
A hack & slash roguelite rooted in Korean shamanism. Descend to the dark shadows of Aksun, chain hundreds of elemental artifacts and abilities into devastating reactions, and break the cursed cycle.
Modeled estimate, not a reported figure. How we estimate →
About

Aksun is a Hack & Slash roguelite with deep buildcraft and brutal, deliberate combat, all steeped in Korean shamanic folklore and the Six Realms of Life, known as Samsara. You are trapped within the Casket — a cursed device forged to imprison the will of chaos and those who follow the monstrous prophet, King Mokdu. Every run drives you deeper into a cycle of memory, suffering, and rebirth, handing you new weapons and corrupted artifacts to engrave and master.

At the heart of Aksun lies the engraving of Legendary Artifacts. Each build takes shape across several interconnected systems:
Weapons — bound to Wardens of Ordeal, they define your combat identity and unlock powerful Awakening and Final Awakening skills.
Legendary Artifacts (30) — corrupted relics whose abilities you unlock by spending Echoes to Engrave them, working toward a full Revelation: the central pursuit of every run.
Common Artifacts (60+) — stack and duplicate to reinforce and mutate your stats.
Spells, Dash, and weapon skills — chain together with your engraved artifacts to complete the core of each build.
Not every foe falls the same way. Most stagger under your blows, so you press forward and carve through them — but Fiends never flinch. To break one you must read its rhythm and answer with a Counter Spell, a clean parry that turns its assault into your opening. Fast and ferocious, yet always asking you to think between the blows.
Each chapter is a branching node map of meaningful choices — from weapon upgrades to artifact Engravings and Revelations — all set in a world rich with the spiritual beliefs and mythology of Korea.

Three fully playable chapters, each with its own boss fight
Five elemental artifact systems — Fire, Ice, Wind, Earth, and Lightning
90 Artifacts in total (30 Legendary, 60 Common) and three unique Weapon types
Echo-fueled Engrave and Revelation,
Awakening and Counter Spell systems for in-depth buildcraft
Distorted realms filled with lore rooted in Korean spiritual beliefs
This is the first step in a growing ritual — and your feedback will help shape the game's future.

Wayway Inc. is a Korea-based studio of six dedicated developers. Aksun began as a solo experiment that grew into a collaborative vision after an internal competition of four individual projects. Our core members have worked together for over seven years, building a creative rhythm now enhanced by new talent — chemistry we're channeling into self-publishing our shamanic roguelite on PC and consoles.

