We Who Are About To Die

Fight & strategize your way through spectacles and arenas -- rise from lowly slave to Grand Champion and earn your freedom. Or... die trying. This Gladiator RPG Roguelite features in-depth career management and a unique physics simulated combat system. To those who are about to die, I salute you!

We Who Are About To Die is a early access, strategy and simulation game developed and published by Jordy Lakiere.
Released on November 14th 2022 is available only on Windows in 13 languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America and Traditional Chinese.

It has received 7,013 reviews of which 6,171 were positive and 842 were negative resulting in a rating of 8.5 out of 10. 😎

The game is currently priced at 15.39€ on Steam and has a 30% discount.


The Steam community has classified We Who Are About To Die into these genres:

Media & Screenshots

Get an in-depth look at We Who Are About To Die through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS *: 64-bit Windows 7 / Windows 10
  • Processor: Intel Core i5-750, 2.66 GHz
  • Memory: 4 GB RAM
  • Graphics: NVIDIA® GeForceâ„¢ GTX 670
  • Storage: 6000 MB available space

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Nov. 2024
If you ever were sitting at your computer, staring at your steam library and eyeing Mount and Blade II: Bannerlord, but said to yourself "Man, I want to play Mount and Blade, I don't actually want to start a new campaign and level smithing again", this is the game for you. My biggest gripe with the game is that there's some awkwardness between the differences of 3rd Person Camera and Classic Camera. I prefer 3rd Person which mimics Mount and Blade much more closely, most of the time, but usually in 1:1 fights I end up switching to Classic Mode because it seems like I can always get a bit more consistent momentum damage with my weapons. (This could just be a skill issue, I can get similar results in 3rd person but I have to whip my camera back and forth until it gives me whisplash) When you switch between modes , I'd expect you to switch from 3rd person to classic with the camera still behind you- but that doesn't always seem to happen and there's a few moments of disorientation when swapping between the modes. I'm not sure if actively swapping between both is intended (it seems like it is, since it's a single key press) but I think keeping the camera at a similar orientation to 3rd person when switching away from it would make things a lot less awkward when hot swapping between the modes. Really fun though, there's a lot of interesting strategy between choosing what to level, spend gold and fame on. Moments where I have tons of fame, unlock a ton of auxiliary slots and simultaneously use all of them to repair my armor while going in a fight that lets me borrow the faction armor is a level of optimization that fires my monkey neurons. I remember playing this game during NextFest as some point and I quit before finishing the tutorial since I didn't really 'get it', but after understanding how it works with the physics, I'm having a blast.
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Oct. 2024
I found the game pretty fun. It's a little sparse on content but that might just be because the combat system is extremely similar to other games I've played in the past: at the time of this review I have 1100 hours in Mordhau, 800 hours in Vermintide 2, and 1000 in Bannerlord. If you have any of these games then you'll be right at home here. As you've probably seen in the trailer, the combat is "physics based" which means you have to pay a lot of attention to what's happening on-screen. There's a few people who don't like this and think it's "broken" but I prefer it: the only time you take damage is when the enemy's weapon actually physically touches your character, not because the game decided you pressed the block button too early or too late rather than, y'know, actually watching your opponent's weapon and making sure it doesn't touch your character. For instance, if you're carrying a huge heavy shield it'll always shave a bit of damage off an incoming weapon swing that touches it even if you're not holding down the right mouse button for block--you'll still take *some* damage for not paying attention, but your gear's physical size and shape makes an actual difference. This can result in some unexpected things if you're not paying attention: for instance, if you're blocking an attack using a spear or an axe handle, you can still take some damage if the opponent's weapon hits your character's fingers. This also makes attacking feel more intuitive: the chance of your weapon swing doing damage isn't connected to a rock-paper-scissors mechanic or some arbitrary nonsense about whether the game decides you pressed a button early enough, but what parts of your opponent actually look exposed and vulnerable and whether the in-game model of the weapon your character is holding actually made contact with an exposed part of the enemy's model. There's a few combat mechanics where the explanation isn't shoved down your throat so I guess some players don't pick up on it: stamina is one of if not the most important resource in combat. Blocking hits and making attacks consume stamina. When your character runs out, you can still technically try to keep attacking but your character goes noodle-armed and I think some of the negative reviews mistake that for the physics system bugging out rather than them failing to pay attention. Same can be said for using some of the bulkier/heavier weapons: you have to pay attention to your surroundings because huge weapons can get stuck on the environment--and the AI is susceptible to this as well which is great. I'd hesitate to describe the game as "realistic" because