
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
刷子游戏,开荒的时候好玩,但后期为了刷装备会比较枯燥
정출이라곤 믿기지 않는 버그의 향연 이럴거면 얼액방패라도 쓰지 그랬어
优化太差,3070ti只能平均30帧,特效起来还会掉。
游戏玩法还是不错的,但是目前问题很多,暂时先给个差评观望一下。 1.三选一居然只有刷新没有剔除,后期一堆垃圾技能比如+10000级的,一直出现。 2.有些选项收益不明,无人机化身有个化身芯片,是攻击力基于钱的倍率增加,但是居然没有具体数值。 3.教程不够细,异常里除了常规的四个,麻痹和钝化都不知道有什么用。 4.化身和装备技能释放就罚站,后期蓝色怪和第四章的能卡着罚站直接打死,而且化身的动画也很影响流畅度。 5.选项给的数值跟文本描述对不上,好几个都是写加射击伤害,结果有的加的基础射击伤害,有的加最终射击伤害,而且有些数值加成能跟面板对上,有些又不行,明明可以变成a*b=c这样的,结果只给个结果,根本不知道提升多少。 6.有些设定意义不明,穿透和追踪居然还需要叠概率才能触发,而且碎片升级的概率不知道是不显示还是就没计算到面板上,反正很奇怪。 7.游戏没有具体点的数据计算公式,加上文本的问题,导致计算起来莫名奇妙的。 8.武器具体数据也没有,需要自己去试验场慢慢摸索,射速装填什么的根本不知道,只能凭借体感。攻击方式也没有具体的,带属性的,伤害是多少,什么都没有。有些武器攻击倍率看着高但是伤害一坨,刷build游戏这个都没弄,着实太粗糙了。 9.明明五维数据能有解释,二级面板就没了。还有那几个异常的触发概率莫名奇妙的,不带加成装备就是0,但是明明又可以触发,而且这二级面板明显缺很多属性,钝化和麻痹都没了,穿透追踪概率也没有,
제발 음수로 오버플로우 나는거좀 고쳐라 버그 계속나는데 방치하네 개빡치게 진짜 잘 진행되다가 버그때문에 뒤진것만 몇번인지 셀수도없네
加强太刀!!!
Great game!
TLDR 10/10 game considering the pricetag. If you enjoy roguelites even a bit and this looks in any way interesting to you, try it or at least play the demo. The timecontrol aspects is genuinely a unique and fun idea. Honestly this game is an absolute gem and the fact that it only costs 10 bucks (even less with the sale) is franly ridiculous, i would have happily paid double that and it would have still felt like a good deal. I burned 5 hours in the demo alone and had an absolute blast before now upgrading to the full version. Positives: - The overall art, graphics and character design are awesome. - Upgrades actually feel weighty and worthwile and you can tell when you finally unlock an upgrade youve been working towards. - Really the amount of depth this has for the pricetag is ridiculous with each character having a completely different playstyle and then several different builds for each character. - The time mechanic is really interesting and well implemented. Ive had several times where a boss encounter seemed unfair at first until i froze time and actually took a moment to look around and understand what was going on. - The company behind it seems pretty involved with the community side of it as well with the official discord already running events and competitions. - It controls well - Soundtrack is pretty good A few, small negatives: - When upgrading from the demo to the full game the full game doesnt properly carry over some of the achievements. Everything else carried over seamlessly. From what ive seen in the discord this is already being worked on. - The game does a good job of explaining most ot all of its mechanics but it does lack some detailed explenation for more in depth stuff, like how exactly certain numbers are calculated and what effects what.
好玩,建議可以調整字體大小,抱歉本人螢幕太小,又離得遠,有些技能字多看不清楚
Dear. Pleas low the speed,or take back features. Speed is too fast,I cant pick up
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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