indiegame.fan
Ten for the Descent header art

Ten for the Descent

Assemble a team of flawed recruits 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 decides who pays.

Steam Page
Developer
Publisher
Release
Coming Soon
Steam Reviews
No reviews yet

Does this feel indie?

Vote based on whether this game feels indie to you. You can change your vote at any time. Results earn an IGF score after 10 accepted votes.
No votes yet
Vote on More Games
Game contextLatest: IGF Team
ContextThe evidence factors used to assess whether this game belongs on IndieGame.Fan.Status
Notes
Latest Contributor: IGF TeamEdit notes
Search Google: Who developed Ten for the Descent?Developer scaleThe operating scale of the game's developer.
Search Google: Who published Ten for the Descent?Publisher scaleThe operating scale of the game's publisher.
Search Google: Is Ten for the Descent self-published or published by Anary?Publisher statusHow the game's publishing relationship is classified.
Search Google: How is Ten for the Descent and Anary funded?FundingThe known source of funding behind the game.
Search Google: Who controls the creative direction and IP for Ten for the Descent and Anary?Creative controlWho appears to retain creative control of the game.
Search Google: What is the release status of Ten for the Descent?Release statusWhether and how the game has been released.

Media

8 items

About the 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.