

Descenders
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.

01About Descenders
Descenders is a fast-paced downhill mountain biking game where procedurally generated courses bring new jumps, slopes, and descents in each run. Freestyle controls and physics-based handling let you fine-tune your rider’s movements, while mistakes carry consequences. Steam players rate the game 95%% positive across 20,084 reviews. The Steam PC version supports single-player and multiplayer. Full controller support is available. English is a supported interface language.
Credits
Lowest recorded in 36 months
$1.992026-07-30 · KinguinBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| Traditional Chinese | Yes | Yes | — |
| English | Yes | Yes | — |
Show 13 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | — |
| Italian | Yes | Yes | — |
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Dutch | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Portuguese | Yes | Yes | — |
| Turkish | Yes | Yes | — |
| Greek | Yes | Yes | — |
| Polish | Yes | Yes | — |
Steam PC edition data · 2026-10-20
02Before you buy
Modes and controls
The Steam PC version supports single-player and multiplayer, with full controller support.
Language and audio
English is among the supported interface languages. Listed languages include subtitles; full audio is not indicated.
03Frequently asked questions
How are the courses generated?
Each run uses procedurally generated terrain, with different jumps, slopes, and downhill sections.
Can I join a team?
Yes. Choose Enemy, Arboreal, or Kinetic and join other players who chose the same team.
What shapes the riding?
The riding combines freestyle bike controls and physics with special mutators earned during a run.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
Don't download during the free weekend, it's a trap. You'll feel compelled to spend ten bucks. TL;DR: Easy purchase.Show moreShow less
Really enjoyed the direction the game was going at the start of early access but it's being going downhill for a while. First person view is broken. Maps all feel designed for third person view. If you want to have any chance of riding first person either you enjoy memorising tracks over and over again or this doesn't work. No flow. If you expect tracks to flow, think again. Tracks you see in the store videos are rare. They simply don't flow. Procedural generation is great but if the objective is to never let go of the acceleration and the track is impossible to achieve it, it's just broken. Flow problems are just made clear in Favela map. Random buildings in the middle of the track everywhere. No weight. Feels like you're just sliding through the map, zero weight. Bike slides in ridiculous ways once you tap the break as if you're small child. Vertical tracks (half pipes) are just broken. the model automatically adjusts for the horizontal plane and not the vertical one so ... 1 trick and you're back on the flat. Waste of effort. My suggestion to the devs, improve the feel of the bike, improve handling, design tracks that flow like a normal downhill track would and turn this procedural mode into your "endless" mode. This game has potential but ... it's just not skill based. Pure luck on the track you'll get, can be awesome but normally it's just broken. My 2 centsShow moreShow less
bikeShow moreShow less
I really want to like this game but I've decided that it's not for me. That's not to say it's a bad game but there are a few things you should bare in mind before getting this: The game is unstructured. In the game, you work your way through downhill tracks with various degrees of steepness, curves, stunt jumps, and checkpoints. If you bail, you lose lives (depending on how hard the bail is) and if you lose all your lives, it's game over. However, you are not penalised for immediately riding off-track and making a b-line for the end. You don't need to go through checkpoints or complete any objectives to progress. Some may find this pseudo-freedom appealing but knowing that I could 'cheat' took something away from the game It's completionist unfriendly. The main game has four regions you work through. Completing tracks unlocks more paths through the region (and some bonus levels). Once you make your way to the boss level and finish it, you move to the next region. When I first played, I was quite happy to complete every track in the region to make the most of it. However, once you complete a certain number of tracks the game transitions to dusk, the night-time, then night-time without your headlamp making the game very difficult. You don't see daylight again until you finish the region. I think I understand why this mechanic is in place, but I felt it was unnecessary and removed some of the freedom. Not directly competitive. This is a minor thing, but there's no AI to compete/race against. You do see human players playing asynchronously but there are no collisions between you and them. The levels don't feel 'designed'. I haven't figured out if the individual tracks are procedurally generated or if someone put them together and I'm just really bad at remembering them. Each time I start a region, I never seem to get the same tracks so there's no sense of familiarity. The tracks themselves also feel like pre-fab objects put together in a row with not much thought into how the track flows. (For example, you'll see the same castle and rock structures appear in completely different levels). I've often found myself in a position where the prior obstacles have reduced my speed to an extent where it's impossible to clear the next one and I either end up bailing or have to dodge the obstacle altogether. Addendum 14/06/2020 Upon review, I feel