
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 328 reviews with recorded playtime.
Reviews
Themes across 328 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
진짜 오랜만에 재밋는 게임 한느낌이였습니다. 만원에 이틀을 그냥 녹였습니다. 내일도 녹일 예정 엔딩까지 보고왔습니다요 마지막 엔딩에서 버그인가 싶기도 하고 이건 수정이 필요할듯 게임 꺼졌음요. 강추 게임 ㅋㅋ
其实就是war3小温图,反复刷存档装备,装备不行到第三张图究极刮痧。 但爽度还是有的,售价也可以,值得一个好评
Story: Annoyingly random and inconsistent. Often requires talking to the same NPC multiple times. Choices don't matter. Lots of unskippable dialogue. Currency: Not enough signposting as to what is good and what is not. Currency value icons (like $) are used for multiple different types of the same thing. Currency for the time machine's upgrade system is either not explained or seemingly random. Nothing tracks how much money you get from it. Weapons: They all feel "same," and with 6 weapons total, it feels even moreso like that. Skills that force you to only fire one weapon don't disable the slot buffs for other weapons. Very difficult to compare one to another. Very tedious to determine what to keep and what to recycle. Damage types (poison, etc.) aren't explained very well. Applicable weapons for upgrades aren't explained super well (there's a tiny icon but it changes by color for some reason?). Upgrades in an instance don't usually feel impactful, or force you to otherwise meaninglessly move your weapons around into different slots. Converting temporary weapons to permanent ones is a tedious process that requires prioritizing, storing a few for long term, and then totally forgetting your strategy. Doing it for multiple avatars at once is even more frustrating. Stats: Agility bakes in so many stats while defense seems to do very little. Enemies: Normal mobs feel very same. Elite and Boss mobs have VERY confusing move telegraphs. Sometimes the danger meter fills and then it just launches a slow projectile, while others will just instantly smash you. Some damage is extremely difficult to see, let alone avoid. The goal seems often to be to just deal as much damage as possible and not worry about taking damage (or tech into damage reduction/self-heal), which makes dodging feel bad. Enemy scaling feels wildly disproportionate to my own level once weapons are upgraded, making it difficult to gauge actual difficulty. Very unclear how respawning enemies in a room work. Sometimes it says there will be no more respawns, sometimes, they're just infinite. Music: Randomly changes with no real explanation why. Music themes don't match the zones they're in, especially the home base music, which plays a very melody-forward repetitive song instead of something more relaxed while you're figuring out when to go back in. Home base area: Reasonably well thought-out to be fair, but the NPCs could sign-post their uses better and be combined more. UX/UI: This is the game's weakest, weakest element. It's so hard to organize things. Whenever you do, if you change windows at all, it resets so you lose where your items are. Difficult to compare items. Sorting options are very limited compared to all the ways you can organize gear. HUD is super crowded and unhideable. Buttons for showing inventory, stats, etc., can't be pressed again to close that window. Impossible to look through old upgrades easily to see if a new upgrade is relevant. On upgrade, can't check your inventory or weapons to see how well a particular upgrade will apply. Enemy bullets/attacks are SUPER POORLY telegraphed, to the point where it's almost not worth looking at most of the warning signs. Biggest upgrade would be reworking all damage/indicators/projectiles to be clearly color-coded from enemies and to have the timing of each attack consistent with the indicators. Explanatory text for how something works "for every 1% health lost, gain 1% attack" --but is that multiplicative, additive, and what does "lost" mean? Does "lost" include when you "lose it" when it's from your own skills, taking damage, etc.? No explanations. Some weapons register as dealing no damage. The end DPS detail for each run, when clicking into the "more details," stops showing DPS. Oh man I could go on. The UI/UX is so frustratingly bad that it's the main reason I'm putting this game down. Voice: The character, seemingly totally randomly, says the most generic phrases like "I'm tired," and "Gotta stop time!". Progression: Feels random. Doing the same run a couple times unlocks things with little explanation Quests: can't hide the menu, and there's so many of them that you end up doing anyways just by doing a run, making them pretty pointless. Overall: A C- game. Needs a lot of rework on nearly every element to make this a good game. I enjoyed it for a few hours, but the negatives quickly start making the game more and more frustrating.
