
We Who Are About To Die
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 We Who Are About To Die
We Who Are About To Die combines gladiatorial combat with a roguelite career. Use directional, physics-based attacks to fight through arenas and try to rise from the pits to the grand stadium. Steam players: 88%% positive from 8,151 reviews.
Credits
Lowest recorded in 36 months
$13.192024-06-19 · SteamBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | — | — |
| Traditional Chinese | Yes | — | — |
| English | Yes | — | — |
Show 10 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | — | — |
| Italian | Yes | — | — |
| German | Yes | — | — |
| Spanish | Yes | — | — |
| Japanese | Yes | — | — |
| Korean | Yes | — | — |
| Polish | Yes | — | — |
| Portuguese-Brazil | Yes | — | — |
| Russian | Yes | — | — |
| Spanish-Latin America | Yes | — | — |
Steam PC edition data · 2026-10-20
02Before you buy
Languages
Steam PC lists English, Simplified Chinese, Traditional Chinese, and other interface languages. The supplied details do not identify full audio support.
Play mode and features
The Steam PC version lists single-player, Steam Cloud, and achievements.
03Frequently asked questions
What is the goal?
Lead a gladiator through fights from the pits to the stadium, pursuing glory and freedom.
How does combat work?
Combat uses physics-based directional attacks and rewards practice and deliberate inputs.
Is there more than fighting?
Between fights, manage your career, make choices, and develop equipment and training.
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.
I actually liked it right away and i still do, but i can't say it's worth the price yet. A fully physics based combat system can be awesome, offers the highest skill ceiling you can have in a singleplayer game and thus feels extremely rewarding when you finally get it (eg Exanima, they been at it for 10 years though). But it's hard to program and right now WWAATD is still in a very early stage, so it doesn't feel great yet tbh. I'll add a list of problems at the end for anyone who wants to know in detail. The result of them is that the game is surprisingly easy despite it's unique controls. It's sort of a roguelike but my first character reached everything there is already, prime aspired + all skills maxed out on the highest difficulty. Very promising game if the dev keeps working on it. I'll try to remember to update this review if things gets better. The list: (keep in mind these are only the negatives, the game has plenty good aspects too!) - Swings are very fast. Even at lowest skill, some swings can be impossible to react to. Makes fighting a tad random. At highest skill it just looks silly. Speed of light swings lasting maybe 100 ms - Weapons can go through shields / parries. Probably the result of speed of light swings. Thankfully the AI is bad at doing them - Feints are (mostly) useless because neither the AI nor you are fast enough to react to them anyways - AI is a little dumb. They mostly just sprint towards you in a straight line and you keep backpedaling. Flanks are rare. Would be better if they tried to cut off your escape route and spread out their group. Also if they decide to swing they will always charge that swing until they are close enough, then release it. - Polearms can't swing left to right. This includes some axes + maces. left -> right swings are a little love tap with the handle instead Okay let me be really petty here: - HP are a little high. Might be personal opinion. Slower and more deadly attacks would feel more intense. Fighters with full armor can take a ton of good hits. - Swing direction is sometimes indecisive Might be a skill issue on my side, but character sometimes changes the swing direction during charge up. Also on many weapons he'll only get the edge alignment right at the last moment of charge up, so you hit with the flat side of the axe/sword otherwise. (might be a feature) - Can only fight against fully armored enemies at higher levels Feels monotonous after a while. Would love to go back and beat up some chumps just to feel how far i've gotten. That should be everything. Props to the dev for creating this by himself. Let me state again that i wrote this because i enjoy the game a lot.Show moreShow less
Remember as a kid, sitting in that school library playing sword & sandals thinking how awesome it would be if that flash game was ever made into an actual in-depth title? Welp, this is it.Show moreShow less