it's very clearly not trying to be that, but it's intuitive. There's no point where your weapon will physically clip through an enemy's model and do nothing. In terms of the strategy/RPG aspects, this game is not meant to be played forever: for every given character origin, there's a unique 'win' objective for them to retire so you can start fresh. It's not like, say, X-Com or Battle Brothers, where a single bad fight can ruin an ironman save file built up over days and days of play. The difficulty scaling means there's a sort of "expiry date" baked into the game: either you start focusing on meeting your character's retirement goals around level 12+ or else the fights start scaling beyond what you can manage. Enemies get such heavy armor past a point where even the best equipment in the game will start breaking mid-fight and the amount of fight money you have left over after budgeting for repairing or replacing damaged equipment will start shrinking. If there was something I'd change, I'd want settings to make the AI tougher. I realize that making the AI universally smarter isn't a perfect option: I feel like I've gotten all I can out of the game already but that's partly because of the absolutely unhealthy amount of time I've spent on similar games carrying over, and I know a lot of players struggle with their first time encountering combat systems like this. I've completed every background at least once on the standard difficulty--I do want a challenge but I'm not interested in having AI enemies arbitrarily have more health and inflict more damage, since all that encourages is flicking the mouse 180 degrees every time I'm making an attack. AIs also have very predictable behaviour and timing between attacks which makes 1-v-Many matches easy to manage by just backpedalling forever or even just sprinting past them if they try to surround you. Part of what this game so satisfying is knowing that the AI is operating off roughly the same ruleset as they player--I'd prefer if difficulty settings made the AI more aggressive and opportunistic attackers and more competent defenders rather than just giving them mechanical advantages to health and damage.
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Sept. 2024
I am absolutely FLOORED with how amazing this game is. The combat is beyond satisfying, the roguelite elements are unique and engaging, the aesthetic is beautiful. The developer asked for advice on where we would like the game direction to go so I will put it here: this game should lean way more heavily into combat techniques with the roguelite system. I want my dude to grapple the enemy's weapon, parry their sword, lock their shield against your own shield, sweep the other guy's leg, dual wield 1H weapons, etc etc etc. Having more unique training upgrades would truly build on the idea that each of your run's was a named guy with signature strategies and unique ambitions. The current scollo upgrades feel kinda "meh", but I can feel its potential and it could be something far more amazing.
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Jan. 2024
My name is Maximus Decimus Meridius, commander of the Armies of the North, General of the Felix Legions and loyal servant to the true emperor, Marcus Aurelius. Father to a murdered son. Husband to a murdered wife. And I will have my vengeance, in this life or the next.
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Dec. 2023
Extremely unbalanced. It is playable, fun for a short time but largely flawed. Some weapons just don't work well. Some are insanely OP. The game is very snowball-y and that's not very fun giving you a further incentive to abuse overpowered weapons. Its rogue like elements aren't very fun implementations and just give you a straight up power boost upon completing a background. Depending on how much you value your entertainment and if you enjoy the idea/setting. this could be somewhere between a "buy it on sale" and "waste of money" game. I advise to play on the easier difficulty initially and then go to harder ones as you unlock the boosts from completing backgrounds. Mostly it's a gimmick with janky combat. It's still a thumb up overall but i think the game needs another combat rework to really shine, improvement to throwing weapons, maybe add in dedicated throwable weapons, auxillary weapons like holding a spear, shield and a small dagger, a bit better AI, fewer traps in the maps. Honestly, maybe just split the game into arcade and tactical game modes? Things take too long to die and that's not fullfilling on a personal level. On the other hand faster combat would make the issue with management worse. There's also too much gladiator and equipment management in the game. I'd prefer having access to the shop and services every 5 fights (1 week, being able to skip fight for fame) with occasional invitations to single special events etc. This would allow to speed up combat and make it more decisive without having people spend the majority of their time in career management. There are a lot of opportunities to improve the game and that's the reason i'm giving it a thumbs up. I think the dev needs to sit down and reconsider what are the fun elements of the game and how to maximize them and make them replayable. Too much of a good thing (inventory, weapons, career management and shop) can harm gameplay. Having enemies too tanky feels bad. Even if the combat is longer it's not satisfying.
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Last Updates

Steam data 09 December 2024 00:35
SteamSpy data 19 December 2024 09:54
Steam price 23 December 2024 12:29
Steam reviews 22 December 2024 04:04
We Who Are About To Die
8.5
6,171
842
Online players
158
Developer
Jordy Lakiere
Publisher
Jordy Lakiere
Release 14 Nov 2022
Platforms