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As We Descend News

Timing of Update 5

[p]Hey all, this is Kev. We were planning to patch the game with Early Access Update 5 today, which has crazy pacing changes that rather dramatically alter some core systems in the game. However, after some early testing with a few ultra-dedicated players, it's clear that these changes will need additional time and further stress-testing before it's ready for a full release so we've decided to delay the update until later in January.

Eager to see the new changes yourself? To help test, you can jump into the experimental [unstable] branch (new content in English-only) using the instructions below:[/p][p]
    1. Right click As We Descend -> Properties -> Betas
    2. Use this code in the Private Betas field and hit check code: descendingDeeper
    3. Press the blue button that says "Opt into"
    4. You're all set for [unstable] testing with a clean, independent save file!

      The [unstable] branch is our branch with new changes and adjustments which might also introduce instability; if you want a more stable experience, you should generally play in the vanilla app without the [unstable] branch enabled. The [unstable] branch has its own save file as a subfolder within your Steam Cloud Save* (if you have it enabled)*. If you want to test from scratch, great! If you'd rather pick up testing from where you are in your current progress, you can port over your save. Full instructions for porting over your save can be found in our discord, just follow the instructions in this post.

Cheers to everyone who's jumping into the game, whether you're a new player joining in from the current sale or a returning player. We'll be back with more As We Descend soon.

Happy holidays,
Kev and the team at Box Dragon

P.S. If you've played the game and enjoyed your time, make sure to leave a review, it really helps us out. We're only a handful of devs at Box Dragon, so every review means a lot to us! Thanks in advance.[/p]
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Nominate As We Descend in the Steam Awards!

The Steam Awards are now open for nominations! If you're having a blast with As We Descend so far, make sure to nominate us above and put your piece on the board.

We're just about crossing the 6 month mark for As We Descend's Early Access (time flies!), thanks for joining in the game's journey. Looking back at this half-year, we've patched the game 32 times in total, and with 5 major updates:
https://store.steampowered.com/news/app/1769830/view/617684105911337014
https://store.steampowered.com/news/app/1769830/view/676227805148610822
https://store.steampowered.com/news/app/1769830/view/502836597467644015
https://store.steampowered.com/news/app/1769830/view/519719478077948000
https://store.steampowered.com/news/app/1769830/view/609788303381632338

We look forward to many more in the coming year!

Cheers,
Kev

Patch 0.9.2.1

[p][v.458151][/p][p]This patch includes a QOL feature and an important fix for new players.

Also, this update will NOT clear your in-progress runs from Update 4 (Patch 0.9.0) and forward.

  • Added difference-highlighting for the Upgrade Screen
  • Fixed an issue where city characters were not being marked as seen
[/p]

Update 4.5 (Patch 0.9.2)

Greetings Wardens, this is Kev with some patch notes for you. Today's patch fixes a major issue where Envoys and other allies could vanish without returning on later cycles. Additionally, it has a host of other UI improvements and gameplay fixes.

This update, like smaller hotfixes and patches, will NOT clear your in-progress runs that you've started since the last major update, Update 4: https://store.steampowered.com/news/app/1769830/view/676227805148610822 We only clear runs when we must due to gamebreaking run changes that tend to happen on every big update. As always, your metaprogression and unlock progress is preserved.

Full changes for this patch are listed below.

Patch 0.9.2 [v.457532]
[h2]Gameplay Changes[/h2]
  • [p]Identical addon cards are no longer offered when drafting units (if possible)[/p]
  • [p]Flowstone Lantern also increases its auto-action Barrier amount by +2[/p]
  • [p]Mark Within buffed[/p]
  • [p](Descension IX) Plague Soldier's Virulent Burst damage reduced by -1[/p]
  • [p]Kindling renamed Eternal Kindling and Fleeting Kindling renamed Kindling (this change will mess up localization on a few cards until the next major patch!)[/p]
  • [p]Fixed an issue where Burning and Shock ticked for one less than expected[/p]
  • [p]Fixed an issue where Dauntless counterattack didn't inflict Stagger[/p]
  • [p]Fixed an issue where Deflecting Stroke wasn't working[/p]
  • [p]Fixed an issue where Command Vehicle wasn't working[/p]
  • [p]Fixed an issue where Steady Hand always granted Flurry[/p]
  • [p]Fixed an issue where spending Forcefield during an Event would cause a Shield Generator to become lost thus delaying when the City becomes repowered enough to use further Reactor Rods on other City locations[/p]
  • [p]Fixed an issue where Grid Overload (and other refine events) could offer Consumables as a refine choice[/p]
  • [p]Fixed a major issue where Envoys and other allies would sometimes disappear when sent to the Work Pit[/p]

