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As We Descend News

Upcoming Price Drop

[p]Hey everyone,[/p][p]This is Kev with a bit of different news. Along with my co-founder Karl plus Anton from Coffee Stain Publishing, we’ve made a decision that we'd like to share with you. [/p]
  • [p]After the current sale period, we are lowering the base price of As We Descend to the current discounted price of $19.99.[/p]
  • [p]The change will take effect on October 6th at 10AM PDT/ 19.00 CET.[/p]
  • [p]The price for other regions will also be adjusted accordingly.[/p]
  • [p]This will be the new base price for the duration of Early Access, though we may revisit it with the launch of the future 1.0.[/p]
[p]Early Access is a time of iteration. We aim to make big changes if we think it can impact the final game experience in a positive way. During the launch, we saw comments mentioning the price as a cause for hesitancy. We’ve listened, and made this change as a result. This price adjustment will lower the barrier of entry and allow us to bring more people along for the ride and help us craft As We Descend to its full potential. Our existing community's support has truly been invaluable to us and we look forward to continuing developing together with players old and new. [/p][p][/p][p]As a small token of appreciation for everyone who’s been an early supporter of us and the game, everyone who bought As We Descend prior to the sale yesterday has received a free additional copy of the game to give to a friend or do with as they wish. This was added automatically to your Steam inventory yesterday, so you don’t have to do anything to receive it. (Some of you may have noticed this in your inventory already!)[/p][p][/p][p]Again, thank you for going on this journey with us. There’s much more to come in the future as we work our way to 1.0. In fact, we’ve got our next monthly patch for you tomorrow, so stay tuned.
[/p][p]Sincerely,[/p][p]Kev, Karl, and Anton[/p]

No update in August. Here's why.

[p]Hej, Karl here.[/p][p]I'm cofounder of Box Dragon, and I mostly work on writing code for the game.

Today I step out of the shadows and replace Kevin's regularly scheduled fun updates with real talk and a reminder to take care of what's most important: your health, your family and your friends.

I know you were expecting an update to As We Descend this week. We tried, but with our personal struggles we just don't have enough exciting stuff ready. Don't worry, we're still working on the game; but this summer has had it out for both Kevin and me.

We had planned an alternating schedule for our glorious mandatory Swedish vacation time to always have someone preparing updates for you, albeit smaller ones. Unfortunately, illness slapped me hard and combo'd me out of vacation, and I'm just now getting back into the flow of things.

Kevin's had a family health emergency which had him back in the States for a while, and then last week he suffered a physical injury that's got him incapacitated. He's getting better, and if all goes well, you'll be reading his posts again in a week or so.

This summer had us thinking about our mortal selves, and how important it is to appreciate and nurture the good health of our own and those near us.

We know you've been patient with us during these struggles, and we don't take that for granted. We'll be back to regularly scheduled updates in September to bring you the best As We Descend that we can make.

I also want to thank you all for the feedback and bug reports that you've been sending in-game. We're up to about 800 submissions so far, and we read every single one. We've been addressing the most reported bugs and will continue to improve the game based on your input.

Stay healthy,
Karl[/p][p][/p]

Patch 0.7.1.1

[p]We're deploying some additional fixes as well as minor features. This is patch 0.7.1 being re-released with a fix for the resource bug, along with an additional fix for Ultradense Gauntlet.[/p][p][/p][p]This will update NOT clear your in-progress runs from Update 2 (Patch 0.7.0) and forward.[/p][p][/p][h3]0.7.1.1 (v.425445)[/h3][p]Changes[/p]
  • [p]Patch version now appears in the bottom-left of the main menu (in addition to the existing revision number)[/p]
  • [p]New rarity symbols for cards that should increase the prominence of rarity[/p]
  • [p]Swapped art between First Light and Scouring Light[/p]
[p]Fixes[/p]
  • [p]Possible fix for region obstruction issues in Depth 2[/p]
  • [p]Possible fix for region obstruction issues in Depth 3[/p]
  • [p]Fixed bug where Ultradense Gauntlet wouldn't give the right bonus to Stagger[/p]
  • [p]Fixed bug where cards used at a location would sometimes show the wrong visual resolution when being discarded/consumed[/p]
  • [p]Fixed bug where Solemnity would not be able to target a friendly other than self[/p]
  • [p]Fixed bug where Decimate would only Stun if the target was already fully staggered[/p]
  • [p]Fixed bug where Exhaust Blast required a unit to be exerted to have any effect[/p]
  • [p]Fixed VFX behavior on Exhaust Blast[/p]

Temporary revert to 0.7.0.1

[p]0.7.1 patch rolled back to 0.7.0.1 while tracking down an error that caused resources to not be accrued in the City. This will wipe out your saves from specifically patch 0.7.1, apologies![/p]

Patch 0.7.1

[p]We're deploying some additional fixes as well as minor features.[/p][p][/p][p]This will update NOT clear your in-progress runs from Update 2 (Patch 0.7.0) and forward.[/p][p][/p][h3]0.7.1.0 (v.425171)[/h3][p]Changes[/p]
  • [p]Patch version now appears in the bottom-left of the main menu (in addition to the existing revision number)[/p]
  • [p]New rarity symbols for cards that should increase the prominence of rarity[/p]
  • [p]Swapped art between First Light and Scouring Light[/p]
[p]Fixes[/p]
  • [p]Possible fix for region obstruction issues in Depth 2[/p]
  • [p]Possible fix for region obstruction issues in Depth 3[/p]
  • [p]Fixed bug where cards used at a location would sometimes show the wrong visual resolution when being discarded/consumed[/p]
  • [p]Fixed bug where Solemnity would not be able to target a friendly other than self[/p]
  • [p]Fixed bug where Exhaust Blast required a unit to be exerted to have any effect[/p]
  • [p]Fixed bug where Decimate would only Stun if the target was already fully staggered[/p]
  • [p]Fixed VFX behavior on Exhaust Blast[/p]