that this criticism is unfair and is down to me not reading the game description details. I still feel that having impossible obstacles is not in the spirit of a roguelike but that's an issue with preference rather than the game itself The 'Big Jump' mechanic is a fun killer. If you hit a jump and gather too much height, you bail. Realistic? Yes. Fun? No. There are times where I've been belting it down a track, really enjoying myself, hit a jump only to find that the path beyond was a lot steeper than I expected and I bail. There are ways to mitigate bailing but there's no guarantee. I don't wish for an invincible character, but the big jump mechanic really interrupts the flow of the game. (If it were me, I'd have a mechanic where you have to mash a button while your bike is level in order to land the big-jump) In conclusion, Descenders has the components to be a great game, but I feel it gives you freedom in places you don't need it and takes away freedom in places you want it.Show moreShow less
If you're at the point of reading reviews to try to decide whether or not to buy this game, I'm assuming you find yourself in the same dilemma I found myself in: Should I buy Descenders or Rider's Republic? I wanted a downhill biking game and it was such a hard decision. Well, luckily I own both, so I can compare them side by side so you don't have to. I'll just copy+paste my review on both so you can compare the two without purchasing both. (Or, heck, DO buy them both. They're both EXCELLENT games in their own regard, with each of them having unique things that make them 'stand out' from the other.) So without further ado, Descenders vs Rider's Republic. Q. Which one 'feels' more like biking? Which feels more natural? A. Hands down, Descenders. I don't know what it is, but I've never played a biking game where the riding just felt absolutely natural and 'right.' Don't get me wrong, the riding in RR is still great, but there's something about the flow of D that makes it feel like you're actually riding a bike. (Also, RR, despite being loads of fun, can feel a little glitchy at times.. and occasionally, if my Steam Deck lags a little, my rider will come to a dead stop in a heartbeat... which is somewhat problematic in a game all about maintaining high speeds.) In D you will feel the trails, feel the speed, feel the jumps. It feels right. Q. Which has more to do in the game? A. Hands down RR. I'll speak a little more about D in a bit, but let's be real here: RR has bikes, skis/snowboards, wing-suits and more (and skating if you buy the DLC's). There are all kinds of side quests in RR, different types of races, all kinds of goals and achievements... It is an open-world setting, and that world is filled with things to do. In contrast, while the levels in Descenders are large, the only kind of 'open world,' so to speak, are the lobbies and the multiplayer arenas (where you can't gain Rep). That's not to say there's nothing to do in D. You can mess around in the lobby with other players, you can go on adventurous rides, conquer boss jumps, and pull off great stunts. You can go play in the multiplayer worlds. There's plenty to do - it's just not filled to the brim with content like RR. However - it needs to be said that sometimes quality vs quantity is a thing. Maybe more on that next. Q. Which has more VARIETY? A. That's right - although RR has a TON of stuff to do, it HAS to be pointed out that Descenders' levels are procedurally-generated, so each time you go on a ride your paths will be different. Now, it's not so different that you'll feel like you're in a different world every time.. but the paths ARE different enough that it will absolutely keep you on your toes. You can't attempt to 'memorize' the paths like you can with RR. You'll ABSOLUTELY have to establish some real flow in D. Q. Which has better graphics? A. This one is VERY hard. While RR is an enormous game filled to the brim with details, there's something extremely beautiful about D as well. Both of them have highly detailed worlds, and each one has their own 'feel' to them. Descenders makes you feel like you're in this lonely, far-away natural world, while Rider's Republic makes you feel like you've gone on vacation to a huge park of sorts filled to the brim with people. The 'world' seems to flow a little more naturally in D, while the cuts between biomes in RR can sometimes feel a little abrupt. I don't know if there's a clear winner on graphics - despite RR having way more assets, the simple beauty of D has its own stunning appeal. I think this one will just be a matter of opinion for each player. Also has to be said that it can take a bit of a beast to run RR at full settings. My Steam Deck seems to be able to handle most graphics-intensive games fairly well, but I actually had to turn down the settings on RR just a little because I was losing FPS and it was getting glitchy. Q. Which has more multi-player/better function? A. Probably RR, although the multi-player in D still adds a lot of fun. In D you can ride around with others in the lobby, go to multiplayer worlds full of random stuff, and encounter other players out on the trails. Far as I'm aware, that's about it. Out on the trails you're not really racing others, but it's still cool to encounter them. Meanwhile, in RR, there are 'mass races' with 50+ other players (although I'm pretty sure there are plenty of players who are able to cheat), you can challenge others, etc. So yes, there's a lot more competition in RR. It's also a little more seamless in RR - in D, players have a tendency to 'glitch' and fly all over the place. Both are fun, but if multi-player competition is extremely important to you, probably RR. Q. Which has