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Agent of Descend

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Agent of Descend is a turn-based action RPG shooter on Kiz10 where you ride an elevator down hostile floors, make brutal choices fast, and survive the building one fight at a time. ๐Ÿ›—๐Ÿ”ซ๐Ÿ˜ˆ

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๐—˜๐—Ÿ๐—˜๐—ฉ๐—”๐—ง๐—ข๐—ฅ ๐——๐—ข๐—ข๐—ฅ๐—ฆ, ๐—˜๐— ๐—ฃ๐—ง๐—ฌ ๐—›๐—”๐—Ÿ๐—Ÿ๐—ฆ, ๐—•๐—”๐—— ๐—œ๐——๐—˜๐—”๐—ฆ ๐Ÿ›—๐ŸŒ‘๐Ÿง 
Agent of Descend starts with a simple, suspicious sentence in your head: โ€œI just need to get to the bottom.โ€ And then the elevator opens and you realize the building doesnโ€™t want you to leave. Not politely, not eventually, not after a warning. It wants you gone now. Floors stacked like a vertical maze of ambushes, enemies who feel way too confident, and youโ€ฆ one agent, one mission, and the kind of pressure that makes you laugh for half a second because otherwise youโ€™d scream.
On Kiz10, this isnโ€™t your typical run-and-gun shooter where you hold a button and pray. Agent of Descend plays like a turn-based action RPG dressed in tactical adrenaline. Youโ€™re constantly choosing, constantly weighing risk, constantly doing that internal debate: โ€œDo I spend now to survive, or save for later and gamble?โ€ Because later always arrives, and it arrives meaner.
๐—ง๐—›๐—˜ ๐—•๐—จ๐—œ๐—Ÿ๐——๐—œ๐—ก๐—š ๐—œ๐—ฆ ๐—ง๐—›๐—˜ ๐—•๐—ข๐—ฆ๐—ฆ ๐Ÿข๐Ÿ‘๏ธ๐Ÿ”ฅ
Hereโ€™s the thing that makes the game oddly tense: the building itself feels like an opponent. Each floor is a new mood. Some floors feel manageable, like the game is letting you breathe. Then the next one hits and suddenly youโ€™re staring at multiple threats thinking, okayโ€ฆ okayโ€ฆ I canโ€™t do this sloppy. The descent becomes a story youโ€™re writing with your decisions. Not a cutscene story. A survival story. The kind where your best moments are the ones where you survive with a tiny sliver left and your brain goes, โ€œThat was planned,โ€ even though it absolutely wasnโ€™t.
Because itโ€™s turn-based, every action has a sharp edge. You donโ€™t get to hide behind constant movement. You commit to choices. Attack now, defend, heal, spend resources, swap gear, push your luck. And that commitment is what makes it feel personal. When you win a floor, it feels like you did it. When you lose, you donโ€™t blame the controls. You blame that one greedy decision you made because you wanted to save a med item. Yeah. That one. The one youโ€™re already replaying in your head.
๐—š๐—จ๐—ก๐—™๐—œ๐—ฅ๐—˜ ๐—•๐—ฌ ๐——๐—˜๐—–๐—œ๐—ฆ๐—œ๐—ข๐—ก, ๐—ก๐—ข๐—ง ๐—•๐—ฌ ๐—ฃ๐—”๐—ก๐—œ๐—– ๐Ÿ”ซ๐Ÿงฉ๐Ÿ˜ฌ
Agent of Descend has a satisfying โ€œclickโ€ to its combat loop: you take actions deliberately, but the stakes still feel fast. Itโ€™s like chess, if chess pieces shot back and also you were trapped in an elevator shaft of doom. You learn to read threats. Some enemies are loud problems, the ones that will delete you if you ignore them. Others are sneaky, chipping away at your options, forcing you to react. The game constantly asks you to prioritize, and thatโ€™s where your style forms.
