore it, the central promise collapses and long-term replayability shrinks

Freq: 32 mentions, avg 5.0 helpful votesEffort: high
#4

Implement mid-run save/suspend functionality

8 mentions but disproportionate impact: the 2-hour run commitment requirement is a hard access barrier for a large player segment, and 'dealbreaker' language appears explicitly — it also limits Steam Deck portability value

Freq: 8 mentions, avg 7.0 helpful votes; labeled 'dealbreaker' by multiple reviewersEffort: medium
#5

Expand and rebalance the relic (tech item) pool so that a majority of items are broadly viable with meaningful tradeoffs

14 mentions; only ~3 of 20+ relics are considered useful, making high-difficulty build diversity feel like an RNG lottery rather than player skill — undermines the game's roguelike replayability claim

Freq: 14 mentions, avg 0.5 helpful votesEffort: medium

Competitive Context

Slay the Spiremixed

Most frequent reference point; reviewers acknowledge direct inspiration but consistently note As We Descend is a distinct evolution — adding squad tactics and city management. Negatively, $19.99 EA price is criticized as double StS's price for less content.

Darkest Dungeonpositive

Cited for shared gothic atmosphere, punishing difficulty, and party-based tension; comparisons are uniformly favorable and used to signal the game's emotional weight.

Monster Trainmixed

Cited as a comparable genre peer; one reviewer specifically suggested studying Monster Train's upgrade and combat systems as a superior implementation reference.

Balatropositive

Listed alongside As We Descend as a 2025 GOTY contender, signaling strong competitive positioning in the current roguelike card game landscape.

Hadesneutral

Referenced for roguelike structure and addictive 'one more run' loop; no explicit favorability claim in either direction.

XCOMpositive

Tactical positioning and unit attachment mechanics favorably compared to XCOM's squad strategy feel.

Frostpunkneutral

City-building aesthetics and resource scarcity decisions in the hub phase draw Frostpunk comparisons; used as genre-set identification without favorability claim.

StarVaderspositive

Praised alongside As We Descend as an 'exceptional genre peer' for injecting tactical strategy into deckbuilding.

Griftlandspositive

Recommended alongside As We Descend for card battler roguelikes with narrative elements; framed as complementary rather than competitive.

Commander Questnegative

One reviewer explicitly preferred Commander Quest over As We Descend, citing deeper mechanics and less repetition.

Sentiment History

Sentiment over time

Playtime Sentiment

Sentiment by time invested

· 572 post-launch reviews
?
0h
63%19 rev
<2h
80%44 rev
2-10h
92%276 rev
10-50h
95%207 rev
50-200h
90%21 rev
200h+
100%5 rev

Sentiment is consistent across all playtime ranges — players feel the same way whether they've played 2 hours or 200.

Competitive Benchmark

Compared to 467 similar games in the Strategy genre released in 2025.

Sentiment vs. similar gamesTop 38%
Popularity vs. similar gamesTop 23%

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Analysis based on 571 reviews (May 2025 – Apr 2026)