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A comic-ink roguelike deckbuilder where noise is a resource. Scavenge loud and the horde answers in waves — or fight quiet and stay poor. Outplay enemies that run decks of their own: peek, steal, and sabotage their next move while an infection ticks toward turning you.

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About Ascend from Dis

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

Steam data © 2026 Valve Corporation. Trademarks are property of their respective owners.

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