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As We Descend News

Demo taken down in preparation for launch!

Hey, this is Kev, game director of Box Dragon. Quick announcement regarding the demo - we'll be pausing the demo in preparation for launch both because we need our full studio effort on the launch itself and also because the demo is woefully out of date at this point.

The demo for As We Descend has been out since October 8th last year and has gone through some major iterations, including Steam Next Fest this recent March! I want to share my thanks with everyone who has played the demo, and an extra shoutout to those who have left a review or wishlisted the game.

As of this moment, the review score sits at a solid 83% Very Positive with 210 reviews! We've had nearly 50,000 players play the demo while it's been available.

As We Descend launches into Early Access on May 28th (next week!), so you'll be able to experience the full game soon. As always, we appreciate your support for As We Descend. Wishlist and Follow As We Descend to make sure you get the notification as soon as the game launches:
https://store.steampowered.com/app/1769830/As_We_Descend

Cheers,
Kev and the team at Box Dragon

[Demo] Patch 0.3.0

[v.408969]
ːsteamthisː ⇒ Community-inspired change

Big patch for all the demo players as we head towards the run up to our Early Access launch at the end of the month!

[h2]Key Feature & System Adjustments[/h2]

[h3]Stagger Rate[/h3]
Design notes: To simplify the learnability of Stagger, the Stagger rate for Ranged damage has been brought back up to full value. Concurrent with this change, enemies are harder to chain Stagger and more enemies now have the reworked Heavy Plating that reduces the incoming Ranged Stagger; specific enemies are noted in the Enemy section of the full changes.
  • Ranged Damage to Stagger conversion rate restored from x0.5 → x1.0
  • Various melee attacks now deal added Stagger
  • Stagger Resist Duration increased by +1 turn on all enemies
  • Heavy Plating changed from 50% Damage Resistance (Ranged-only) → 50% Stagger Resistance (Ranged-only)

[h3]Loaded Drafts[/h3]
Design notes: To ensure that units and cards drafted later in the game keep up power-level with everything else, cards and units will now frequently be pre-upgraded.
  • ːsteamthisː During Unit Drafts, units have a chance to start with a pre-upgraded Starter Card, a pre-upgraded Learned Card, an extra perk, or no modifier. Chance to get something increases the further into the Descent you are.
  • ːsteamthisː During combat cards drafts, cards have a chance to show up pre-upgraded

[h3]Tips[/h3]
Design notes: Extra tips have been added to help explain basic City interactions.
  • ːsteamthisː Added various City tips to teach basic interactions
  • These tips will not show up if you've already played the game before!
  • ːsteamthisː All tips can now be disabled in the settings

[h3]General Visual Changes[/h3]
  • Tweaked unit and monster lighting visuals.
  • Added a new visual when winning a battle.
  • Added rim light on enemies and mini bosses.
Full Changes


[h3]Descensions[/h3]
  • Descension Meter notches now scale based on your progress
  • Purifier condition changed from drafting any unit to drafting Sacrosanct units; this change will cause the unlock to un-unlock for all players

[h3]Expeditions[/h3]
  • Rewards on the map are higher rarity in later Depths

[h3]City & Events[/h3]
Design notes: The new events allow you to gain powerful options for tuning your deck. In addition, many more events now interact with ally stats. There's also more ways to boost stats for your allies.
  • [New]Added Market Events

    • Depth 1: Declog, Size Quandary
    • Depth 2: Dispersal, Fully Geared, Forgetfulness
    • 6 Stat-Dependent: Activate these using allies with higher-than-normal stats, and contain a choice with major stat checks
  • [New]An Empty Nest (Noble's Loft)
  • [New] Added a special visual for events which offer a “This or That” decision, and provides tooltip information for the associated elements
  • Road Closure event replaced with similar Checkpoint event
  • Nobleman

    • During the initial "The Noble" event, paying the Copper cost gives +1 CHA to your ally
    • Noble quest event changed to add a new STR check and INT check option
  • Fountain stat enhancement increased from 1 → 2
  • The Artisan: Her shop now contains purchasable items to give your ally permanently increased stats
  • Event stat checks that were previously at [10] reduced to [9]
  • Old Mentor now has special dialog when meeting him for the first time (even if it's via turning in an Ancient Manuscript)
  • (Location) Recruitment Center