I wish there were a button for "neutral", but I guess not recommended and an explanation will have to do. Is the game fun? Yes. Does it have issues? Also yes, but I assume those will get ironed out, so I'll pass them over. My issues are with the core gameplay, and the price point. So overall the gameplay is pretty fun, I'm enjoying my time with it. But the game touts itself as having a complex physics-based combat system that will take time to master. Have you played Mount and Blade: Warband, or any similar game where you move the mouse to change the angle of your weapon, and press left click to attack and right click to block? There ya go, you're already a master at this game just about. Of course it's a little more complicated than that, but ultimately I found myself kind of disappointed by how little the physics matter besides changing the amount of damage you'll do if you turn into, or move with swings. And considering that as it stands the combat is all there is to this game, there isn't much to this game. It also doesn't help that the various weapon types all play pretty much identical. You get slightly different moves with them, but it won't change change your playstyle, so ultimately what weapon type you're using matters very little besides your character's skill level with it. With this in mind, 23 dollars feels kind of egregious for what the game is. I don't think I see 23 dollars worth of game here, and I think if I could go back in time I might save my money, and wait for this game to get another year into development. My final thought is that you should probably do exactly that. Slap this game on your wishlist, and come back to it in a year when it will be hopefully more worth its price tag.Show moreShow less
Overall, I like this game, so I'm going to recommend it. Though, there's a lot of frustrations, so the below list seems more sided towards the opposite. ## Pros ## - IMPRESSIVE work for a solo Dev - Fun to bash things - Feels really good to win, it can be quite difficult to do so - Rag-doll deaths make it funny when enemies die - I like some of the RNG aspects, like the gladiator's background, though there are some that are pretty heavy disadvantages, so a bit of balancing issues ## Cons ## - The biggest one is that the enemy CPU/AI is at a huuuuuuuge advantage. And I mean HUGE. --- They seem to have no stamina, meaning they can do everything you do infinitely while you can only swing or dodge 2-3 times then need to backpedal for 5 seconds to do so again. --- Bots have no cursor, so they can instantly block almost everything. It seems as if it rolls a random number and if it's even, they instantly block, if it's odd, they don't. --- Bots can sprint while charging an attack, you cannot --- Enemy teammate bots are much more cohesive than yours. Don't try to be smart and flank enemies, your teammate bot will just stare at the enemy's backside and never attack - often just running to find someone else to fight. --- Bots will pick up gear *instantly*. This doesn't seem like a big deal, but they will throw a weapon at you and the new weapon is already equipped before the first even leaves their hand. It is annoying difficult for you to pick up a weapon - your cursor must hover over it at a certain range, for a certain amount of time, and the mouse-over detection is very precise. If you're not on the *weapon* shaft/head itself, you're not picking that thing up. --- Bots are 10x better than you'll ever be at throwing weapons (admittedly I suck at it, but the controls for it are pretty hard to master - it'd be much more preferable to simply give a throw weapon command that throws it in a straight line, so you at least have to aim it, not time a release) - You get lower stamina as your health decreases, meaning it's difficult to turn the tide if you're already losing a fight, as you can only swing a weapon once, then wait 3 seconds to do it again - Blocking is rough. You have to line up your shield/weapon with theirs and it very rarely actually connects (bigger shields make it a lot easier but come with heavy stamina costs). Polearms are easier to block with and easier to block - The hit detection is about 40% accurate. Basically swing and assume it's just going to go through them without hitting them or hit their shield on their left arm even though you swung to hit their right and their shield never moved. - I have yet to see a 2H axe in the game - ever, by enemies or the shop alike. I currently refuse to believe they exist and it's honestly 85% of the reason I bought the game. - The shop costs are wayyyyyyyyy too high. Immediately upon the start of the game, you have between 0-1000 gold (unless you dumped gold from your previous character at a 10% rate). The common/crappy items are between ~250-2000, the rarer items are around ~1500-15000, and the legendaries seem to be >15000. I get that it's meant to be hard to obtain, but cutting shop costs by 50% would seem more attainable. Especially because your weapon/shield break after 3-5 fights, so you're constantly depleting what little funds you have to replace them unless you get lucky on "drops" in the fights where you get to keep gear. - I don't feel like there is any meaningful progression. So far, from what I can tell, you can get: --- Unlock up to 3 more fight choice slots (total of 4), these carry over so you don't need to repurchase. It's okay, gives you a slight chance that you can find a more favorable fight, but since they're almost always hidden, you have to spend 150-450 fame per slot just to see it each time unless you just want to gamble. --- That's about it. There should be a way to upgrade your Ludus so that your future gladiators are stronger - wouldn't that be the whole point? Even minor increments like using Fame to buy permanent upgrades to Health or Stamina