
Have you ever wondered what it feels like to stop time? Ascend to ZERO is a time-bending action-roguelike where you can use your unique ability to freeze time and fight your way to the top.
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About

The clock is ticking, but luckily you can manipulate and bend time to your will! Every second is another weapon in your arsenal - learn to wield it better with every passing run!

Unlock a variety of skills, chips and abilities to become a force to be reckoned with!
Increase your stats, enhance your awesome weapons, and upgrade your massive arsenal of gear to be the ultimate avatar of time!
Want to be a glass-cannon swordsman? Slice and dice through your obstacles!
Range is the name of your game? Lock and load as you zip around your enemies!
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Korean*, Simplified Chinese*, Japanese*, Traditional Chinese, Russian, French, German, Spanish - Spain, Portuguese - Brazil, Italian*languages with full audio support
Engagement
Hours played at review time, across 298 reviews with recorded playtime.
Reviews
Themes across 298 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I enjoyed my time with this game, but the demo is highly misleading about what the endgame is actually like. The time stop mechanic is really cool, and it's absolutely necessary to survive against several of the bosses throughout the game, which is why it's so wild to me that Chapter 3 basically gets rid of it. The common enemies in Chapter 3 will still move even when time stop is activated, and if they hit you, you lose 10 seconds. I've been playing a melee build, which is heavily punished in the final chapter. About 50% of the bosses in Chapter 3 also just ignore your time stop ability altogether. It's wild to me that so much of this game is built around this one ability, only for it to become useless for the last third of the game. I genuinely feel rug-pulled. I'm sure that if I grinded for another 10 hours, I could one-shot all the enemies and finish the game, but honestly, I'm not having fun anymore. I wish I could recommend this game, but honestly, play the demo. Where the demo ends is also where the good content, and the fun I was having with this game ended.
Full Walkthrough: https://youtu.be/CGxRWdQILBk Gameplay: Very Good Music: Good Graphics: Very Good It took me 8 hours on easy mode to finish a full run. It has a great variety of characters and synergies. Here I will leave the cat, friends who pass by can pet it and give it a thumbs up /> フ | l /` ミ_xノ / | / ヽ ノ │ | | | / ̄| | | | | ( ̄ヽ_ヽ)__)
Due to the forced time limit, the game shoehorns you into playing the same way every run: - time stop - run up to elite/boss - cancel timestop - one shot kill with avatar skill - rinse repeat Progress is effectively locked behind item power since the time limit makes it impossible to chip away at tougher enemies. People keep hyping up the ability to increase the timer, but the gains are too small to have any real impact on your gameplay or build choices. It was novel for the first 2 hours but this game is a hard pass if you don't like racing against the clock.
A survivors game with some interesting mechanics, however progression in the later part of the game is really just tied to being able to scale damage rather than actual gameplay micro. Unfortunately there is a TON of damage just locked behind grinding metaprogression and it's quite grindy, on top of an annoying RNG system for gear upgrades. Maybe it wouldn't be so bad if the metaprogression didn't invalidate the first 70-90% of every run which you have to do anyways for the power it gives but is completely trivialized. Did 2 more runs after this review. Both were completely trivial until I just ran into a hard wall 90% of the way through the run, and then I unlocked new meta progression grinds after the second one, but it doesn't feel good when it's mathematically impossible to really achieve anything and you're just farming for your meta progression. Oh also dash not having iframes is pretty dumb.
I had to drop Ascent to Zero. It falls into the exact same trap as every other game built on that modern Korean design philosophy: gorgeous to look at, absolutely hollow to play. Once you look past the insane particle effects and shiny character models, you realize there’s zero mechanical substance holding it together. It’s basically an interactive screensaver.