Content creators are fully welcome here. You may create, broadcast, and monetize videos and livestreams of Aksun on any platform, with no permission needed. Whether you're a longtime streamer or just starting out, Aksun is yours to share — we can't wait to watch.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Korean, French, Italian, German, Spanish - Spain, Japanese, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America +2 more
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
성장요소가 꽤 다양해서 원하는 방향으로 키워보는 재미가 있음
不推荐 就三个boos 解锁弓箭后第二刷就通关了 后面无非就是加难度解锁更多的道具加成 但内容就三个boss 小怪地图基本都一样 三种武器 还是等正式版吧 说实话这点内容不值
Good game but the content is a bit short, 35mins for a run. 3 initial bosses are medium-difficulty but need more variety.
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Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
近战拉完了,远程还行,打击一般,中等水平,果然抢先体验都是垃圾
好玩的 不知道为啥这么少的人,这个价格其实也还算不错了,至少目前玩起来感觉后期会有很多更有趣的构筑,毕竟基础在这里,打击感也挺不错的,局外成长比哈迪斯简单,目前来说可玩性肯定比不上哈迪斯,但是感觉就是玩着也很爽
《Aksun》把韩国巫术民俗与砍杀肉鸽的游戏玩法相结合,地府般的阴森画风第一眼很吸引玩家。美术打磨相当到位用韩国巫术民俗的意象拼出了一片诡异又漂亮的世界,这种独属半岛萨满信仰的氛围,在同品类里很少见。 战斗是本作设计的最好的地方,普攻、冲刺、法术与武器技能会像锁链一样串成连段,招牌的术法反制让人在敌人亮招时念咒弹反,直接打进硬直与眩晕,给了手残党一套能主动掌控节奏的手段。招式进化把流派上限拉得够高,整体手感扎实,越打越上头。 鬼物刻印是构筑灵魂,三十种传说鬼物配六十余种普通鬼物,火风土雷霜五元素交叉,叠出的连锁效果相当有钻研空间。分歧节点地图上的每次抉择都会重塑流派走向,从武器升级到鬼物启示都给予了更多的玩法内容,重复感很低。三套武器架势各有独有的进化天赋,刀的暴力爽快、枪的清怪均衡,给了不同手感的玩家各自的落点。 关卡推进节奏也设计的相当平稳,普通难度下杂兵砍瓜切菜,强敌却逼玩家读招拆招,只是每关补给稀薄,回血几乎全靠三瓶灵药与一次性的商店,打到第三关首领时血量常常见底。三章流程撑不起刻印系统的深度,常有一种刚搭好玩法架构就要收工的仓促,通一遍普通难度大约六七小时,想深挖流派只能反复重开。 游戏的BUG与平衡问题也比较明显,偶发的空房刷不出怪、只能强退的失误实在扫兴,近战与弓箭数值倒挂同样明显,弓箭无脑走位遛怪、近战风险收益却不成比例。英文配音与喋喋不休的嘲讽旁白,更让沉浸感打了折扣,这种出戏在韩式背景里格外明显。 综合来看,本作底子扎实、潜力惊人,目前更像一款创意优秀但还需打磨的作品。喜欢肉鸽动作又对韩式民俗好奇的玩家值得一试,想要可以重复游玩的玩家建议等后续章节与平衡补丁上线后再进行尝试。 [quote]关注鉴赏组:[url=https://store.steampowered.com/curator/45134494]浮生评测[/url] ←"浮生若梦,一鉴倾心,邀您共赏人间烟火" 加入Steam组:[url=https://steamcommunity.com/groups/LLFLLFF]浮生评测[/url]←“一起追寻'浮生若梦'般的游戏体验” 开始“浮生若梦”鉴赏组的奇幻之旅![/quote]
아직 컨텐츠가 너무적음 그리고 강한 트리가 딱 정해져있어서 퍽이랑 보물가짓수가 좀많아져야할듯 겨울때 1.0발매한다고하니까 그때 가서 봐봐야겠음 일단가격이싸서 불만은없으 :::: 오늘날짜 같이 출시한 염라청은 완성도가높아서 데모 싹싹 긁어먹었는데 일단 악선 추가업데이트 전까지 그거 하고있으면될듯 개꿀잼임
보스 3개 깨고 나서 끝인가여??????? 재미는있는데 너무 짧은거 같기도..
操作流畅,打击感好,背景音乐听起来也很带感。希望多增加一些游戏内容
I honestly really wanted to leave a negative review, but I won't, as the project has great potential, but the current version has a fair number of issues. Pros: +Price. Very cheap for what you get +Basic combat is responsive and occasionally fun +In-game progression is very good and interesting – it's the highlight of the game +Branched meta-progression with specific bonuses, not micro-gains (for ex: a separate opportunity to upgrade weapons, elixir, bonuses in the run/shop, general bonuses) +Three interesting weapon types (but imbalance is already clear) Cons: -The game has critical bugs. More on them below -The metaprogression is short and has low variability at this stage, and some bonuses are useless. -Relic balance is poor so far, with 3/4 of them useless. -The game has multiple difficulty levels, but this has little effect, and it's unlikely anyone has fully tested the final level. -We only see damage stats when you win. If you lose, there are no stats. Nonsense. Overall, I recommend this to fans of action roguelikes. Of course, it's not Hades, Warm Snow, or even Realm of Ink at this stage. It's a bit rough around the edges, but you can still get your 6-8 hours of content on an easy level. _________________________________ For the developers: 1) In some rooms, combat doesn't start, leaving you standing there waiting for enemies that never appear. Most often, this is in the room with the flower. Since you can't exit to the menu and replay the act, it forces you to end the run by dying, which is disgusting. Every other run I play on the hardest difficulty ends like this. I'm almost ready to give a negative review because of it. 2) The balance of builds and relics is very poor. Something needs to be drastically optimized. For example, dash builds are currently very poor and rely on randomness. 3) Stamina management also needs to be adjusted. Everything would be fine, but in some cases, the dash cooldown doesn't work. I literally measured it with a stopwatch: standing still, the dash doesn't recharge for 7 seconds. In the battle with the third boss, when he throws his hat, it's practically a guaranteed death. Overall, this is the only moment where this is critical, but for the same reason, dash builds don't work. 4) Add statistics on the outcome of unsuccessful runs. This is the main way to test builds. 5) The game has multiple types of currency with a very short metaprogression. This is strange. Also, some metaprogression points are meaningless. 6) The balance between item costs and gold earned for in-run shop purchases is poorly balanced for the latest difficulty. Currently, there's too little gold in Act I, and too much in Act II. It's better to level this out throughout the run, given that shop prices don't change. For the same reason, rooms with gold in Act I generally have the lowest value, so it's best to avoid them for route optimization. This negatively impacts variability. 7) Even based on Steam achievements, it's clear that getting 5 elements in a single item is quite difficult right now. Currently, it's not a full-fledged player choice, but purely a matter of luck. More tools to control randomness would be appreciated, such as elemental exchange or a fixed slot in the shop for purchasing elements.
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Players by region
Where this game's players are, estimated from review languages.
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