Are you the kind of player who goes all-in on damage and tries to end fights quickly? Thatโ€™s a vibe, and it can workโ€ฆ until it doesnโ€™t. Or do you play safer, stacking defense and healing, turning each floor into a controlled grind? That can work tooโ€ฆ until you meet a floor where โ€œslow and safeโ€ becomes โ€œslow and dead.โ€ The fun is discovering what kind of agent you are, and then adjusting when the building laughs at your plan.
๐—–๐—”๐—ฆ๐—›, ๐—š๐—˜๐—”๐—ฅ, ๐—”๐—ก๐—— ๐—ง๐—›๐—˜ ๐—ฆ๐—ช๐—˜๐—˜๐—ง ๐——๐—ฅ๐—จ๐—š ๐—ข๐—™ ๐—จ๐—ฃ๐—š๐—ฅ๐—”๐——๐—˜๐—ฆ ๐Ÿ’ฐ๐Ÿ›ก๏ธโœจ
Progression is where the game gets addictive. You earn money. You find gear. You improve your stats. And suddenly that floor that used to bully you feels manageable. Not easy, justโ€ฆ manageable. The difference matters. The upgrade loop gives you momentum, and momentum makes you brave. Sometimes too brave. Thatโ€™s the comedy of it: you get stronger, you start feeling invincible, you push faster, and then a nasty floor reminds you that youโ€™re still human. Or at leastโ€ฆ you play like one.
New weapons and equipment change how you approach fights. A better weapon isnโ€™t just โ€œmore damage,โ€ itโ€™s confidence. It shortens fights. It reduces the time youโ€™re exposed to bad outcomes. Better gear can mean you survive one extra hit, and in a game like this, one extra hit is basically a miracle. You start planning purchases like youโ€™re prepping for a heist. โ€œI need this now, because the next floors will get ugly.โ€ Then you buy it, and it works, and you feel smart. Then later you buy something flashy that doesnโ€™t help and you feel betrayed by your own taste. Classic.
๐—ง๐—›๐—˜ ๐—˜๐—Ÿ๐—˜๐—ฉ๐—”๐—ง๐—ข๐—ฅ ๐—œ๐—ฆ ๐—” ๐—ง๐—œ๐— ๐—˜ ๐— ๐—”๐—–๐—›๐—œ๐—ก๐—˜ ๐Ÿ›—โณ๐Ÿซ 
The elevator isnโ€™t just a theme, itโ€™s a psychological trick. Every time you finish a floor, you get that tiny relief, like putting down a heavy bagโ€ฆ and then the elevator takes you down again and you realize the relief was a loan. The descent is relentless. It keeps you moving forward, and forward feels dangerous, but also irresistible. Because you want to know whatโ€™s next. You want to see how deep this goes. You want to prove you can do it cleaner, smarter, better.
And the game is good at making each floor feel like a small episode. You step out, deal with whatโ€™s there, collect rewards, and then decide how to prepare for the next drop. That structure is perfect for Kiz10 sessions. You can play a few floors, stop, come back, and immediately remember the tension. Your brain goes right back into โ€œokay, tactical mode.โ€
๐—ช๐—›๐—˜๐—ก ๐—ฌ๐—ข๐—จ ๐—Ÿ๐—ข๐—ฆ๐—˜, ๐—œ๐—ง ๐—™๐—˜๐—˜๐—Ÿ๐—ฆ ๐—Ÿ๐—œ๐—ž๐—˜ ๐—” ๐—ฆ๐—ง๐—ข๐—ฅ๐—ฌ ๐—•๐—˜๐—”๐—ง ๐Ÿ’€๐Ÿ“‰๐Ÿ˜…
Losses in Agent of Descend donโ€™t feel random. They feel like consequences. You pushed too far without upgrading. You underestimated a floor. You used your resources too early and arrived empty-handed later. Or you did that classic gamer thing where you told yourself, โ€œI can survive one more fight,โ€ and the game responded with, โ€œSure. Try.โ€ Itโ€™s frustrating in the best way, because it makes you want to replay with a better plan.
The funniest part is how quickly you become superstitious. You start trusting certain upgrade paths like theyโ€™re lucky charms. You start thinking in patterns. โ€œIf I buy defense early, I always do better.โ€ Or โ€œIf I focus damage, I end fights faster and take fewer hits.โ€ Both can be true, depending on the run. Thatโ€™s what makes it replayable: the game is consistent enough to learn, but varied enough to keep you uncertain.
