
Ascension to the Throne is a turn-based strategy game with RPG elements. In a vast fantasy world the hero will have to pass many tests on his way to victory. Enemies seek to stop players from regaining power and taking revenge. Gain new friends to aid you in reclaiming the throne.
Modeled estimate, not a reported figure. How we estimate →
About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, German
Engagement
Hours played at review time, across 44 reviews with recorded playtime.
Reviews
Themes across 44 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
Старая ,хорошая игра
Интересная
Maybe a mild recommendation. The game is rather dated and somewhat budget in feel after all. Ascension to the Throne is an old King's Bounty-like, game focused on tactical combat with (assumingly) limited resources and money to hire troops and buy equipment, as opposed to being limited by turns and economy in something like Heroes of Might and Magic. Unfortunately, as far as King's Bounty-likes go - something like a fairly old but still solid remake/reimagining King's Bounty: The Legend (and its follow up Armored Princess) are substantially better games to buy and play. They have more content with better pacing, better graphics and writing, more engaging and deeper combat. So on so forth. Ascension to the Throne on the other hand is a somewhat more limited game. Story and writing are there and not bad, but neither particularly in-depth. The unit variety is there but limited, same with gear options for main character. There are some more unique elements to the game. For example, unit count is represented on the battlefield as real models, rather than arbitrary number that multiplies damage dealt. Weirdly, there are no counterattacks when hitting enemies in melee. And main hero is also present on the battlefield as a unit, not unlike Heroes of Might and Magic 4. While some of this might sound at least different - it doesn't all work out well. Lack of counterattack makes melee units a fair bit weaker of an investment. The best tactic is to hit hard and hit fast - field a bunch of units with high Speed (read Initiative) stat, preferably ranged, preferably hard hitting. Some cheesing is possible with Gladiator taunt, but otherwise this is the go to strategy to fight with no losses. Main hero being present on the battlefield also means game over should he get killed. Which means you absolutely must pump health stat to a decent degree, at least early on when there are enemies you won't be able to prevent from moving (and potentially killing you). Melee build is also very underpowered. Remember, no counter attacking and you can only hit one model per attack. In comparison, magic eventually gets spells to hit increasing number of enemy models, at range too. Main character equipment slots have variety in theory, but in reality most armor (except for better alternative that boosts running speed) are straight upgrades. And the best rings to equip are the eventual +Army Speed rings that further solidify first turn advantage for your army. The more irritating part is arguably how much time is spent running around. There are portals to make travel shorter, but this traveling is definitely far less enticing than how it is done in King's Bounty. So why recommend the game? Well, I feel it doesn't really commit any major sin and can be a short bit of fun at a pretty low price when on sale. A piece of history too, back from the times we were getting more KB-likes. It's not a great game by any stretch, but it has some soul put into it.
legend
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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