
Experience rage-inducing precision platforming as a recently deceased soccer player damned to Inferno! Kick your sibling's soul out of Hell for your chance at redemption!
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ASCENDING INFERNO is your ultimate goal in this gorgeous, challenging-but-fair 2.5D precision platformer with a ball.
Playing as Dani, it’s not enough to run, jump and platform your way out of Hell - you’ll need to dribble, kick and header her dead brother Vincent’s ball-shaped soul along with you!
Just be sure you don’t fumble the ball - the depths of Hell is a long way to fall…

Master precision platforming with a ball (actually your brother’s soul).
Bask in a handcrafted world of gorgeous pixel and voxel art.
Ascend nine challenging layers of a modernized Dante’s Inferno.
Tackle unique mechanics in each layer of Hell - Limbo, Lust, Gluttony and beyond.
Take your time or beat the clock in a game built with speedrunners in mind.
Uncover a hidden story scattered across secret rooms in each level.
Unlock free cosmetics for Dani and Vincent by completing in-game challenges.
Checkpoint Mode exists for players who want to experience Ascending Inferno without the Foddian difficulty!

Meet Dani: she is a goth.
Meet Vincent: he currently has no legs.
They're a sibling duo that belongs in heaven... except they're trapped in hell.

The game takes place after Vincent's recent death, and unfortunately as fate would have it, Dani dies shortly after in an accident. She then awakens in the afterlife in which she finds the soul of her brother Vincent. During this reunion, Dani quickly discovers that they are trapped in Limbo and so the pair settle on the common goal of ASCENDING INFERNO.
Explore secret rooms to uncover the deeper story and relationship dramas surrounding these siblings.

Vincent cannot ASCEND INFERNO without you. Thank heavens he's conveniently shaped like a soccer ball... with eyes. You’ll have to kick, header, juggle and jump your way out of Inferno. As you ascend, each layer of Inferno will fight to keep you down in mechanically unique ways, so make sure to stay on your toes!
Three words of advice: Don't. Fall. Down. The smallest mistake can be costly, and Vincent won’t hesitate to berate you when you fail. What else is a younger brother for?

Does all that sound like to much? Well fear not weary traveler, we've just added a new game mode called Checkpoint Mode!
This mode is designed for people who want to experience the wonders of Ascending Inferno, without the Foddian difficulty. Activate checkpoints as you ascend, doing so will make you reset to that point in your climb whenever you fall below it! No more falling back to limbo for the 50th time (Maybe).

Hellishly Beautiful, each layer of Inferno is meticulously handcrafted in a stunning voxel and pixel art-style with a modern twist:
Limbo is a forgotten, rundown castle.
Lust is a modern, grungy nightclub.
Gluttony is a trashed fast-food diner.
And many more surprises for you to experience yourself!