[h2]New Art[/h2]
  • [p]Molten Lead has new card art[/p]
  • [p]Various perks (Mythion Bearings, Mythion gauntlet, Command Vehicle, Broadcast Relay, Pristine Artifact) have new icon art[/p]


[h2]Codex[/h2]
  • [p]Updated the visual for unknown units[/p]
  • [p]Added a reveal for the unit itself[/p]
  • [p]Added a reveal for the perks and techs[/p]
  • [p]Fixed a visual issue where a reveal FX would stay visible as a card is already sweeping out[/p]
  • [p]Fixed an issue where tooltips on techs and perks would not show associated cards[/p]
  • [p]Fixed an issue where the Orbwheel and Exosuit would not show their starter perk on their unit page[/p]

[h2]UI[/h2]
  • [p]Updated the highlight visuals for showing the preview for upgraded cards in the choose-one screen[/p]
  • [p]Added highlights for showing the preview for refined cards in the choose-one screen[/p]
  • [p]Changed the city request pin drop-down to always show the required input for a request, also when the request itself is still unknown. Requests that cannot be accomplished due to special conditions for that request are marked in red.[/p]
  • [p]Updated the event screens appear animations slightly; characters that were previously unknown (over all runs) have a tiny intro[/p]
  • [p]Updated the shop item interaction glow[/p]
  • [p]Added the ability to right-click to view a location's event log even during Collections and on visible locations around the City (rather than just the front side)[/p]

[h2]Miscellaneous fixes[/h2]
  • [p]Fixed a few small interaction bugs on the deployment screen[/p]
  • [p]Fixed an issue that prevented hovering the cards in the drawer of a unit display inside of the perk draft screen[/p]
  • [p]Fixed an issue with the energy progress when holding an option in the perk draft screen[/p]
  • [p]Fixed a culling issue with the [!] new marker in the unit draft screen[/p]
  • [p]Fixed an issue where spamming ESC in the unit draft screen could queue certain animations multiple times[/p]
  • [p]Fixed an issue with the weakpoint UI that caused the weakpoints to be visible during the monster death animation[/p]
  • [p]Fixed an issue with the weakpoint UI that caused the animation to get stuck in certain circumstances[/p]
  • [p]Fixed an issue where zooming in on City locations wouldn't trigger a special "focusing" effect to play[/p]
  • [p]Fixed an issue where dialogue rewards that have been collected would still show a tooltip on hover[/p]
  • [p]Fixed the timing of the letterboxing during the drill sequence when ending a cycle[/p]
  • [p]Fixed the odd pause in Plague Soldier’s intro animation[/p]
  • [p]Fixed an odd visual interaction between Plague Soldier’s Plague Breath and Dauntless's Counterattack where the Plague debuff visual would be delayed by the animation of the counterattack[/p]
  • [p]Fixed an issue where the Health HUD could show a full-white bar upon battle entry[/p]
  • [p]Fixed an issue where upgrade previews for cards that gained max uses didn't show the max use increase[/p]


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Hotfix 0.9.1.4b

[p][v.452825][/p][p]Just another hotfix.

Also, this update will NOT clear your in-progress runs from Update 4 (Patch 0.9.0) and forward.

  • Fixed bug where Exsanguinate did not work
  • Fixed bug where Twisted Light+ did not use the right card art
[/p]