Ascend from Dis
Próximamente
About the game
Un roguelike de construcción de mazos con estética de cómic a tinta, donde el ruido es un recurso. Haz ruido al rebuscar y la horda responderá en oleadas; o lucha en silencio y sigue siendo pobre. Supera a enemigos que usan sus propios mazos: observa, roba y sabotea su próximo movimiento mientras una infección avanza inexorablemente hacia tu transformación.
Descripción original de Steam
The city of Dis was sealed years ago. The plague stayed in. So did you. Climb out of the quarantine zone one district at a time — through a horde that has stopped wandering and started listening.
EVERY LOUD PLAY RINGS THE DINNER BELL
Scrap is power: bombs, overcharges, upgrades. But every scavenge and every big swing raises the Noise meter — and at 4, 7, and 10 something new claws out of the dark. Fight quiet and bank the stealth bonus, or embrace the bell and build a deck that feeds on what answers it.
YOUR ENEMIES HAVE DECKS TOO
Combat is deck versus deck. Enemies queue their moves from real card decks — peek at what's coming, steal their best card, jam junk into their queue, or force a discard. They'll do it right back: stalkers read your loud plays, wardens stamp junk into YOUR deck.
THE INFECTION IS A CLOCK AND A FUEL TANK
Corrupted cards are the strongest in the game — and they cost infection. Ride the fever bands for power, spend it on plague skills, purge it at rest sites. Hit 100 and you Turn. The run ends.
OVERCHARGE — SPEND SCRAP, STAY SILENT
Any card with an overcharge line can be played hot for extra scrap: more damage, more draw, a clean burn with no infection. The quiet build's answer to the demolition build's bombs.
A CITY THAT REACTS
Systemic crises interrupt fights when your dials run hot — low HP, high noise, a fattening scrap purse all trigger mid-combat wagers with real teeth. Events are commitments, not vending machines: promises kept and broken follow you up the tower.
A STORY TOLD IN INK
Motion-comic chapters with full narration unlock as you climb: the horde that remembers your name, the Checkpoint that counts climbers, and what's really waiting on the surface. Every unlock is content — new cards and relics recovered issue by issue.
60+ hand-inked cards across four archetypes (Bruiser, Scavenger, Plague, Tactician)
Enemy decks you can read, rob, and wreck
Noise, Scrap, Infection, Deck Warfare — four economies, one climb
Systemic crises and commitment events that react to how you play
Comic story chapters + unlock track between runs
Districts with run-warping conditions, elites, and a Checkpoint to beat






Información sobre la demo y el lanzamiento
Los datos de la comprobación actual no confirman ninguna demo. Esto no significa que el juego nunca haya tenido una; consulta su página de Steam para conocer la disponibilidad actual.
Demo de Steam, prueba de juego y acceso anticipado: ¿cuál es la diferencia?
Información e imágenes: Steam · Última comprobación UTC