
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.
Modeled estimate, not a reported figure. How we estimate →
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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 392 reviews with recorded playtime.
Reviews
Themes across 392 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
На словах и видео это звучит интересно. На деле нет. Ты даже понять не успеваешь как 30 секунд заканчиваются. И только каждый раз задаешься вопросом. А зачем это. Какая-то мета прогрессия в будущее? Так это в настоящем не интересно.
目前不推荐,存在恶性bug(使用化身技能和技能均只有角色动画不产生技能效果),且非常容易触发。 追加一个bug,使用游戏内反馈渠道后因无法连接服务器导致界面卡死。
1.0 버전인거 치곤 진짜 다 좋은데 3구역 오염 기믹은 직관적이지도 않고, 크게 재미도 없네요... 뭔가 개선이 좀 필요한 것 같은데.. 막보스도 직관성이 좀 떨어지는 게 배리어 달려있을 땐 무적 아닌데 가운데서 그냥 가만히 서서 패턴하는데 무적인 경우도 있고.. 근데 그때 하이퍼스킬 박으면 딜로스 오져서 시간출혈사 하고 좀 불편한 부분들이 몇개 있네요. /// 아무리 그래도 이거 두개때문에 비추주기엔 좀 그래서 추천으로 바꿨어요. 겜 자체는 진짜 재밌고 빌드 뽕맛도 좋고 괜찮습니다. 빨간 세트템 영구장비로 바꾸는거 조금이라도 쌀먹하려고 92% 96%에 돌렸다가 두개 터진거에 긁혀서 비추 박았는데, 겜 나쁘지 않아요 재밌어요. 1.0에 이정도면 지금 사서 다음 패치 기대하셔도 될 것 같습니다. 3구역 오염지역도 기능해금 덜 된 상태로 가서 레벨 낮으니까 맵이 안 밀려서 답답한 거였습니다 ㅋㅋㅋ.. 20초마다 타일 잠식 + 보스 처치시 해당 타일 잠식 인데 빨리빨리 잡을 거 잡고 정화 먹으면 모든 요소 개꿀맛도리 파밍 가능하네요
好玩遊戲
游戏画面表现、音乐、手感还是蛮优秀的,但是感觉没有demo纯粹和好玩了 地图内的箱子设计显得有点臃肿,本身是一个快节奏的游戏,为了收集箱子里的好东西要分不少时间精力出去。 每一次都要重复从最前面的开头开始跑,垃圾时间随着游戏时间变长而越变越多,爽感也逐级递减,越玩越憋屈。
Decent Rougelite with an incremental spin. Problem is: bigger Bosses in the second half of the game get a huge damage reduction if they hit a certain threshold. Example: you hit a Boss down to ~ 20% HP in 10 seconds, but then it takes around 30-50 second for the rest. Its never told why and kinda ruins the flow compared to the rest of combat. Feels like a hasty balancing try.
Game's good
最終まで面白いけどラスボスの攻撃が自身のインフレした攻撃のエフェクトで意味が分からず何故攻撃食らったのかも理解できなくなる。丁寧にエフェクトの透過率を調整出来るのでそこを調整すれば最終ボスまでは納得出来るが… ラスボスはや移動制限などなんでもござれを主人公と同じように使ってくるので攻撃を食らう範囲がマップ全体、鈍足かかって動けず時間停止も切らして…となると意味も分からずひたすらタイムリミットを削られるのでもう・・・ このゲームアクションゲームか?一切理解できずにクリアできるかの運ゲーが始まってしまう。私の腕前では 上手い人のプレイ見たくなる 誰か上手い人動画上げてくれ
Quite fun
[h1] 零秒:时光的归途:时间不只是你的敌人,他会平等的面对任何人 [/h1] 今天带来的这款游戏最近正式上线steam的一款俯视角类肉鸽游戏,游戏整体画风为像素加3D的感觉,我个人相当喜欢这种风格所以游玩起来感觉还是很舒服的 游戏的世界线设计在世界毁灭后的不知道多久以后,我们扮演的主角“人类之子”失去了大多数的记忆,在神秘人的引导下,我们需要利用自身时间暂停,穿越时间的各种能力穿越回过去的时间线中,拯救我们的伙伴,并拯救整个世界 而我们能在过去呆的时间一共只有30s,所以我们要合理的分配进攻,场景互动等等的情况,除非杀死一些强大的怪物会延长时间,而游戏局内杀死boss也会掉落芯片等等,触发经典的三选一选项,会有好几种不同稀有度的芯片可以选择 当然,时间从另一方面也是我们的生命,我们生命清零就会减少一定数量的时间,所以我们要合理利用时间暂停的能力,我们在局内可以通过时间暂停赶路,闪避伤害,甚至是造成伤害等等,而时间暂停期间,我们不会消耗总时间的30s,但时停是有cd的,至少前期不能无缝衔接 接下来简单说一下个人游玩后的一些感受,我们需要在各种不同等级的怪物中升级,拯救各种各样的伙伴,而那些伙伴在外面会成为各种商店等等可以对我们进行强化的部分,而游戏的武器种类还是挺多的,游戏武器会自动攻击,很难说的上来手感问题,但整体体验下来还是很舒服的 值得一说的是,游戏的操作手感很舒服,甚至可以说是很优秀,虽然操作很简单,就只有移动,和一个闪避,但操作起来确实相当舒服 而游戏的局外养成部分还挺丰富,个人感觉局外要大于局内的情况,游戏其实还有点增量的感觉,我们每次死亡,都可以根据调查点数的不同获取各种装备,道具等等,在局外通过花钱可以购买装备槽,后期通过各种装备叠起来数值的话大抵会很爽的罢 除了武器和装备等等之外,游戏还有叫化身的特殊效果,我们通过化身不同的形态,走不同的流派,也算是丰富游戏内容吧总的来说游戏的画面和游戏的玩法都是很精致的一档,而特殊的设计让游戏在众多肉鸽游戏中有了自己的特色,很推荐喜欢肉鸽游戏的玩家进行尝试 [quote]关注「[url=https://steamcommunity.com/groups/45531088] 鸢尾花 [/url]」[/quote] [u][b] 致那一朵未至鸢尾花 [/b][/u]
Related
Related
Trends
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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