๐—” ๐—™๐—˜๐—ช ๐——๐—˜๐—ฆ๐—–๐—˜๐—ก๐—ง ๐—›๐—”๐—•๐—œ๐—ง๐—ฆ ๐—ง๐—›๐—”๐—ง ๐—ž๐—˜๐—˜๐—ฃ ๐—ฌ๐—ข๐—จ ๐—”๐—Ÿ๐—œ๐—ฉ๐—˜ ๐Ÿง ๐Ÿงฏ๐Ÿช™
A small mindset shift helps a lot: treat early floors as investment time, not victory time. If you scrape by early with no upgrades, youโ€™re basically borrowing trouble from your future self. Another good habit is to avoid โ€œprettyโ€ upgrades that donโ€™t solve your current problem. If youโ€™re dying because fights last too long, damage helps. If youโ€™re dying because you canโ€™t survive the enemy burst, defense and healing matter. Simple, but easy to forget when youโ€™re excited.
Also, donโ€™t hoard everything like a dragon unless your build supports it. Holding resources can be smart, but only if youโ€™re not bleeding every floor. Spending at the right moment is a skill, and this game quietly trains that skill. Itโ€™s not just a shooter. Itโ€™s a budgeting survival game wearing a gun.
And yes, sometimes the best play is boring. Heal when it feels โ€œtoo early.โ€ Upgrade when it feels โ€œnot exciting.โ€ Those boring choices are what let you reach the floors that actually feel legendary.
๐—ช๐—›๐—ฌ ๐—”๐—š๐—˜๐—ก๐—ง ๐—ข๐—™ ๐——๐—˜๐—ฆ๐—–๐—˜๐—ก๐—— ๐—™๐—œ๐—ง๐—ฆ ๐—ž๐—œ๐—ญ๐Ÿญ๐Ÿฌ ๐—ฆ๐—ข ๐—ช๐—˜๐—Ÿ๐—Ÿ ๐ŸŽฎ๐ŸŒ’๐Ÿ†
Agent of Descend works because it mixes three satisfying things into one tight loop: tactical turn-based combat, meaningful upgrades, and a clear goal that drags you forward floor by floor. Youโ€™re always making choices, always improving, always trying to push deeper. Itโ€™s the kind of game that makes you feel clever when you win and stubborn when you lose, which is basically the perfect recipe for โ€œjust one more floor.โ€
If you like action RPG progression, strategy decisions, shooter tension, and that compact arcade pressure of surviving one more encounter, Agent of Descend on Kiz10 will hook you. Itโ€™s not about being perfect. Itโ€™s about being smart enough to keep descendingโ€ฆ and stubborn enough to finish the job. ๐Ÿ›—๐Ÿ”ซ๐Ÿ”ฅ

Gameplay : Agent of Descend

FAQ : Agent of Descend

1) What is Agent of Descend on Kiz10?
Agent of Descend is a turn-based action RPG shooter where you clear enemy-controlled floors, earn cash, buy gear, and keep descending deeper into a hostile building.
2) Is it strategy or pure shooting?
Itโ€™s strategy-first. You still feel the shooter intensity, but winning depends on choosing the right actions, managing resources, and upgrading smartly between floors.
3) What should I upgrade first?
Early on, focus on upgrades that prevent snowball damage: better weapon power to end fights faster, plus enough defense or healing to survive tough floors consistently.
4) Why do I lose suddenly on deeper floors?
Enemies scale up and punish weak planning. If you delay upgrades or waste money on low-impact gear, later floors become longer, riskier fights where one mistake ends the run.
5) Any quick tips to reach lower floors?
Invest early, donโ€™t hoard healing forever, and prioritize the enemies that limit your options. Clean wins on easy floors are how you survive the brutal ones.
6) Similar agent and assassin action games on Kiz10:
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