Dani and Vincent are ready for kickoff. Do YOU have what it takes to achieve your goal of ASCENDING INFERNO? Or will you be forever lost in Limbo…
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
Ascending inferno is a juggler foddian game where you control a character and try to get a ball to the end of the map.. You can dribble the ball automatically when its at your feet, small or hard kick it to go forward, or jump when dribbling to make it go high and then aim yourself to hit the balls with your head. The map is mostly fair from what i have played, with falls that aren't too punishing, and the only hard ish section i've met so far would be the end of gluttony with the 3 small lamp. Each time you complete a section you also have the opportunity to complete it in the training ground to either practice it or try to get a best time. Overall, it is a really enjoyable foddian game with unique gameplay.
Really tight and challenging gameplay underpinned by positively gorgeous visuals. A really clever evolution on games where "challenge" is the core throughline both thematically and mechanically. Definitely check it out if you enjoy thinking about games while you play them.
A BRUTAL Climb, Worth Every Step Ascending Inferno isn’t just a game – it’s an experience. From the very first level, it throws you headfirst into a gauntlet of challenges that test your patience, skill, and determination. But with every failure comes a deeper understanding, and with every hard-fought victory, an overwhelming sense of satisfaction. The difficulty is real, but so is the reward. What truly elevates this game (pun intended) is its incredible storytelling. There’s a depth to the narrative that makes the climb feel meaningful – not just for progression’s sake, but because you're fighting for something. It’s rare to see this level of emotion tied to a platformer, but Ascending Inferno pulls it off with flair. Visually, the game is absolutely stunning. Each biome introduces a completely fresh atmosphere – from the first level to the very last – and the attention to detail is unmatched. There are so many small, handcrafted touches scattered throughout the world that you can’t help but pause and admire, even in the middle of chaos. Whether it’s the satisfying gameplay loop, the rich story, or the jaw-dropping art direction, Ascending Inferno nails it on every front. If you’re looking for a game that challenges you, rewards you, and leaves a lasting impact – this is it.
What the skibidy sigma??? I really suck at this game but its a lot of fun :)) I highly recommend to anyone who enjoys difficult games!
Great game so far! I love the characters, the art, and also the gameplay, which I might add for anyone scared of it being too frustrating, is way way way less fiddly than it might look. Vincent (da ball) is surprisingly more sticky than I thought he would be, and it saved me a bunch of times. However, whoever made the second hole in the Lust Level that takes you back down to the end of the First Inferno Level, where if you get really unlucky, can knock you down until you all the way back into the chandelier area. You will be dealt with. Also the ping pong pole dancer demon things. Evil. I can't wait until someone speed runs this game so I can live vicariously through them (I assume by this time I will have just finished Greed).
The game is so based. Genuinely, I went into this thinking "oh its a rage game, probably not gonna be my thing" I was so so wrong! Somehow they've managed to make this game both challenging and satisfying to play at the same time, to where even when I fall about a million times, I still have an immense amount of fun in the process, because simply just running around and kicking the ball is fun on its own. The game by its design constantly encourages you to improve by repetition until you've mastered a certain area, and I cant stress how rewarding it is seeing the progress you make, and especially when you FINALLY do that one kick that or jump that's been giving you hell. Overall, definitely one of my new favourite games and worth checking out!
Utterly infuriating. But so satisfying when nailing a section. Responsive controls, awesome art style and sound design. Interesting concept - as someone terrible at these games unfortunately I'm going to have to punish myself to experience more!
I rise, I fall, I cry. 10/10
Ascending Inferno offers an unforgettable visual journey through a beautifully crafted version of Dante’s Hell. The game’s voxel art and distinct environments for each layer—like the desolate Limbo or the vibrant nightclub in Lust—are stunningly designed and truly immersive. Apolyon Studio’s attention to detail shines, creating a uniquely rich atmosphere that stands out in the platforming genre. This game is frustrating, as intended, but also offers joy and a sense of accomplishment each time you surpass your previous best and progress to each new area and level.
Ascending Inferno is a cool video game that invites me to play it and then kicks me in the balls At the time of writing I’ve beaten Limbo and gotten halfway through Lust Each level of hell has its own distinct style and visual story to tell. There is so much wondrously morbid creativity and imaginative design proudly on display. The art direction is on point. Each asset is placed with narrative meaning rewarding players willing to stop and smell the roses. Hell feels like a living breathing place that I want to spend more time exploring. The Shader Authoring and VFX are extremely impressive there's so many beautiful technical marvels hidden in this game. I particularly love the screen space reflection on the glass windows. Secret rooms are like a respite in this game. Similar to a safe room in Resident Evil. I feel relieved when i accidently screw up a kick and then instead of getting punished I get rewarded with a story beat instead. Never seen this done in a video game and it suits a Foddian very well. More rewards like this please! The mechanics are deceptively deep for a game about kicking a ball in one direction. There is so much to chew on just kicking the ball, the mechanics all feed into each other and it makes you want to experiment and test the limits of what's possible. I can't help but feel these mechanics would’ve been better suited to a game that wasn't as punishing as a Foddian. The puzzles are fun but when I have to do the same puzzle for the 50th time instead of seeing the rest of the beautiful game ahead of me, I have to play Limbo and Lust again and again and again. Oh I get it, Hell, cute! The Training Grounds attempt to remedy this by giving you a chance to practice each individual level outside of an official run of the game, which I like. But why not just let me start from a checkpoint in the actual game? I'm not a speedrunner. I don't care if the run is official or not, I just want to play the game all the way through. I hardly think my run is invalidated whether or not I did it with checkpoints. The game is hard as balls! GIVE ME MY SPIRIT ASHES Also why do I have to trudge over to the ball every time? Why not have a teleport to the ball location? God knows I know the level well enough after running it 100 times, why do I have to do the walk of shame? If it's just to maximize the negative energy and despair then don't you think you have enough of that already?! 💀 I know I'm publicly admitting that I'm bad at video game but it feels like Ascending Inferno is too married to being a Foddian where it has such potential to be its own thing. It feels like it wants to stretch its wings but it's held back by expectations of the genre. There's so much competent level design and teaching the player through failure that is wasted on a negative gameplay loop that doesn't give me the motivation to try again. The unique look and pixel art style attracts casual and artistic players who may not be used to the level of punishment that a streamer or speedrunner would be. There are casual players who want to play your game, let them play it. Ascending Inferno is challenging but it's not too hard intrinsically (as far as I've gotten). In a vacuum; the gameplay is fun and challenging and forces you to think outside your limitations and experiment, but the brutalizing punishment for failure makes it excruciating to learn and grow as a player. If you toned down the punishment with a few checkpoints it would lose its Foddian status but I also think it would make it a dramatically better video game. A beautiful game with creative level design and deep mechanics that is held back by the constraints of the genre. Spread your wings Ascending Inferno! Miles Morales did his own thing, now it's your turn!
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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