Full game metadata
| Field | Value |
|---|---|
| Steam app type | game |
| Steam App ID | 4524950 |
| Live current players | 0 |
| SteamPulse tracked peak | 0 |
| Live count (today's peak floor) | 0 |
| Price | No longer available on Steam Store |
| Free to play | No current Steam offer |
| Discount | Not available |
| Original price USD | Not available |
| Current price USD | Not available |
| Release date | Coming soon |
| Developer | Anaru |
| Publisher | Anaru |
| Owners estimated | Not available |
| SteamSpy owner estimate minimum | Not available |
| SteamSpy owner estimate maximum | Not available |
| Review type | Not available |
| Positive review percent | Not available |
| Positive reviews | 0 |
| Negative reviews | 0 |
| Total reviews | 0 |
| Steam recommendations | Not available |
| Achievements | Not available |
| Average playtime forever | Not available |
| Windows support | Yes |
| macOS support | No |
| Linux support | No |
| Parent game | Not available |
| Store URL | Not available on Steam Store |
Short description
Assemble a team of flawed adventurers and send them into a descent where fear, conflict, and betrayal kill as surely as monsters. Push deeper for greater rewards or retreat before everything collapses. Every choice costs lives.
About this game
Ten for the Descent is a dark strategy game about assembling a team for a descent where the greatest danger isn't the monsters. It's the people you send down. Choose ten. Some won't come back. Recruit flawed heroes with hidden motives, fragile minds, and loyalties that pull against each other. Every one of them carries a risk you can see, and a secret you can't. Equip them, steady them at the campfire, then watch them break. Fear spreads. Trust falls apart. One wrong call can turn an expedition into betrayal, panic, or something worse. Go deeper after gold, relics, and forbidden truths, but every step down makes survival cost more. Push on for the greater reward, or pull back before it all comes apart? Death here isn't always the end. Bring the fallen back with their medallions, if you're willing to pay the price. Between descents, return to the Keeper's Hall to rebuild, adapt, and send the next team into the dark. Every descent is a gamble. Every choice decides who lives and who doesn't. In the end the question isn't how strong your team is. It's how long it can hold itself together.
Supported languages
English, Spanish - Spain, Ukrainian