more 'stuff' to get? A. No clue. I have LOADS AND LOADS of 'stuff' in D. Bikes, accessories, shirts, pants, helmets, it seems like there is just no end of customization stuff to get in D. Meanwhile, in RR, I have plenty of 'stuff' like bikes, skis, snowboards, wingsuits, and all kinds of garbage... but very little in the way of clothes and accessories. Crappily, it seems that if you want clothes or things like that, you've got to actually purchase (like, with real money) in-game currency to spend. I have no desire to spend money on clothes. That stuff should be won by playing, just like in D. Seems greedy of RR. One difference is that in D, the different 'bikes' are mainly just skins, whereas the different gear in RR actually have their own performance stats. So this is again a matter of opinion - if you like things to be fair and be more about skill, you'd prefer D, where everyone's bikes are on a more equal playing field... if you want to have the 'fastest gear around,' then I guess RR. But remember, again, there are TONS of things to be had in D, and a lot of stuff in RR that is locked behind a paywall. It will be up to you to decide how you want to play it. Q. Better music/sounds? A. No clear winner. I don't usually like in-game music so I often turn music in games off, but in both of these games I leave it on. The music in D gives you more of that 'I'm riding with determination in some far-off and lonely world,' while the music in RR tends to give more of that 'woo-hoo, I'm riding like crazy in this adrenaline-junky world filled with people.' Each on has their own appeal. For the sound effects, I prefer the ones in D. Once again, they just feel more natural. (Despite being a somewhat smaller production, there's actually a lot about D that just feels more 'natural.') Q. Which has a better 'reputation' system? A. IDK. Each one has a 'reputation' system where you can show off your skill in the game... It's REP in D, and 'stars' in RR. I'll say that the rep of other players is a lot more visible in RR. You of course earn rep and stars by doing well in the game. Q. Which one has more daily/seasonal events? A. RR. D has a 'daily run' which can be a lot of fun, but I hear that a lot of folks are able to cheat and get billions of points or whatever. (But then again, from some of the races I've done on RR, I am almost certain there's cheating there as well.) Meanwhile, there are always a ton of on-going events in RR. Q. Is there a clear winner between the two? A. Not for me. I play both. When I feel like playing with a ton of variety or against other players, I'll switch over to RR. When I want an experience that feels just about as natural as it can get, I switch over to D. When I want to try to earn the fastest/best gear, I'll play RR... when I want to win an enormous variety of customization, I'll play D. When I want a more open world 'free play' style I'll play RR.. when I just want to go through procedurally generated series of levels I'll play D. I really do believe that each game has its own unique strengths and weaknesses. Q. Worth full price? A. Wait for a sale if you can. But for either one, they're both fantastic, so it wouldn't be the end of the world to buy at full price.Show moreShow less
Descenders is a game that I really want to like. It's a cool concept, feels good to play, has a chill soundtrack, and looks nice most of the time. The problem is that the game's structure actively fights against the gameplay. This game's career mode is set up to be a rogue-like (rogue-bike?) which means you're racing randomly generated courses. If you crash you'll lose health, lose it all and you're sent back to begining of the game. This means that you'll be playing the early levels over and over again before getting to see later environments but the bigger problem is that every run is very samey. It also encourages really careful gameplay so you don't bail and lose health when these games are made the most fun when flying down a mountain busting out crazy tricks. You can build a team which gives your rider perks but none of them are very interesting or run changing. Rogue-likes live and die by how different and crazy runs can get and perks that simply tweak stat numbers or terrain generation aren't very fun. The courses themselves are all VERY short (usually under a minute) and they're all slopes with the same obstacles used over and over again. Everything is procedurally generated which means you'll never experience crazy cliffs or unique obstacles or anything that games like SSX and Downhill Domination excelled in. The lack of authored content makes it so no run feels truly special. There's also a real lack of bonus objectives to earn back health and the Boss Jumps at the end of runs are more frustrating than fun. Overall the package just feels really shallow right now but I'm hoping the devs will make enough changes to it through Early Access to draw me back in.Show moreShow less
I wish I had legs so I could do this for real. 10/10Show moreShow less