    • Now stars the Quartermaster, rather than Old Mentor
    • Hid various unattainable location events.
  • (Location) Innkeeper: Tavern Encounter renamed Rest at the Tavern, and outcome info changed from question mark icon to Heal icon
  • (Location) AVA's Mercy: Resurrection outcome info changed from Heal icon to Revive icon
  • Added a visual transition to the outro of the card draft screen
  • ːsteamthisː Fixed issue where certain shops wouldn't restock properly between Depths
  • ːsteamthisː Fix for... what was it again? Ah, right, the “Forgetfulness” Market Event
  • ːsteamthisː Fixed a layering issue with cards in Librarian’s shop
  • ːsteamthisː Fixed issue where Noodle Cook character did not appear in dialog text
  • Fixed bug where Noodle Cook character didn't have a portrait
  • Fixed bug where line returns had a bigger gap than intended
  • Fixed rare bug where players could get stuck in certain dialogue screens
  • Fixed an issue where the tooltip for a stat check in a dialogue option would not show the correct ally stat value
  • Fixed an issue where the Noble wouldn't trigger a special event state if it was busy when a certain other event choice was made

[h3]Units & Cards[/h3]
  • [New]Added more card art for many units!
  • Commander gained 50% weight (visually)
  • Gate Lantern

    • Added a visual for Forcefield when fighting at the City
  • Lantern

    • [New] Divination
    • [New] Protectorate
    • [New] Sturdy Shield
    • Can no longer learn Sturdy Barrier
    • Safety Bubble: Barrier value increased from 8(10)+4(6) → 10(12)+6(8)
    • Ember Wreath reworked to give Rune rather than Barrier
  • Vanguard

    • Vanguard is sporting an updated outfit! They've swapped out their blue color with red, and feature a shiny rim light addition
    • Crushing Blow: Adjusted from 5(7)/5(7) → 4(6)/10(12)
  • Arbalist

    • Fire Bolts swapped with Giantslayer (now requires Advanced Arbalist unlock)
    • Take Cover: Now applies Fleeting Armor 2(4) rather than Barrier 4(6)
  • Dauntless

    • Dauntless is also equipped with a new outfit! It has both a color change from orange to tan, and feature a rim light addition
    • War Spear: Damage reduced from 10(14) → 8(10) and now inflicts 4(5) Stagger
  • Bombardier

    • [New] Shrapnel Shot
    • [New] Short Fuse
  • Guardian

    • Renamed Ascetic
    • [New] Sunder
    • Can no longer learn Sunder Armor
    • Various card arts have been swapped around to fit the gameplay better
  • Knight

    • [New] Heavy Slice
    • Heavy Slice cost increased from 2 → 3
    • Can no longer learn Parry
  • Bell Maiden

    • [New] Hyperlight Barrage
    • [New] Deliberation
  • Purifier

    • Fixed bug where Envelop would consume more Absolution than intended and fail to give sufficient Blessed Barrier in those instances
  • Zealot

    • Exsanguinate cost increased from 1 → 2

[h3]Perks[/h3]
  • New art for all the Perks!
  • ːsteamthisː Fixed issue where Upgrade Kit would sometimes grant fewer than 2 upgrades
  • Fixed bug where certain undraftable perks were still available in the perk pool

[h3]Tech[/h3]
*Design notes: With 6 new techs, it will be easier to make powerful builds around various synergies.*
  • New art for all the Techs!
  • New Techs:

    • Web of Consciousness
    • Condenser Cone
    • Gauntlet of Might
    • Silver Spike
    • Shock Absorber
    • Writ of Passage
    • One Finger Discount (Special)
  • Tech Changes & Removals:

    • Thrumming Metal is no longer available
    • Journey of the Seeker is no longer available
    • Penitent Tower renamed Penitent Scepter
    • Techs that have no effect at zero stacks now appears as visually inactive when their effect can no longer activate
    • Energy Exchanger moved from Artifact tech to Boss tech
    • Cyclic Dial: Redraw gain decreased from 1 every 5 cards → 1 every 7 cards
    • Escape Plan: Added special interaction when no movement cards are in deck
    • Illusory Bloom (Add extra copies of cards created in combat): Added compatibility with Stealth Boots and Command Banner

[h3]Enemies & Encounters[/h3]
Design notes: Most enemy splash attack damage has been reduced to promote an easier strategy of overwhelming certain enemies at Descension 0. Observe that all damage value changes with "x{ATK}" are expressed as a fraction of the base attack power for this enemy.
  • ːsteamthisː Encounter information now has more detailed descriptions regarding enemy behaviors
  • Nymph (Depth 1)

    • [New]Pheromone Marker intent
    • Lightseeker (Siege intent) adjusted
    • Acid Lob: No longer grants Attack Power
  • Debaser (Depth 1)

    • Entropic Array intent changed from Aimed Attack to a zone-attack version (Lob or Guardbreak)
  • Husk (Depth 1)

    • Now has Heavy Plating
    • Destroying its Shell weakpoint breaks its Armor and Heavy Plating (and no longer affects its Barrier generation)
  • Mesmer (Elite - Depth 1)