or starting skill levels (1% HP/Stam per purchase, 1 skill level per purchase, all up to a cap of 50). Seems like this should have been an obvious choice, as right now you're not really rewarded for continuing the play the game after the first 2 hours, except to possibly give 10% gold to your next character, which is a pittance. It should do 10% automatically and you can dump up to 40% more. Since gear costs so much, you'd need to dump 100,000 gold to get 10,000, which will *almost* get you a stronger weapon - pending the shop RNG, of course, which is a 3/207 chance. - Some weapon attacks don't really make sense. For example, pulling a polearm right will do a wide swing from the right to the left. However, pulling it left will do a brief stab from the left. Pulling down on a polearm with do an odd stab-ish, thing. Pulling up should do an overhead chop, but instead it does a sideways cleave - or a forward stab, who knows? Double-click overhead chops will usually follow your cursor, which almost always turns an expected overhead chop into a diagonal slash/swipe, which isn't what you're wanting to do. Also, overhead chops typically get blocked by shields that are down at their waist. - You get disarmed randomly by attacking. I finally had a decent weapon and on my very first swing in a 1v1 match my dude just launched it outside the ring where it couldn't be recovered. - There are weapons on the ground that cannot be interacted with, so it's very misleading. You see a new sword or polearm on the ground and you're unarmed, so you run over to pick it up but you can't - it's fake. Due to the mouse cursor accuracy required, you usually sit there like an idiot for 3 seconds getting beaten on before you realize it can't be picked up. - You can't punch while unarmed. Honestly, this one is a major frustration. Your weapon breaks and/or you become disarmed *constantly* (disregarding throwing your weapon). You'd think you could at least bop some guys with your fists but no I think there's a few I'm leaving out, trying to recall everything that came to mind in the ~2 hours I played. Obviously, I haven't been playing long enough to experience what should, theoretically, happen as you progress more. But since it doesn't seem like you can progress anymore after you spend 30,000 fame to unlock the 3 fight choice slots, you're basically doing a fresh run everytime with no progression. A bit meaningless to not just go in, bash some people, then die, reset, and do it again. Combat is similar to Chivalry but a bit messier. I do enjoy it and think it's fun and has potential. My only issue is that, from what I've read on what's planned (haven't looked at the road map, only comments by the Dev) it seems like the game's mechanics are considered complete and won't be changing, which I feel they really need to in order to really shine. There's a lot of scratches to buff out, though I didn't encounter any bugs. Just mechanic issues that make it frustrating to play due to imbalances between you and enemies. It has to be hard to code artificial "humanism" into AI, so that they can't operate at levels impossible to humans, but adding delay timers, STAMINA at normal consumption and generation, etc. should do the trick. Basically, put them on even footing as the player, otherwise it's like playing Chess against a bot that can calculate every possible scenario. I'm curious to see if there will be any mechanical tweaks over the next year, though admittedly I'll lose interest in the next 48 hours (through no fault of the game), so I likely won't be around to see it. Hoping for the best for this game and the man who put in the time and effort to build it. It's something to be proud of, despite the giant list of Cons I placed above. I still recommend it to people as I think they'll have fun and it will support the effort involved and let it continue to grow.Show moreShow less
Needs some time in the oven. Will not refund it because I like the core idea, and will happily change my review once it cooks a bit longer. What we have here is just a roguelite arena simulator. The "depth" here mostly takes place in between fights where you need to make a lot of risk assessment choices more than anything. Can you afford that shield, should you spend money on the training, do you have enough fame to reveal the specifics of the fight you're going into? So on. Gameplay itself is fairly simple, with a Chivalry/For Honor/Others type movement and gameplay. You can swing in a multitude of directions to hit various body parts, and you can hold block to block the attacks from enemies. Problem is, they pretty much swing instantly so I never really spend a lot of time blocking unless I'm just waiting for my stamina to come back and just hope the enemy swings in a direction eventually. I can really only tell where the enemy is swinging if they're holding a two-handed weapon, anything else and the movements are too subtle for me to pick up. In other games it usually gives you a directional cue around the cursor to at least give it some level of reaction time, but not here. Enemy swings, damage gets taken. As with most games of this