Review Update | May 16 The Rogue-Bike Update I have mostly the same thoughts and feelings as my original review. A few good things have come around in this update but the game is still lacking meat to justify the price tag which comes from, what I believe, is a lack of identity. I don't feel like the game knows exactly what kind of game it wants to be. Is it a trick game? A speed game? A survival game? Hone in on what kind of game you want to be and this game could be amazing. For a more in depth discussion on my thoughts and perspective, check out this clip from my review stream. https://www.twitch.tv/videos/262241955 ------------------------------------------------------------------------------------------- Descenders is a good game. I love the roguelike nature of the gameplay and the game is beautiful. The controls are tight and it feels really good played on a controller. The levels are fun and challenging and the cosmetics are cool. The major reason I don't recommend this game is because of the price. In its current state the game is not worth the $25 price tag when measured up to the amount of content currently in the game. I know it's in early access and that gives me hope that there will be loads more content added to the game. I, personally, hope for some kind of speedrun option as well as many more locales and levels, more boss jumps, and maybe even a hub to meet up with other players and show off your gear. I look forward to seeing how the game progresses and how much gets added before its release! Edit: Oh man, can't forget about the soundtrack. Liquicity dnb really does this game justice, love the choice to link up with them. Edit: I think it's worth noting that I played through all of the content (beat the game) twice in under 4 hours.Show moreShow less
This game is a great time burner. For years I waited for a game reminicent of Downhill Domination, this has filled that gap nicely. I played it for free on Xbox Game Pass, then bought it for Steam so that I could play with mods. Then I spent half my time on the game cruising through the two career paths and completing the sponsorship challenges. And the other half Is spent just fooling around in the main lobby park. There you can watch others pull off tricks that you can learn or practice wheelies and nose manuals to the point of perfection. Just put some spotify on (or listen to the great built in soundtrack) and just practice. It's a great escape. I remember being in the lobby and I saw someone just cruise by in a stable wheelie and just thought "huh, I wanna learn that" so over about a week, i perfected wheelie control. Then saw someone do a 360 Backflip and thought, "I wounder if I could do that into a vert ramp" so I did. Pulled off a nice 360 can-can? Now add a little no-hander or tweak at the end. Yeh nice. Then I learned what jumps not to go for, which is half the challenge, you wouldn't go full steam at everything at a real bike park would you? You would die. And you will on this too. This game is about finesse, make it to the bottom and clean land every trick, know what not to do on certain take-off ramps and learn how to recover when you look like you're going to mess it up. This is what it is all about. I would say that once you have mastered all of the available trick combinations, it can get a bit same same, But then its up to you to learn how to turn those tricks into runs that deliver flow and finesse. Again, that's the real art of this game. What is missing, and probably for the best, is chat. The only form of communication you have with others is to ding your bell or hoot your horn, or bunnyhop wildly in front of them to try to convey some kind of message. But i do feel, that lack of chat is what keeps this game rage-free and troll-free. Although it would be good to compliment other players during runs to build the hype. Overall, a fantastic game and with the mods and an active/talented mod community, this game will last a long time for me.Show moreShow less
As a pretty avid freeride mountain biker, its nice to have a game like this out there. The concept of the game is good, and its fun for a bit but that wears out quickly. This game certainly has potential, but in its current state it just doesn't seem like something worth spending the money on. Here are some of my gripes with the game: 1. Physics/movement seems weird and not natural at times. Movement just does not seem precise or super accurate or realistic. 2. The whole career mode with lives and such just doesn't work well for me. I want to just mess around and get as rowdy as possible, to the point where I will probably crash a couple times in a level. However, the system rewards riding very tamely, with no incentive for riding more rowdy/risky, and even punishing you for it. If you crash a certain number of times, you have to start from the very beginning, like 30 minutes back. It turns it into a boring grind. This wouldn't be a problem if I could access all the levels from the freeride mode, but it makes you unlock them in the career mode first. 3. Level Design. No matter how steep you set the rating to, there is inevitably going to be many parts of the track that look a lot more like a cross country track than a downhill one, with many slow, flat, and even uphill areas. This makes it so around half of the track, depending on how it was generated, is just straight boring. Also, on max track steepness, and while holding down the pedal key the entire time, its not uncommon to stay below 60 km/h the whole time, which is slower than the speeds many real life downhill tracks will take you to, without pedaling at all. On another note, it isn't uncommon to come across jumps that are just set up totally wrong for the speed of the track, and you'll either overshoot them by 100 feet and land flat and crash, or come up short. Its not that big of a deal, but its a little frustrating, especially in career mode where you're now that much closer to having to restart everything now through no fault of your own. 4. The amount of time you have to hold down the ollie(bunny hop?) key before it'll let you jump is annoying. I think there should be much less delay. On the other hand, there were some things I though were done well. I enjoyed the POV camera angle, and the sliding/drifting mechanic is pretty satisfying, even if it isn't super realistic.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.