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 7,162 reviews of which 6,299 were positive and 863 were negative resulting in a rating of 8.5 out of 10. 😎

The game is currently priced at 21.99€ on Steam.


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.

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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July 2024
Very fun, takes a bit to master the combat but once you do it's so addictive. Some tips: 1. If you play it like dark souls you'll have more luck, be very mindful of your stamina 2. Learning which fights to take and which not to will come with experience. 3. Betting on your matches is the road to fast money 4. Getting gear which increases fame is good for money because you can rade fame for money 5. Don't buy boots they are useless 6. The small hammer is the thing that made me successful, it's cheap and you can get in close and smash their head quickly without a lot of the larger weapons being able to touch you, this is legit useful to the end game 7. Don't always take a weapon in when you starting out, you get get dropped weapons on the big fights and the crowd will throw them in 8. Kiting will save your butt in big fights 9. Stamina, movement and dash are so keys to winning, being mobile will help you win 10. The Godly 1H Axe is my fave weapon as it demolishes shields which will be a pain in the late game 11. Don't give up trust me you will get better! 12. Don't get lazy, you can die in any fight if you are not careful
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May 2024
Yeah, I really want to say all of the positive things I like about this game, but it's just not fully polished in it's current state so I'll just list the things I've noticed that hopefully will be updated in someway in the future. I still play this game though, so don't take it as hate on the game. First of all, the attack directions are confusing at times, mostly because you'll go for a swing and think it'll hit, but sometimes your character will completely miss what should've been a hit even if you saw your weapon make contact with an enemy. Blocking is unpredictable where I swear you'll do everything the game wants you to do, only to have things slowly fall apart sometimes because blocking doesn't work all of the time because of the physics of weapons being a bit inconsistent at times and the fact that blocking without a shield can be based on luck. Hell, even with a shield I've seen enemy's weapons straight up clip right through your block and still hit you. There is a way to block more consistently I found out, but you have to go for the block and move your weapon's defensive block towards where the strike is coming from, and still sometimes that doesn't work depending on the physics. If attack directions of both you and the enemies were more polished, I wouldn't complain. But pair the issues with blocking and attacking together and it's an issue that should get patched some day. It gets more annoying when you get a bad character like a politician, where you pretty much are given little to no health to start off with and can die from a few swings. Look, I get the point, it's supposed to be brutal and unforgiving. However, I've played games that do this but have a better consistency in how the combat works, like Dark Souls, Sekiro, or again, Mount and Blade. Literally if either the defense mechanics or attacking mechanics worked more consistently and didn't have some of the bugs I've seen at times, this game would be 10/10. However, it's more like between 7/10 to 8/10 in my book. I've found that in order to win, you have to dodge and weave using the same meta attack moves to get around the enemy while blocking any attacks that you can possibly block. No one that I've seen play this game has been able to win that many matches without receiving some amount of damage, and here's another point I have to get across. Not to mention it'd also be cool if the enemies had stamina drainage, because as far as I've seen, they might as well have the stamina of a cheetah with how unbreakable their fighting is. Meanwhile you can't do too many swings if you have too much gear on, then you notice the enemy you're fighting has heavier if not equal gear to you and can just not suffer the negative stamina effects for wearing it makes no sense. Literally all of my gripes so far with this game can be easily fixed with more updates, because you know how much interesting this game would be if the enemy had limited stamina like the player does? That'd actually improve the fighting a bit and would make it more logical because no one can have infinite stamina especially when you have multiple pieces of armor on and are wielding something at the same time. Ok, after finishing my long rant on what I truly think of this game, I want to make one thing clear with the developer Jordy. I like your game and appreciate what it presents itself as very much, however I've played many games that are similar to yours that just have much more satisfying combat that is more polished. I hope you can update the game to make the combat more satisfying like the games I've mentioned because then I'd play your game more often honestly because it's addicting. Just to be frank, I can play games like mount and blade on the hardest difficulty with iron man and be happy if I die in that game, as it was most likely my fault, however this game can sometimes get you killed by game mechanics not working when they should. When it does work, it's fun as hell, just I really do think there needs to be more polish and, I know it's early access so that's why I made this review. I understand you may view me as just being "mad" at not being able to "get good" or whatever most people would say now a days, as dictated by one of your death screens that literally says, "time to write a bad review". However, I'm literally not mad at all, I'm just speaking my mind. Other than that, I'll still play your game, but I hope you can flesh out the combat a bit more because I can see a good game waiting to sprout. Like I said, I've had good times with your game in the little amount of time I've played it. I've had gladiators do pretty good, so it's not a skill issue honestly, I'm just doing this review to give you my opinion on things really. If these issues get fixed someday, I'd be pleased.
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Feb. 2024
The best gladiator sim since Colosseum: Road to Freedom in 2005. Already a good game now in EA, excited to see what it looks like as a finalized product. I will admit at first I wasn't a fan of the art-style. I went in believing I'd prefer a bit of a darker aesthetic, but playing the game the style surprisingly works really well and can be really pretty! I wouldn't want it changed much from what it is now aside from the refinement and additions that come with development. The variety in arenas is super nice, the before mentioned Colosseum: Road to Freedom only had 2 arenas, 3 if you count the small tutorial one that never returned. This has tons, and they range from a small pit to a fenced off fight in the streets, to a villa's hallways and courtyard, to Jigsaw trapped environments, to a huge regal arena; and everything in between! The empire is also interesting aesthetically, you would expect just a vague Rome, and while that is there, there is also some broad East-Asian aesthetics as well as Persian, African, Greek, Byzantine, and even slightly more technologically advanced Europe in the early Middle Ages with bardiches and plate armor. It makes for a nice variety of locales and armor/weapons. And that variety is much needed in a game like this. The roguelike experience is just great too, you find yourself getting addicted to the loop and the attachment you form with randomly generated gladiators is just perfect, along the same lines as attachment to characters in say Kenshi or Crusader Kings. There is just enough events and things to do in the menu between fights that it makes it enjoyable, though I would like some more by full release. The only real change I want right now is a dual-wielding option! And while I love the dismembering system, a little bit more blood and gore to follow after the body parts would be awesome. In the long-term, I'd also make the third person camera the default instead of the higher one. That's it! Keep trucking on Jordy, you got a good thing here!
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The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

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Last Updates

Steam data 09 December 2024 00:35
SteamSpy data 21 January 2025 13:36
Steam price 22 January 2025 20:29
Steam reviews 21 January 2025 22:04
We Who Are About To Die
8.5
6,299
863
Online players
135
Developer
Jordy Lakiere
Publisher
Jordy Lakiere
Release 14 Nov 2022
Platforms