ilk, shield-bearers are the bane of my existence as a fight just becomes a hitpoint race to see if I can outlast them. Sometimes swing-detection is very odd as well, and there's not a lot of combat feedback. There's a little chat window on the bottom left that tells you when armor absorbs stuff or how much damage you do but you'd be a fool to be looking at that when you're mid-fight. Sometimes I swing and I just hear some kind of subtle "thud" sound, like I whiffed or missed but again I have no idea if I actually missed, the enemy blocked, or if their armor took it because I definitely feel like I hit the enemy but I don't hear that "squish" sound you usually get from a hit. This happens incredibly often, even when I'm hitting them in the back during team fights. Feel like that should be a free hit but the game knows something I don't. It's not always clear what carries over between characters so I can't really get a clear sense of my progress. So far successive characters have a bit more starting gold to play with and that's about it. Generally I can get about nine fights in before the enemies come out looking like damn roman soldiers and hitting me for 20 damage a swing (which as I said before, I can rarely block). Dashing seems to have your gladiator only hop an inch so it's almost never done me any good and neither does running away to catch your breath because the enemy will always keep pace with you regardless so fleeing is supposed to be a tactical idea but it just doesn't work here. Maybe if you join a pit fight but that's about it. So far I've just had trouble keeping up with the challenge rating. You can't always afford new gear after every fight so the first 5-6 fights is mostly just generating revenue to buy a decent hitting weapon or some good armor. As I said before, a couple times now I've made it to rank 9-10 or so and then golden armored soldiers step out of the gates and do more damage than I can ever handle. I know, I know. Git Gud and all but there's a certain element of unfairness in the AI. This is a roguelite, not a Soulslike. In Souls you can generally consistently level your gear up to take on the ever increasing challenge but there's no grinding to be had, here. You only get a handful of gold every game (sometimes cut in half if you're a slave or civilian) so there's nothing to do about that. I'm not sure why I'd ever want to do a "1 vs Many" when I see on the planning screen that it's me versus like seven guys. Sorry but that 200%/160% gold/fame payout won't really be worth it once I get slaughtered by instant-swinging AI enemies. I've not once voluntarily picked one of those and never will. I like the FFA pit fights because at least they get distracted. Admittedly this started as a thumbs up but the more I came here to talk about it the more annoyed I found myself. I get it, it's a Rogue-Lite and before anything happens in the game it gives you a splash screen saying "This is not called We Who Are About to Live". I expect my guys to die eventually, I just wish there was a clearer sense of progress. Because gold alone doesn't really cut it. Apparently there's a stamina bug that the dev is working on as I type this (for the next patch). I'm not sure to what that's referring because I don't really know what it looks like bug-free or not. I know this is a thumbs down (because Steam doesn't do number ratings, otherwise I'd just give this a solid 5/10 - there's a game here it just needs work) but I will probably keep playing in short bursts. I also have the game on Follow so I can keep an eye out for any various QoL updates, and you should as well if this is your type of genre.Show moreShow less
For being a game made by a solo dev that is still in early access, this is one of the most fun singleplayer games I own. ==PROS== -THERE IS A DEMO. The demo explains everything that you will find in the game and lets you get several rounds in. It's not a "lite" version of the game either, it's the full game with a level cap. Once you reach the level cap, you can start a new character or buy the full version. I played the demo for a couple hours before buying the full game. -High skill ceiling. Picking up the basics of the game is easy, mastering them takes creativity, patience, and a good amount of practice. It took me 20 hours to beat all 5 character types and I'm still learning how to play more effectively. -Beautiful graphics. While it's no Crysis or Red Dead 2, for being a physics-based arena battle game, it has no business looking as good as it does. The armor is clean and shiny, the swords look sharp, and the arenas themselves are visually stunning -Historical Accuracy. This is not a game that (as far as I can tell) is supposed to be hyper historically accurate, and certainly does not contain Kingdom Come levels of historical accuracy, but its still neat to see that armor and weapons made of iron are rarer and do more/block more damage (and cost much more) -Intense gameplay. Maybe this isn't your cup of tea but I LOVE this kind of sweat. 