Compare A Long Way Down prices across 50+ stores and find the best deal. Developed by Seenapsis Studio. Published by Maple Whispering Limited, Goblinz Studio. Released on 8/27/2020. Available on PC. Genres: Indie, RPG, Strategy.

A dark deck-building roguelite where party composition and card synergies decide whether you survive the maze, or get swallowed by it.

A Long Way Down is a deck-building roguelite RPG from Seenapsis Studio that drops you into a bleak, monster-infested maze presided over by a shadowy villain with a fondness for watching adventurers suffer. You assemble a party, build a card deck, and push deeper into procedurally arranged corridors where combat, resource management, and incremental build decisions stack up fast. If you enjoy the mental puzzle of how cards interact across multiple party members, there is a loop here worth poking at. The card-and-party system is the core hook. Each run you are juggling character roles alongside deck construction, which means the classic roguelite tension of short-term survival versus long-term synergy is present throughout. Getting a build to click, when it does click, produces that satisfying moment of "oh, everything just worked" that fans of Slay the Spire or Monster Train will recognise instantly. The dark, oppressive visual tone matches the difficulty curve, and the worldbuilding has enough menace in its framing to suggest something more considered than a generic dungeon crawl. That said, the mixed Steam reception (sitting at 66% positive from a modest review pool) signals real friction points. The writing does not reach for anything particularly memorable, which is a shame given the premise. The evil mastermind orchestrating your suffering is more of a placeholder antagonist than a genuinely compelling presence, and the story beats offer little narrative payoff between runs. For an RPG that gestures at judgment and consequence, the choices feel thinner than advertised. The build variety is functional but not deep enough to sustain the kind of replayability the roguelite genre demands past hour 20 or so. Filler encounters start to surface, and without strong lore hooks or character arcs to chase, motivation to keep running can hollow out. The game also launched without the kind of polish that smooths over rough mechanical edges. Interface decisions, pacing inside individual runs, and a difficulty curve that can feel arbitrary rather than fair all contribute to the sense that this is a project with genuine ambition that did not quite land the execution. It is the sort of game where you can see the blueprint for something more compelling, and that makes its shortcomings genuinely frustrating rather than dismissible. A Long Way Down suits players who are specifically hungry for more deck-builder roguelites and have already exhausted the obvious options. If you are patient with rougher indie releases and enjoy iterating on card synergies even when the surrounding narrative is sparse, there is enough here to occupy several runs. If you want your dark world to come with writing that rewards a second read, or character progression that evolves meaningfully across a campaign, you will likely bounce off this one before it earns your investment. Monika, Scout Team

A Long Way Down
IndieRPGStrategy

A Long Way Down

Aug 27, 2020Seenapsis StudioMaple Whispering Limited, Goblinz Studio
GamerScout Says

A dark deck-building roguelite where party composition and card synergies decide whether you survive the maze, or get swallowed by it.

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About A Long Way Down

A Long Way Down is a deck-building roguelite RPG from Seenapsis Studio that drops you into a bleak, monster-infested maze presided over by a shadowy villain with a fondness for watching adventurers suffer. You assemble a party, build a card deck, and push deeper into procedurally arranged corridors where combat, resource management, and incremental build decisions stack up fast. If you enjoy the mental puzzle of how cards interact across multiple party members, there is a loop here worth poking at. The card-and-party system is the core hook. Each run you are juggling character roles alongside deck construction, which means the classic roguelite tension of short-term survival versus long-term synergy is present throughout. Getting a build to click, when it does click, produces that satisfying moment of "oh, everything just worked" that fans of Slay the Spire or Monster Train will recognise instantly. The dark, oppressive visual tone matches the difficulty curve, and the worldbuilding has enough menace in its framing to suggest something more considered than a generic dungeon crawl. That said, the mixed Steam reception (sitting at 66% positive from a modest review pool) signals real friction points. The writing does not reach for anything particularly memorable, which is a shame given the premise. The evil mastermind orchestrating your suffering is more of a placeholder antagonist than a genuinely compelling presence, and the story beats offer little narrative payoff between runs. For an RPG that gestures at judgment and consequence, the choices feel thinner than advertised. The build variety is functional but not deep enough to sustain the kind of replayability the roguelite genre demands past hour 20 or so. Filler encounters start to surface, and without strong lore hooks or character arcs to chase, motivation to keep running can hollow out. The game also launched without the kind of polish that smooths over rough mechanical edges. Interface decisions, pacing inside individual runs, and a difficulty curve that can feel arbitrary rather than fair all contribute to the sense that this is a project with genuine ambition that did not quite land the execution. It is the sort of game where you can see the blueprint for something more compelling, and that makes its shortcomings genuinely frustrating rather than dismissible. A Long Way Down suits players who are specifically hungry for more deck-builder roguelites and have already exhausted the obvious options. If you are patient with rougher indie releases and enjoy iterating on card synergies even when the surrounding narrative is sparse, there is enough here to occupy several runs. If you want your dark world to come with writing that rewards a second read, or character progression that evolves meaningfully across a campaign, you will likely bounce off this one before it earns your investment. Monika, Scout Team

Tags

steamDeck-BuildingRogueliteParty-Based CombatDark FantasyProcedural GenerationCard SynergiesRun-BasedSingle-Player Roguelite

System Requirements

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Reviews & Ratings

Steam
66%(230)

Game Info

Developer
Seenapsis Studio
Publisher
Maple Whispering Limited, Goblinz Studio
Release Date
Aug 27, 2020

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