[後半に日本語レビューあり] [h1]A Time-Manipulation Bullet Roguelike Where Your Seconds Left Are Your Health[/h1] By the year 22XX, humanity had built a vast underground Time Lab to master time travel, only to watch the newly opened portal disgorge a legion of unidentified machines instead of hope. Civilization collapsed almost overnight, and the last countermeasure humanity produced is a girl known as the Chrono Child, the sole being capable of slipping back through time. Machines raided the lab on the very day she awoke, and the facility's director cast her into the timestream to save her. From there, the player repeatedly dives back into the past, room by room, trying to claw back a future that has already been lost once. The single biggest hook is that the "time remaining" doubles as the player's lifeline and their currency at once. Each run grants only a handful of seconds by default before you're pulled back. Freezing time lets you glide through suspended bullets to scoop up drops, but that trick is only a temporary reprieve. Weapons fire and slash on their own, freeing the player to focus purely on dodging and on deciding when a frozen moment is worth spending. Standing still and playing it safe does not preserve time; it drains it, making forward momentum the only survivable strategy, a hardcore piece of design. Rooms are not fully procedural either; a pool of hand-built sections gets shuffled and stitched together, making it easy to actually feel a build getting stronger between runs. Six avatars anchor the build variety: the Chrono Child leads the roster, alongside the katana-focused Blossom Blade, the ranged Golden Gunslinger, the drone-deploying Frost Moon Hacker, and more, each with their own personality. The signature action triggered on Resume shapes each avatar's entire build strategy. On top of that, a Tech Chip system handles gear and skill upgrades, and stacking Legendary-tier chips makes the numbers inflate run after run, which feels great. Visually, pixel-art characters are set against blocky voxel-style environments, a combination that stands out especially well as bullets and debris hang frozen in space the moment time stops. Characters are drawn with anime-style portraits throughout, and apparently a notable voice actress is behind at least one avatar. The soundtrack leans electronic/dubstep, and personally, it did a great job carrying the sprint-like momentum of the fast-paced combat. That said, as your build grows stronger the tension of running out of time tends to fade, and later runs tend to feel more like busywork than the fear of hitting a wall. The room pool is also hand-built rather than freely generated, so repeat runs can start to feel familiar. The story stays a secondary layer supporting the gameplay, and I did get the sense that the cast's exchanges lean toward fairly predictable beats. The sharp idea of turning time itself into health, currency, and a weapon, plus the snappy pacing built on top of it, is plenty appealing. For players chasing the light thrill of bullet-hell action alongside the steady, satisfying growth of a roguelike, this arguably has plenty to sink their teeth into. HHF-chan's comment: "Casually strolling through a wall of bullets with time frozen never gets old, and I can't stop grinning watching those level-up numbers balloon bigger and bigger!" [h1]残り秒数が体力になる、時間操作型弾幕ローグライト[/h1] 時は22XX年。人類は地下深くに築いた巨大な「タイムラボ」で時間旅行の研究を進めていたが、ようやく開いた未来への扉から現れたのは希望ではなく、正体不明の機械軍勢だった。文明は瞬く間に蹂躙され、人類が最後に生み出した希望が、唯一時を遡る力を持つ少女「クロノチャイルド」だ。彼女の目覚めの日を狙ったかのように研究所は襲撃を受け、施設長は彼女を時の狭間へと逃がす。プレイヤーはこの少女を操り、過去へと繰り返し飛び込みながら、滅びの運命に抗っていくことになる。 本作の最大の特徴は、「残り時間」がそのままプレイヤーの生命線であり通貨でもあるという設計にある。1回のランに与えられる時間はデフォルトで僅か数十秒。時間停止能力を使えば敵弾の只中を悠々と移動し、落ちたアイテムを回収できるが、これはあくまで一時凌ぎに過ぎない。武器は自動で斬撃や射撃を行うため、プレイヤーは被弾を避けつつ前進し、時間を稼ぐ判断そのものに集中できる。足を止めて守りに徹しても時間は増えず、むしろ削られていくため、前進こそが唯一の生存戦略となる硬派な設計だ。ルームは完全ランダム生成ではなく、作り込まれた区画をシャッフル・連結する方式を採用しており、ビルドの違いを体感しやすい仕上がりになっている。 プレイアブルアバターはクロノチャイルドを筆頭に、剣戟特化のブロッサムブレード、遠距離のゴールデンガンスリンガー、ドローン展開のフロストムーンハッカー等、個性の異なる6人が用意されており、時間再開時に発動する固有アクションがそれぞれのビルド戦略を大きく左右する。加えてTech Chipによる装備強化・スキル強化のシステムが用意されており、レジェンダリー級のチップを組み合わせることで、周回を重ねるごとに数値がインフレしていく成長曲線も気持ちがよい。 