
Ash of Gods: Redemption is a turn-based RPG that combines tactical combat, CCG elements, and a constantly evolving story in which no one is safe from death, including the main characters.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About

Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam + Google Play only; PlayStation, GOG, App Store, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $4.99−80% | 3.5Kreviews | 74% | — | $384.5K |
| $9.99 | 350ratings | 92% | — | $30.6K | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 57 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The cartography is spectacular and detailed, the combat is simple yet satisfying, leveling up my characters and keeping them alive is a good feeling, the dialogue is good but sometimes feels rushed or to many sentences in one paragraph-kinda like this. The style and colours of the maps and characters is pleasing to the eye-I've only just started and am about 13 hours in. So far there is a bunch of history and lore throughout the world to make you really think about the events in a wider scale.
I will just say this. If you want an emotional tour-de-force journey equivalent to that of the fellowship of the ring, play this game! The bad translation was never an issue for me, even if some sentences did not make perfect sense. I was in awe at the end of the game, I felt like I really experienced a monumental journey!
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $384.5K | 807 | 70% | $11.39 | |
| $384.2K | 809 | 68% | $29.99 | |
| $384.2K | 460 | 74% | $19.99 | |
| $384.8K | 2.2K | 93% | $9.99 | |
| $384.1K | 451 | 89% | $24.99 | |
| $384.9K | 884 | 74% | $29.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $2.6M | 3.8K | 90% | $24.99 | |
| $3.8M | 4.4K | 70% | $34.99 | |
| $603.9K | 925 | 77% | $12.49 | |
| $62.7K | 94 | 66% | $19.99 | |
| $42K | 93 | 69% | $19.99 |
Every market we collect.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Russian*, Simplified Chinese, Ukrainian, Italian, German, Polish, French, Portuguese - Brazil, Spanish - Spain, Portuguese - Portugal*languages with full audio support
| $19.99 |
| 444ratings |
| 67% |
| — |
| not modelled |
| $4.99−80% | 207ratings | 76% | — | not modelled |
| $9.49 | 24ratings | 94% | — | not modelled |
| $24.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 57 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Помню лет 6 назад случайно увидел у Нерд Коммандо эту игру, посмотрел что это. Во время игры он взял и загуглил, что такое слово притулился, никогда не слышал его. В целом, игра чуть ниже среднего. Игра ради игры. Бои достаточно простые, стратегически интересные. Противники в конце станут однообразными, и там уже будет выработанная тактика что с ними делать, так что сложностей не будет вообще каждую секунду. Большинство диалогов просто ужасные. Проблема в них в том, что аспект делается в основном на форму действия и того Как. Примерно все диалоги с новыми неизвестными персонажами будут начинаться из разряда, "Ты мне это, а я тебе на самом деле не это. Привет" или "Ты такой то такой то? Я тебе не такой то во первых, во вторых, в третьих. Привет". И в целом тексты выглядят как будто Необходимо нагромоздить, не потому что Нужно, а потому что Можно, и почему бы не нагромоздить. Даже феи так люто чушь не несут. Сильно не хватает в диалогах внутренних переживаний героев. Они просто идут, главные герои, конечно имеют мотивацию, но остальные нет, либо их мотивация так далеко в мечтаниях, что тоже не понятна. Лор мира к сожалению утопает в таком же не понятном тексте. Это касается на 100% ветки Хопера и Торна, и на 50% ветки Фенга. У Фенга история как то поинтереснее и яснее, там поменьше нагромождений. Проблема со жнецами, за всю игру и к концу игры, всё равно не понятно, а зачем они это делают. Просто потому что хотят чего то добиться? Здесь так же по форме они все разделены, тот с глевой, тот болтает лучше и всё. Тот, возможно!, какие то подковёрные игры ведёт с другими умбра. Жнецы как и весь лор, к сожалению, оторваны от реальной мифологии нашего мира и не передают никакие не смыслы, ни образы. Они не ведут духовный диалог друг с другом, с героями игры, у них нет личностной диллемы. Они не понятны мне как игроку. Никакой жнец не олицетворяет какие либо грехи, положительные стремления либо смысл чего то. В них нет по сути Души. Если взять Дорпхала, убрать его, и заменить кем то другим, то будет всё абсолютно то же самое, потому что в силу своих характеров, они чисто теоретически не способны поменять сюжет. Альтернативно, создатели сами вводили свою мифологию, что передать её в образах, но не передали, либо информации почти нет, либо он утонул в нагромождениях текста. Я до сих пор не понимаю, почему Фриза нападает. В самой игре ближе к концу один из героев тоже может спросить, почему Фриза нападает, и ему отвечают по сути, если убрать нагромождения, что тоже не знают почему. Я прошёл игру на плохую концовку, у меня Хопер до конца не разгадал загадку триединого. Бог явился, Но, конца света не наступило. Никакого апокалипсиса не было всю игру, и нет в конце, есть просто страдания и всем тяжело, и всё. В конце даже продолжают люди жить, сопротивляться и всё такое. Графическая составляющая карты, отличная, графика персонажей, шикарная, графика пейзажей местности и городов, средняя, пустоватая, осаждённый город фриг это вообще ужас, там просто повторения по 100 раз объектов групп людей. Хорошие моменты: Вот идея с магией как с плетением, выглядит очень хорошо. Вот этот элемент был приятен на протяжении всей игры, а когда Хопер сел и зарисовал что за плетение на Ходой, вообще шикарно. (Но тут я бы сказал ляп и недорасказанность, он впал в транс и сам просто нарисовал, либо видел своими глазами просто, не заглядывая за вуаль) Вариативность путешествий по карте, это было отлично! Но к сожалению некоторые места просто есть и они просто пустые. Жертвовать количеством днём, чтобы идти через разные места, смысла нет, они просто ничего не дают, даже лор не дают! Случайные столкновения интересные и почти не повторяются никак. Как результат, играть ради того чтобы играть, это подходит. Но чтобы получить интересную историю, после которой ты сядешь, вдохнёшь, выдохнешь, прокрутишь разные моменты игры и сложности взаимоотношений персонажей и лора, которые привели к этим событиям, играть вообще не стоит, игра просто пуста.