1v1'ing against an AI that's better geared and more skilled than you but still coming out on top is exhilarating -Betting system. If you remember the Contracts you could take in CoD Black Ops, there is a very similar system in this game. You can spend gold to have a chance at making even more money if you complete the "challenge" or "bet" (such as getting X amount of dismemberments or winning within X amount of time), so not every round is a simple "go in and win" if you don't want it to be ==NEUTRALS== -Crowd response. While playing the game, your actions effect how the crowd responds to you. Get them on your side and you get more bonuses at the end of the match. Make them upset with you, you get less. There are lots of little things that affect the crowd's response, such as whether you are facing an enemy, whether you hit your attacks or miss, if you're hitting allies vs enemies, and how long you've been using a certain weapon to name a few. This is a neat mechanic, but it can work against you as easily as it works for you. See the first point of CONS below -Gear Rarity. This game uses a pretty standard RPG gear rating system, ranging from white (common) to gold (Legendary, or in this game's case, "Godlike"). This isn't unique or new, and I have no strong feelings toward it either way. -End game gear. Since this game is in early development, there are still many things missing from the game. One of those things is the lack of "Godlike" gear for each type of equipment. For example, there are no "Godlike" chest pieces or boots, and a few types of weapons lack higher tiers as well. I put this in neutral because I expect it to change in the future. ==CONS== -AI Teammates. By itself this is not an issue, and many battles you will thank your lucky stars you have teammates. However, once you have 3 or more teammates but 2 or less enemies, there becomes a crowding issue and it makes hitting your targets very difficult. As I mentioned above, the Crowd Response is directly tied to what you are doing in the match. If your teammates crowd your opponent and you can't get hits in (or worse, can only hit your teammates), your end-of-match bonus will quickly begin to plummet. This can be frustrating, but not every match has the possibility of this happening, so it isn't a dealbreaker for me. -Early Access bugs. The game does a great job of letting you know that there is a possibility of you losing due to "Early Access Jank", and it's something I've experienced. Occasionally, especially after taking a big hit from an opponent, your arm positioning can get twisted, and the next few attacks you make come from weird and uneffective angles. Worst case (mainly if using a 2-handed weapon), your arms do not fix themselves and you will need to drop your weapon and pick it back up or most assuredly be HANDLED by the enemy AI.Show moreShow less
At the time of writing this review, mainly due to some major balancing issues, anti-fun design choices & poor quality of life options which overall lead to a frustrating experience, I cannot recommend this game at the current price. Hopefully these will be addressed in the future, the developer seems quite open to feedback. Anyway, here's some glaring issues I found: 1. The "invest in your next character system" only allows you to add those benefits (gold, weapons, fame etc.) to the first rolled character when being selected. If you re-roll a character, then you lose the benefits. As a new player, I have no interest in doing a run as a slave or politician, so the invest mechanic is then completely pointless. 2. Re-rolling characters has a significant load time 3. I'm not even sure why re-rolling characters is a mechanic here, it should honestly just be a class-based system. How annoying would it be if every time you died in Hades you got randomly assigned a weapon? Unless you specifically ask for it, it's extremely frustrating. 4. Random external events you have no clear control over, e.g. lose X stamina, lose -50% gold etc. I imagine these are in someway tied to the favour system with different hosts, but there's no clear indication as to the effect my choices have on the game. 5. On a similar note, the favour system seems fundamentally floored. I had a run where most match options for one patron was One (that being me) vs many - I'm never going to choose that. As a result, that guy hated me, I got an external event that punished me and ultimately ruined my run. I may "have" a choice here, but in truth I didn't really. 6. The amount of hidden information in matches. I like the mechanic here, but when it gets to the point I have 3 matches with maybe 10% of total information available to me, it feels like another mechanic which punishes me for literally no reason and there is nothing I can do to get out of it, so I need to spend 500-1k fame per week just to find out what I could fight in. 7. At points, janky and underwhelming combat. The amount of times I've taken damage because the opponents arm glitches out, "hits" me, and I can do nothing to stop it is frustrating. 8. Unsatisfying combat - the time to kill is simply far too long unless you have a good weapon, and know the exact range in which it is most effective. The direction of this game is "deliberate fighting choices", but it can become a battle of endurance, which is incredibly boring. 