Ascend to ZERO took the story background that you only have 30sec to fight across 4 regions and kill the final boss to save the world, but infact you have plenty of time to strategies your plan with the timestop mechanic. There are about 6-7 Characters to try out your own unique playstyle with tons of weapons / stats upgrade module / sets with unique effect to customize. Every run give you something, it could be quests/ dialogue background story/ new game mechanic. Personally i reached to the end of the game and defeating the boss quite early, but inorder to finish up other quest and other backstory quests, i have to repeat it over and over again. First Zone Walkthrough YouTube Video: https://youtu.be/pZqNOSCIlkQ Gameplay: Good Graphics: Good Music: Good Story: Fair (if you good at it, you might not even learn the true story) PC Requirements: Normal
액션로그라이크 같지만 액션이 없고 다소 의아한 진행방식. 컨셉이나 비주얼 , 캐릭터해금 이나 강화 요소 다 잘 만들었는데 . 가장 중요한 전투를 시간 정지 컨셉으로 차별점을 줬지만 애매하게 적용한 느낌이고 던전 진행 자체가 매우 특이한 형태임. 전반적인 게임 진행은 4스테이지로 이루어진 던전을 클리어 해 나가면서, 다른 로그라이트와 같이 영구적인 능력치를 강화 하고 계속 도전하는 방식임. 1회차 최종보스를 깨면. 더 강해진 몹과 더 높은 보상을 주는 동일한 맵을 또 도는 방식. 이런점만 보면 하데스랑 유사함 그런데 게임 진행이 전투 비중은 매우 적고. 그저 시간 정지 딸깍, 강화 선택 무한 반복임 이부분이 가장 의아한 부분 인데 내가 싸우는 시간보다 맵 이동하고 강화 뭐할지 고르는 시간이 훨씬 김. 이런식으로 매판 초반이 너무 루즈해지는데 , 정작 직접 컨트롤 해서 싸워야 하는 마지막 보스는 이겜의 정체성인 시간정지를 쓰지도 못할 뿐더러 패턴이 난잡해서 ,난이도를 떠나 무슨 공격 하는지 자체를 모르겠음 대충 경고표시만 피하자 하다가 자꾸 의문사 하는데. 강화운 좋으면 클리어 강화 망하면 리트. 게임진행 방식 말고는 다 맘에 들어서 더 아쉬움. 인게임내에서 시간정지를 (패링+극딜기)로 만들고 강화비중을 줄였으면 더 좋았을 것 같음
Here's one of those long winded story reviews. If it's tl;dr, just get the game. It's amazing. Otherwise, here's my take: Reviewer's context: I'm not a fan of rougelites. I've played a couple, like Risk of Rain, and they just can't keep my attention. So imagine that one day I'm compelled to scroll-down the store page (rarely do) and see a seemingly generic "bargain" roguelike, and before passing bias judgement, it catches my eye. I'm hardly a "weeb" (do they still call em that?) but somehow these tropey "waifus" stood out. Some of em even look like some characters I've made in HeroForge (Pirate, gunslinger, and samurai girl... OK, fine, I have a little weeb in me.) So they kinda struck a soft-spot. "Ok, let's check out the trailer..." It was captivating. Awesome music, cool attacks, but... yeah, still a rougey. Well... ok, the demo, I'll just give it a shot since I like the presentation. That's when things changed. Things start out as expected, and here come's the combat. Quickly I realize that this one is different. Way different. The music is right up my alley. Sets the perfect tone to go hack away at some enemies. Onward! With a brief premise, this dime-a-dozen cryptic AI throws you into the game, quickly and smoothly presenting you with a unique feature; the ability to stop time. While this feels gimmicky at first, you soon realize that it's much more than that. Not only can you stop time, but you have, in heavy quotations "30 seconds to complete the stage." The rest is pretty self-explanatory. Fighting enemies gives you more time, taking damages reduces it. Now the game's true potential comes into play. Not only a roguelite, but also sort of a strategy game. This is where my opinion of things got flipped. Frantic as this this roguelite is, the ability to