ビジュアルは、ドット絵キャラクターとボクセル調の3D空間を組み合わせたスタイルが特徴的で、時間停止中は弾丸や瓦礫が空間に静止する演出が特に美しい。キャラクターは全編アニメ調のポートレートで描かれており、一部アバターには著名声優によるボイスが起用されている(らしい)。BGMはエレクトロ/ダブステップ系が主体で、個人的にはテンポの速い戦闘の疾走感をよく支えていると感じた。 ただ、育成が進むにつれて時間切れの緊張感が薄れ、後半の周回では「詰む恐怖」より「作業感」が見えてきがち。ルーム構成も作り込み型ゆえ、周回数を重ねると既視感を覚えやすい部分もある。ストーリー面はあくまでゲームプレイを支える添え物という位置づけで、キャラクター同士の会話にはやや先が読める展開という感覚はあった。 時間そのものを体力・通貨・武器へと転換する発想の鋭さと、その上に積み上がる周回のテンポの良さは十分に魅力的だ。弾幕系のライトな爽快感と、ローグライクらしい着実な育成の両方を求めるプレイヤー層には、刺さる一作だといえる。 HHFちゃんコメント: 「弾幕の真ん中を涼しい顔で歩き抜けるの、気持ちよすぎるヨー!レベルアップの数字がどんどん膨れ上がっていくのを見てるだけでニヤニヤが止まらないワー!」 [quote][b]Check out our Steam curator ([url=store.steampowered.com/curator/36364102-Horny-Hentai-Festival/]link[/url]) , YouTube channel ([url=www.youtube.com/curatorhhf/]link[/url]), and X(Twitter) ([url=x.com/hhfcurator]link[/url])![/b][/quote]
Хорошая идея: буллет хевен, но с дропом лута и уникальной механикой управления временем. На забег дается 30 секунд, но героиня умеет останавливать время, а каждый убитый босс дает прибавку к таймеру. Вокруг остановки времени все и строится - абилки типа атаки по площади при выходе из паузы и тд. Как водится, подкачало исполнение: маловато разнообразия. По сути, каждый уровень это набор дпс чеков в виде боссов, для которых надо подгриндить уровень, просто все это ужато. Своих денег не стоит, кмк.
有很多设计相当优秀, 但是这款游戏的成长逻辑居然是局外的数值累积, 这就意味着玩家在局内做的选择没有太大意义—— 每一次游玩在最终都只是为了刷取更多货币和道具, 而不是为了选择、战斗本身。 我认为自己体验到了这种动机的断裂: 比如,我一开始很希望延长计时器,好让我通过更多关卡, 而现在我只希望计时器尽可能短,一局快点结束。 因为对战本身没有意义。 局外成长限死了你能走到哪里。 当我意识到只有局外成长对通关有意义时,局内战斗就成了一种折磨。 而这发生在游玩的第3~4小时。 暂且奉上差评。
Roguelike that limit your life by time and level (stat) Your very first run have 30 seconds but after that It can increase in many ways : Equip some items, Upgrade your status, Pay relevant entry fee and when you killed mini boss/boss you got time reward too lastly random boxes give your choice to add time too. For Equipment you got better equipment from higher level mob. You can upgrade it with NPC too. For Characters different Cha have different move but It very easy to up level (max at 5) Thank Dev for the game I enjoy it even I normally don't play roguelike games.
I have been playing this entirely on the steamdeck and it works well on it. Starting out, I wasn't sure what to make of the game, it has an autoattacking thing like a survivors like, you have these orbs you pick up for experience and level hundreds of levels in seconds. You have 30 seconds of time to work with at first but this extends and also replenishes based on certain activities. You also get rewards at the end of a run based on your score, and can buy items at a shop, and eventually upgrade your character and unlock other avatars. You can also unlock more weapon and item slots to flesh out your build. In each run you also have a ton of tech chips(standard roguelite build progression choices) and time items that change how the time progresses, max time, and time regeneration in various ways. As time goes on, you can also upgrade the time machine in various ways to get significant bonuses, as well as you are rewarded for trying out every item at least once in passive rewards from a database collection individual. You also have gadgets which you can use to customize your abilities with a special attack, both temporary and permanent for 2 extra abilities, as well as something called a hyper attack which charges up and buffs your avatars special ability which activates when you leave time stop. Overall, I found this pretty fun and decently complex, the progression feels pretty fast, but it also feels great to play. Each avatar has their own star progression and special tech chips which are very potent for their niche. I like melee alot so I used the blossom blade avatar and just absolutely wrecked everything doing the stereotypical samurai lunge and slash from all of the animes and buffed it exceptionally high so it once shots entire rooms of enemies. So far, it seems really good.
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Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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