9. Horrible tutorial introduction - I simply could not be bothered to read it. I just want to play the game not sit there and read 1000+ words. 10. The addition of a difficulty system seems like a weird choice - the game is a rougelike. Shouldn't the difficulty occur naturally in terms of progression? Might be possible this is a solution to people saying the "games too hard". 11. Combat log being in the bottom left of the screen - how am I meant to know what the crowd wants, what damage I do etc. if I can barely take my eyes from the opponents? There's probably a couple more that I could mention, like some crashes, opponents turning into slender man at the start of the battle, why spikes aren't disabled after the end of the round but these are too minor in the grand scheme of things. The game really needs to be more lenient, punish the player less and make everything easier to work with from a UX perspective. The combat also really needs serious looking at, it's just painful to use in truth. The game has potential, and I can see why there's so many positive comments, but ultimately there's a lot of weird decisions happening which is holding it back to validate the current price as an early access game.Show moreShow less
9,3/10 A game for everyone who remembers "Swords And Sandals" or just enjoys a rather challenging PVE game. After 15 Hours of playtime i've completed the game and I can definitely say it was a blast through most of it! Since it is still in early access and has a complicated combat & physics, it has some jank, which can both be enjoyable and frustrating at times, but through and through a great concept and game as a whole! I'd recommend everyone to check this game out and it's well worth the price! Some things that I think should be improved: 1. Balancing of weaponry and shields. After a few hours into the game you quickly realize which weapons are viable and which are absolute trash. Some weapons look amazing and I just wish they would actually be able to hit a target! Some of the weapons movement work a lot better than others. Most 2 handed weapons are unusable and some requires a shield to even be able to swing properly. 2. Buff the stamina regeneration! Once you've acquired good gear, your stamina is in the gutter. The game forces you to hold the S button (walking backwards) to recover your missing stamina, which makes the gameplay passive and more boring! And in a 1 vs many game it's almost unplayable when you block a hit and your stamina goes down to 0 and it takes you 1,5 minutes to be able to hit again. 3. Rearrangement the quality grade of weapons & armor should be implemented. The Godly weapons are much much worse than weapons graded even some the Sturdy weaponry. Especially the Impressive and Masterwork weapons are 100x better & the price & everything should be rearranged. 4. Implement a higher chance of shrouded matches, get harder fights as you level up. I feel like you hit a threshhold where you have gotten good enough gear and weapons that you are unkillable, for me it came almost instantaneously after Immortalizing my first character. Once you've unlocked all the potential matches, it is almost certain that there will be a 1v1 or a Many vs 1 option, which makes the rest of the game easier than it could have been! Only once in my playtime I've been forced to take a shrouded match (24 hours IGT). 5. Add Achievements to the game and Challenges would be fun! 6. Nerf the Immortalize buffs As i said above, after I managed to Immortalize the first character, somehow money and fame wasn't an issue anymore. And since I got a large shield with a high durability, the jank to the game made me unkillable. The large shields are just way to OP and makes some weapons unusable and others Overpowered. 7. Improve the betting system! Most bets you can take is not even worth it and some doesnt even make sense (the audience one). It should be tweaked so the difficulty should fit the actual payout. 8. Continue to add more unique items, armor and weapons! 9. Improve the Shield Slam/kick mechanic. If this mechanic actually worked and it staggered the enemy properly, more weapons would be viable and would make the game much more fun! 9. Add a PVP element No idea how this would work, but don't see a reason not to try ;) Would be Hilarious and frustrating but SO FUN! Lastly I just want to Congratulate you on a great game, product and wish you the best! Hope you continue to update and improve the game, which I definitely think this will be a loved and cherished game for years to come! //Best Regards ChiliJesusShow moreShow less
I really want to like this game, but for a game entirely focused on combat, the combat just isn't where it should be. Combat is janky, hitboxes are scuffed, and as a whole it's just super buggy compared to similar melee-focused titles. As a whole, this game is basically a more varied version of the mount and blade tournaments but without bows and horses. This game could be really fun if they manage to polish up the combat system.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.