just stop time/battle gives you a huge breather. You can take a deep breath, asses the battle, etc. When combat resumes, you may now have a certain advantage; a clearer understanding of your enemy, collect currency and exp from fallen enemies, and perhaps even some temporary augments. What makes this really unique to me though, is that if things are looking dire, you can just stop time and flee. This boss/sub-boss giving you too much trouble? Go find a pack of more suitable enemies in previous areas, unload on them, then get some more augments and some time back. Freeze time once again, and head back over to the jackass that almost had your number, more strapped than ever. THIS function isn't only cool, it's how you get things done. Now Im thinking "wow, this is pretty neat. It gives me breathing room!" Eventually things play out as a roguelite should. You make it as far as you can, you die, you get sent back. Ya'll know how it goes from there. Buy weapons/armor, upgrade stats, etc. But then you come across a certain room in the game's hub, and lo and behold, it's the waifus! Now you can unlock them, use their dedicated currency to level them up, then take em for a joy ride. Let's rock! Fast forward about an hour, take on some bosses, then at some certain point a message pops up, something like "Thank you for playing the demo, click to buy now." But it isn't over! You can still enjoy the gameplay loop, albeit stuck on the first stage and not being able to upgrade much. "Alright, that was fun, time to get-on with life." Still... the game was on my mind the rest of the day. "That roguelite with the waifus... It's only 10 bucks (launch price) I can shell-out and support some pretty talented devs." Got it, demo progression carried over, I was good to go. Three-ish hours later... I'm playing a roguelite... and I'm LOVING IT. So much so, that I had to pitch-in a review. Me? enjoying a roguelite?? This is bonkers, I gotta go spread the word!" So yeah, in conclusion, this is not only a unique RL that I'm sure will tickle the fancy of traditional enthusiasts, it's an awesome videogame over all. I was bummed that it doesn't have a console port, because I would've gotten it on Switch 2. My PC is AAA-oriented, so it's rare that I play indies stuff on it. But this is a worthy exception. If it does get a port, I'm there day-one. Grab it, and enjoy saving the world in 30 seconds! ::wink::
아니 만원짜리 게임 맞음? 넘 깔끔하고 중독성 있게 잘 만든듯 레벨이 10만 넘어가서부터는 사실상 전설템까지 다 안 쓰게 되고 파워커브가 얼탱이가 없었지만 암튼 추천할만한 게임임
하루 13시간을 태워버림;
캐주얼한데 진행도 호다닥 흘러가서 시원하게 플레이 가능. 이거 완전 더운 여름에 에어컨 전기세 아끼기 꿀 아닙니까? 왠지 런닝맨의 시간을 거스르는 자가 된 듯한 기분에 추억에 빠져듭니다 ^^ 이런 류의 게임 하다 보면 계속 반복되는 싸움에 지칠 주인공의 입장에 이입하게 되는데요, 빨리 세상 구하고 주인공 쉬게 해주고 싶네요. 그런 주인공을 위해 응원 한 번 하고 갑니다. 굿~~~유캔두잇!
<소재가 참신한 로그라이크 30% + 핵앤슬 70%> - 정통 로그라이크가 아니라 선택지만 가지고 뽕맛 보기엔 어려운편 - 장비 파밍이 어느정도 필요해서 차근차근 진행 가능 >>> 다른 로그라이크겜은 사기한판 쳐서 엔딩보면 급노잼인데 이건 약간 달라서 좋네요 국산게임도 게임성으로만 승부보면 잘만든다는걸 데더다 다음으로 느껴봤네요 --------------------------------- 3탄 오염지역 기믹은 지름길도 없어서 맵 뺑뺑이 도는건 좀 쳐지는 감이 있네요.. 1탄에 있던 포탈 시스템으로 이동 가능하게 해주셔도 괜찮을 거 같네요 글고 몇몇 보스들은 너무 단단해서 뭔지 모르겠더라구요 다 한방컷 내고 다니다가도 이상하게 딜이 거의 안박혀서 10초이상을 쓰는 경우도 있었네요
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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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