Ascend from Dis
Em breve
About the game
Um roguelike de construção de baralhos com um visual de banda desenhada a tinta, onde o ruído é um recurso. Vasculha fazendo barulho e a horda responderá em vagas — ou combate em silêncio e continua pobre. Supera inimigos que usam os seus próprios baralhos: espreita, rouba e sabota a próxima jogada deles enquanto uma infeção avança inexoravelmente rumo à tua transformação.
Descrição original no 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






Informações sobre a demo e o lançamento
Os dados da verificação atual não confirmam nenhuma demo. Isto não significa que o jogo nunca tenha tido uma; consulta a página do Steam para saberes a disponibilidade atual.
Demo do Steam, teste de jogo e acesso antecipado: qual é a diferença?
Informações e imagens: Steam · Última verificação UTC