
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
초반만 해보고 비추를 주는 이유가 있나요? 앞에 부분이 맛있고 게임을 이해할수 있어야 하는데 이해는 할수 있으나 재미와 흥미를 느낄수가 없음 빠른 환불
시간 정지와 시간 관리라는 핵심 시스템이 정말 신선했고, 액션과 자연스럽게 어우러져서 플레이하는 내내 몰입감이 좋았습니다. 캐릭터와 빌드를 완성해 나가는 과정도 재미있었고, 다양한 조합을 시도하는 맛이 있어서 반복 플레이가 전혀 지루하지 않았습니다. 이렇게 가볍게 즐기기 좋은 로그라이크류는 오랜만이네요. 앞으로의 콘텐츠 업데이트도 기대가 됩니다!!
游戏还是蛮爽的 就是难度跨度有点大 难4还在快乐秒秒秒 难5卡了一整天 被摸到就扣时间的设定太硬核了 这个设定让堆防御和生存显得很鸡肋 特效太多也不好躲 近战角色伤害的确高但后期输出全靠化身技能 近战武器也很鸡肋
It's essentially an anime minecraft bullet hell game with some interesting lore and a pleasing cyberpunk aesthetic. If you're into pixel-like bullet hell games, def give this one a try.
ゲームの方向性としては理解できるが、どうも合わない ステージを時間停止しながら中ボスまで進む→ボス前で時間停止解除攻撃→数秒逃げつつ自動攻撃→時間停止解除攻撃→撃破してアイテムゲット→ステージを時間停止~ この繰り返しがなんというか単調でつまらない 永久強化しながら強いボスを倒せるようになっていくんだろうが、クッキークリッカーでクリックの代わりに時間停止解除してクッキー(攻撃力)貰っているのを繰り返しているだけのように感じる アクション性があるにはあるしスピーディな繰り返しをできるのもいいが、ゲーム性を感じるような感じないようなよくわからないプレイ感がある インクリメンタルゲーム(何かの資源を増やし続けるやつ)のUIを変えただけじゃないの? 自分には合わないだけなのでおすすめには入れときますが、ローグライクアクションとは感じなかった
可以说夯爆了吧 好玩好玩好玩好玩
哦牛批这武器伤害归0的bug还不是偶发的,1.0.10更新后每把都能出这种bug,真给我气笑了 ================================================================================================ 能说的点太多了,最难绷的就是最后boss的秒退和经典的吞整局伤害的bug,加上没有道中存储和神秘的面板/伤害数值,真的很难相信这是个正式版
好玩~初期玩起來很簡單很輕鬆~如果能有更多任務就好了! 裝備要稍微刷一下~有很多套裝可以混搭 需要動點頭腦去研究能力跟打法,每個角色玩起來都不一樣,給的能力值也不太依樣 開啟多次元模式後難度大幅上升!!! 遊戲本身有四個難度,覺得很難再進入遊戲前可以更改很貼心 地圖上的箱子充滿著驚喜~也算是一個重要資源!
Si de base j'ai été médisant en me disant "encore un hades like" forcé de reconnaître que passé la vue en 3D isométrique, ce dernier réussit à tirer son épingle du lot. Par son concept d'avoir un temps limité par run, et que l'on peut affronter les ennemis uniquement lorsque le temps suit son cours, le jeu finit par développer un aspect stratégique assez plaisant. J'avoue que je n'aurais pas forcément imaginer prendre un rogue like à la Hades et en faire un auto-battler incrémental, mais ça fonctionne étonnamment bien sur moi et j'ai passé 2h d'un coup sur la démo initialement, au point d'en oublier même de déjeuner !
第三大關怪被擊退直截噴飛不見領不到獎勵 第四關小boss打一打直接不見 直接卡關
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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