
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 →
Media

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
职业流派非常不平衡,不知道枪手的存在是何意味
好玩!爽! 与其说是动作肉鸽,不如说是增量刷子游戏。 因为动作肉鸽味不大就给差评,因为难度不高就给差评,我只能说你们还是玩得太少了。 就玩个动作肉鸽就把所有游戏就定死在了动作肉鸽上,没一点自己的想法,跟魂小将有什么区别。
Шанс проиграть 6 раз подряд при вероятности победы 40% составляет 4,67% (или примерно 1 шанс из 21). Распылил всё ♥♥♥♥♥, а я хорош ♥♥♥♥♥...
豪爽,一口气刷了9个小时,但是感觉樱花的BD好像只能玩冲刺,出血和范围烧人感觉不太行,而且大伙前期解锁黑客一定要用!刷币超快!玩了8小时的樱花感觉没有黑客1小时刷的多,吐血
nice game!
간단한데 은근 중독성 있어요. 그래픽도 분위기랑 잘 맞고 가격대비 완성도가 좋음
[h1]时间紧,任务重,给我个30秒,我还能再顺带解救世界[/h1] 当其他类幸存者游戏还在研究“怎么活下来”时,《零秒:时光的归途》已经逼着你去思考“怎么才能跑得更快”。 本作品以类幸存者为主要玩法作为操作框架,然后又在此的基础上还另外引入了一个颠覆性的时间倒计数机制,玩家会被要求在[b]30秒钟内直接通关连续一整场的战斗[/b],事实上这本身就是一个不太可能的事情,基于此所以游戏引入了时停这一机制,于是,一场与时间竞速并回溯到过去拯救世界的玩法就此展开。 简单来说,这个所谓的30秒其实只是一个幌子,当击败BOSS、或者完成挑战房间里的挑战后就可以延长30秒的倒计时、而中途拾取到的对应肉鸽三选一增益,也有一部分会影响时间的流动的构筑存在。游戏这样设计除去契合剧情以外,其主要的目是还为了鼓励玩家在游戏中快速决策,主动去寻找BOSS击杀,而不是保守地待着一个地方练级。玩的时候不妨将倒计时当成另一种资源,玩的时候也就没那么有紧迫感了。 游戏最大一特色还当属于,有着极其强烈的反馈体验了,从养成性上来说,是玩家一开始的人物面板的属性值从零到有构筑,主基地随着后续冒险的深入探索,使得功能逐一解禁,看着人物基地越来越大,天赋树点的越来越满,可以说这就是极其正向的正反馈,此外基本做到了每次出门打怪都能收获慢慢的回家,游戏的节奏性这点给予好评。 从对局中来说,作为一款类幸存者游戏而言,游戏的挑战设计是基于[b]等级数值膨胀[/b]建立的,游戏中玩家角色的等级数值增长的非常快,它要求玩家按照地图中划分对应的等级区间去进行练级与挑战,当够格(等级足够)时,即可奔向下一个房间进行挑战。 只要你角色当前的等级不够高时,直接闯进还立即对玩家进行提示,此时基本不足以对本场房间战斗的小怪造成伤害,可以说打不过那就是打不过,却没办法像一般的动作类RPG那样依靠自己游戏理解与技术来智胜过关,你能够做到最好的地方,无非就是靠点战斗间隙进行的小走位,还有及时反应来规避少吃点伤害仅此而已。 但你要说这完全是缺点嘛,我个人又觉得倒也不算完全是,你可以代入这么一个视角:看着游戏里角色,从第一个房间开始起的[b]0级[/b],再到后面关卡的[b]上10w+[/b],后期地图随手攻击一下就是跳动上百万的金色伤害数字,可以说这个数值的膨胀的看着还是很带感的,颇有那么点增量游戏的味道。 《零秒》这个游戏总体感受玩下来呢,也是基本不需要动啥脑子,开着时停只管呼呼一顿猛冲,沿途的BOSS见到就刷,见到了好的装备及时换,及时冲刺躲掉BOSS红色攻击区域就行。可以说在幸存者前人的基础上,也很好的彰显自己的游戏特色,各种肉鸽局内构筑词条足够丰富,系统设计上都有老道且成熟的表现,但个人还是喜欢玩那种与交互性比较强的游戏,在如今这个同质化游戏频繁昙花一现的年代,还是更加想看到有敢于大胆创新玩法的游戏,而《零秒》这个游戏没有固步自封,做到了自己见解中的那份创新,这就已经足够了。 官方B站就有号,今年的深圳核聚变就有参展,游戏定价良心,画风与场景表现力优秀,首发八折仅38.4,可以交个朋友。 [quote]关注[url=https://store.steampowered.com/curator/36224058/]老实人鉴赏家 [/url] [url=https://steamcommunity.com/groups/laoshirenLSR]老实人评测[/url]:独立游戏爱好者聚集地,黄油绅士交流中心。 不错过游戏的亮点,不放过游戏的槽点,带给玩家最直观的测评感受。[/quote]
Самая затягивающая игра в мире!
面白くて正式リリース待ってたけど 追加要素も少なくて体験版でいい気がした
6 hours in, and I’m enjoying it more than I expected. The 30-second limit sounds like a gimmick at first, but it works well with the progression system. Early on, you barely get anywhere, but each run makes you a little stronger and helps you reach new areas faster. Combat feels good, and the time-stop mechanic adds more decision-making than I expected. Builds can vary quite a bit depending on the gear and chips you find, though some runs are obviously better than others. It still has a few rough edges, but the progression is satisfying and it has a solid “one more run” loop. Worth checking out if you like action roguelites.
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.
Related
| KeepUp Survival | $241.9K | 745 | 64% | $14.99 |
| Jagged Alliance: Rage! | $241.9K | 382 | 50% | $19.99 |
| Killed by Love 99 Times | $241.8K | 461 | 96% | $12.99 |
| Trench Tales | $241.8K | 681 | 71% | $24.99 |
| Remnant Records | $241.7K | 698 | 76% | $15.99 |
| Heart&Slash | $241.7K | 638 | 81% | $14.99 |