    • Death Pulse deals less damage and is more likely to be used the more units you have in battle
  • Siege Spire (Wave - Depth 1)

    • Now has Heavy Plating
  • Thrasher (Wave - Depth 1 )

    • Cleave: Damage decreased from x1 → x2/3
  • Plague Soldier (Boss - Depth 1)

    • Plague Breath: Damage decreased from 7 → 6
    • Undying Spite: Damage decreased from 11 → 10
  • Behemoth (Boss - Depth 1)

    • Earthquake: Damage decreased from 14 → 12
    • Aftershock: Damage decreased from 12 → 8
  • Bomber Bug (Depth 2)

    • Added VFX for Devouring Swarm debuff and fixed VFX of impact projectile to align with downward angle
    • ːsteamthisː Explosive Bomb deals less damage, has greater cooldown, and can no longer be used on turn 1
    • Parasitic Bomb changed to Standard Intent targeting
    • All-Out Barrage no longer applies Devouring Swarm
  • Dire Mongrel (Depth 2)

    • No longer afflicts Dread upon entering battle
    • Always uses Terrorize on the first turn of battle
    • Terrorize: Barrier amount increased from x1 → x1.5
  • Dune Stalker (Depth 2)

    • Stunning Sweeper: Damage decreased from x2/3 → x1/2
  • Living Bomb (Depth 2)

    • Base attack power increased from 8 → 9
    • Gas Bubble: Attack Bonus stacks decreased from 4 → 3
    • Prime to Explode has an increased chance to use this based on Attack Bonus stacks
  • "Bombs Away" Encounter (Depth 2)

    • ːsteamthisː One of the 4 Living Bombs swapped out for a Dire Mongrel
  • Abomination (Boss - Depth 2)

    • ːsteamthisː Now has two breakable weakpoints: Worm Organ and Regenerator
    • Slime Quake & Slime Barrage: Damage decreased from 18 → 17
    • Slime Detonation: Damage increased from 26 → 27
  • Molter Matriarch (Boss - Depth 2)

    • No longer has Heavy Plating
    • [New]Deflect: 50% Damage Resistance (Ranged-only)
    • When using Promote to become Engorged, gains +4 Strength now
    • ːsteamthisː Engorged no longer gives +1 Strength; instead gives +25 Stagger Max
  • Nemesis (Boss - Depth 2)

    • Annihilation Wave: Damage decreased from 25 → 20
    • Mass Hysteria: Damage decreased from 4 → 3

[h3]UI/HUD[/h3]
  • Combat HUD

    • Stat numbers now use the same display font style no matter which language the game is set in
    • Added animations on the HP HUD icons for Armor and Barrier when damage is absorbed
    • Stagger SCT now shows original value when mitigated
    • Added SCT for IMMUNE
    • ːsteamthisː Fixed major issue where Stagger previews would be higher than the actual Stagger value
    • Fixed a bug where the health bar would take unexpectedly long to catchup from healing
  • ːsteamthisː Fixed the layering of the unit displays in the summary during win/lose screens
  • ːsteamthisː Increased/Decreased Ally Stats are shown in Green/Red respectively
  • ːsteamthisː Forgetting cards in the forget screen now has a VFX
  • ːsteamthisː Upgrading cards in the upgrade screen now has a VFX. Associated with this, upgrading cards by getting the Upgrade Kit perk will pop up the cards and play the VFX on them
  • HUD now has a second row for tech beyond 5 to minimize overlap
  • Added consume and collect visuals to the small card portraits on the city pins
  • Added new button visuals in many screens
  • Cards sold in shops will now show what unit they belong to
  • Opening an event will now hide the bottom HUD (such as next cycle button, etc)
  • Fixed several issues for the non-English versions of the terminal screen at game start
  • Fixed the camera bounce that could happen after some events
  • Fixed various visual bugs in UI screens

[h3]Localization[/h3]
  • Added translations for all the new content.