战斗机制一言难尽
If you liked The Banner Saga, you will most likely like this game as well. While many say it is a copy there are a few things that make it distinct, primarily the story. But the game does have a few issues. Not sure the langauge of the devs, but the script in english is often bad, weird, or poorly written. Frequently it will have 3 question options and then an exit, it seems clear that the intention is to ask them top to bottom as if you ask them out of that order they will frequently mention something that is only discovered in the above question. This means you only have the illusion of choice. Additionally, most of the choices seemed to have little to no effect, the primary effect seems to just be the morale mechanic which barely effects anything (at least on the lower difficulties, unsure if it changes in the higher difficulties). On top of this, many times they will repeat pieces of text they've said in the previous sentence (an example of what it's like "Gleda, you will be in danger... Gleda"). A scene is seemingly missing when the twins are insinuated to have betrayed you (which also felt very out of nowhere). There is no mention of their betrayal at any point in the story, and they aren't hinted to be untrustworthy beyond when you very first meet them. There is no hints beyond that which indicates they might betray you. And when they do all it mentions is a crossbow shot hit the person and then the story immediately skips to the person is dead and then in the next fight they are gone from your party. The "riddles" for Hopper were mostly nonsensical, only a few felt like they were even actionable/made sense. Maybe if there was some kind of journal function where you could have all the evidence and maybe any text that hints on what the correct actions were. I felt like I followed the hints to the best I physically could, but for some reason the ending acted like I had failed to follow the hints and it was entirely riding on whether I made the right choices as Hopper. More about the ending. I felt like I was doing good and winning up until Gled suddenly transformed into the avatar of the God after I WON the fight against a reaper. I understand the reapers counted towards the sacrafices, but it felt like there was no real option to win given the final scenarios I'd been given. And it felt like it was ENTIRELY on hopper. The rest of the decisions only affected small things like who I had available in the final fight, how much gold I had, and the amount of strixes I had (which I ended up with a copious amount of gold and strixes by the final fight). Also a point in the story mentioned Amma fought the 5 Reapers in the past with thousands of Eikon warriors, why is it the case that a single one in this story was able to go toe to toe and defeat a Reaper (not actually killing it due to lacking the proper weapon)? The story eluded to so many people being special but none of it mattered whatsoever in the end. Lo, Thorn, Gleda, Amma, Hopper, Philia, Unda/Chila, Reet, Hopper, Brett, Khama and more, were all "special" in some way, but the story seems to have come down to just how well did I make decisions as Hopper. Thron was somehow given power from a lower Umbra when in the veil, this was passed down to Gleda, but would Thorn not also be special? and how is Gleda more special than Brett and Reet? Both are descendants of a lower Umbra, Reet is less closely related but is also descended from the Ense who they themselves are Special. Also after 700 years they hadn't prepared at all? The lower Umbra could've done anything to prepare, seems like Amma is the only one who did anything but that was before the war 700 years ago, so why did they do nothing to prepare for the next Reaping? I also felt that Lo's story was neglected heavily. I'm not sure why but they skipped everything to do with his story and just hopped right to the end of the story. It would have beem much better if he went back to the Shadow Clan as intended to let them know, he had to deal with the reprocousions of sharing his stone with Reet (if the player decided that), but then be bailed out by Amma the founder of the Qimra and Shadow Clan to my understanding. Or if he let Reet die, no reprocussions from his clan but Amma is less happy, and have Reet be more vital to the final story. Huge also, Reet shouldn't have been a basic archer, she should've had the kit of the Ense, the Qimra being descended from the Ense and an Umbra, should have recreated the ring/flying swords of the Ense. I could go on and on with complaints about the story, but overall the game was indeed pretty good, easily an 8/10. And my biggest complaint is that the ending happened way too quickly, should have been multiple games like Banner Saga. And there is no real sequeal, if you think Ash of Gods: The Way is a sequeal, it is an entirely different game (much worse), clearly made for mobile not a proper sequeal. It is set in the same world and has some of the same characters but it is very much not a continuation based on what I can tell...
Banner Saga: 'You're just a cheap fv*klng knock-off'. Ash of Gods: ' Oh no, no, no, I'm the upgrade'.
反人类脑残的战斗机机制,设计者脑子进水的SB吧
Good turn-based RPG, with an engaging gameplay, memorable characters and a fairly interesting story. Strong recommend if you like turn-based RPG's. As other comments said, similar to Banner Saga - if you liked that, you'll probably like this (and vice versa).
Приятная боевка в отличие от многих тактик, что огромный плюс.
Графомания редкостная. Визуальный стиль, кривой и мягко говоря любительский. Игра посредственная. Стоит ли играть, однозначно стоит.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.