[h3]Settings[/h3]
  • Added “Auto” button in settings menu to set settings to the recommended settings specific for your GPU
  • Default user setting now also uses the recommended GPU settings. With this change, your current user settings will be wiped.
  • Reduced the render resolution snapping distance
  • Added Steam deck specific auto preset
  • Auto presets now force TAA/TAA Upscaling enabled

[h3]Performance & Optimization[/h3]
  • Improved CPU-side performance and fixed various sources of stuttering
  • Improved GPU-side performance
  • Additional GPU performance optimization
  • Fixed various rare crashes
  • Fixed crash that was common when game was not focused

[h3]Miscellaneous Bug Fixes[/h3]
  • ːsteamthisː Fixed issue where certain Lantern forget options wouldn't remove the chosen card
  • ːsteamthisː Fixed bug where various splash damage effects could not hit Stunned targets
  • Fixed issue where enemies later in an attack sequence would skip their frontline attacks if an earlier enemy killed your Guard Zone unit
  • Fixed issue where there would be an extra banish visual in the City
  • Fixed visual issues with the Vermin spit VFX
  • Fixed a visual issue with the barrier absorb hit VFX
  • Fixed sliding dash attack issue for two animations on the Knight
  • Fixed lighting for certain city characters
  • Fixed issue where animations for taking damage would be delayed when characters mitigate damage due to Armor
  • Fixed lighting bugs in the City Descent transition scene
  • Fixed issue where blue rim light was active during combat
  • Fixed bug where Arbalist would sometimes show a higher auto-attack preview value when an exposed enemy was in the frontline
  • Fixed bug where you had a different ordering to your battle deck when you save-scummed and deployed units in a different order
  • Fixed an issue that would cause the confirmations panels for end cycle and end turn to be partially outside of the screen dependent on screen resolution
  • Fixed issue where persistent shields for units didn't show the mythion-pattern visual
Wishlist and Follow As We Descend to make sure you get all the announcements as well as a notification when the game launches:
https://store.steampowered.com/app/1769830/As_We_Descend

If you are itching for more experimental content, you can signup for the closed beta. You can also join the Discord to talk to other players and have a greater chance to earn a beta key. Thanks for following along in our development journey, looking forward to seeing you in the Demo (and hopefully the Beta too)!

Cheers,
Kev
Game Director at Box Dragon

Dev Update: Depth 3 Teaser

Hey, Kev here. I've got news about a major chunk of content you'll get to face as we continue building out the game towards Early Access. We've made a video to highlight our impending major update for the closed beta, which unlocks the third depth. It's packed to the brim with new foes!
[previewyoutube][/previewyoutube]
If you're already in the beta, you'll have this patch as soon as it drops. If you haven't joined yet, you can jump in at www.AsWeDescend.com. Either way, Depth 3 will be fully playable when As We Descend goes into Early Access on May 28th 2025.

Thanks for tagging along our game development journey. To make sure you're tuned in to all the latest news and updates, don't forget to Wishlist and Follow the game here:
https://store.steampowered.com/app/1769830/As_We_Descend

Cheers,
Kev
Game Director at Box Dragon

As We Descend is in Earth Appreciation Festival!

We'll be participating in the Earth Appreciation Festival on Steam! As an eco-dystopian game with our Raygun Feudal spin on things, it's fun to see all the games developed in this space. To celebrate, we've been relentlessly updating the demo since Steam Next Fest.
https://store.steampowered.com/app/3256480/As_We_Descend_Demo

The organizers have even put together a nifty video showcase, and we're a part of it!
[previewyoutube][/previewyoutube]
For those who have played the demo already and are still looking for more, don't hesitate to join the closed beta at www.AsWeDescend.com. We'll continue to keep it running until our new Early Access release date of May 28th 2025.

As always, we appreciate your support for As We Descend. We couldn't do this without you; by sharing the game with your friends and wishlisting, we can make sure to get the game in front of as many players as possible. Wishlist and Follow As We Descend to make sure you get all the announcements as well as a notification when the game launches:
https://store.steampowered.com/app/1769830/As_We_Descend

Cheers,
Kev
Game Director at Box Dragon

[Demo] Patch 0.2.4 - New Monster Intros and Further Crash Fixes

Steam Patch 0.2.4
[v.403651]

We patched in a fix for various crash bugs as well as some QOL changes. This should not wipe out your current run.

Changes ːsteamthisː Scavenge Screen glow up to make interactable objects clearer
New monster intros (Worm, Dire Fodder, Dire Mongrel, Murk)
New UI anims on ally/item consume and collect
Fixes ːsteamthisː Fixed progression lockout issue
ːsteamthisː Fixed a few weird crashes
ːsteamthisː Fixed restocking issue at the shop for the Collector and the Shopkeeper
ːsteamthisː Fixed Heavy Metal perk stacking the number of zone-switch replacements
ːsteamthisː Fixed a z-order issue on the run summary screen
ːsteamthisː Fixed weird persistent squishing sound post-combat
ːsteamthisː Fixed STR/CHA/INT icon issue
ːsteamthisː Fixed parameter display issue of Fungal Bloom (English-only)
Centered the Windowed Fullscreen text blurb in the Settings menu
Fixed issue where you would get two consecutive camera focuses in the City sometimes
Fixed issue where sometimes healing HUD anim would take a very long time to finish its animation