
Build and upgrade your deck to fight other players, face challenges in the story mode, experiment with your tactics as tactics decide everything!
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
Prices
The United States storefront in every case, so this compares stores and not countries.
About
Gather your deck and upgrade it, find and buy powerful artifacts to make your characters stronger and to surprise your opponents on a battlefield by creating unique strategies to carve your path through many difficult fights.
● 24 story mode battles with three difficulty levels. Can you beat them all?
● PvP mode: create a strong team and compete with other players to get to the top of the ladder and get your rank among the best
● Make your party unique: train units and hire new ones, buy artifacts and collect a deck of magic cards which are perfect for your strategy
● A beautiful standout 2D hand-drawn graphics and rotoscoping animation
● A captivating story which is prequel to Ash of Gods: Redemption's storyline
Genres
Stats
Languages: English, Russian, Simplified Chinese
Sums Steam + Google Play
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | Free | 21reviews | 33% | — | $0 |
| Free | 6.7Kratings | 75% | — | $981.6K |
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.
Engagement
Reviews
## Beautiful Presentation, Miserable Monetization *Ash of Gods: Tactics* makes an excellent first impression. The animations, card artwork, character designs, and overall presentation are genuinely beautiful. Its visual style immediately reminded me of *The Banner Saga*, and I was surprised by how polished everything looked. Then the monetization became impossible to ignore. The game appears to reuse assets and ideas from the developers’ previous full releases, but instead of building a satisfying tactical game around them, it feels designed primarily to extract money from the player. The progression system becomes painfully restrictive after only a few levels. It does not even give the gameplay enough time to become engaging before placing barriers in your way. Some players may argue that success depends on skill, patience, or grinding, but there barely seems to be a meaningful way to grind. Technically, you might be able to progress without paying, but only in the same sense that you could build the Great Wall of China with a spoon if you had a thousand years. It is not a realistic or enjoyable option. That is what makes the game so frustrating. The combat and presentation are not inherently bad. There is clearly talent behind the artwork and animation. Unfortunately, those qualities are trapped inside an economy that feels aggressively optimized around spending rather than playing. I cannot recommend *Ash of Gods: Tactics*. I do not see a version of the current experience that would be enjoyable unless the progression and monetization systems were completely redesigned, or unless you were willing to spend an unreasonable amount of money just to access enough cards to play comfortably. A beautiful shell surrounding a deeply unpleasant game.
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Hours played at review time, across 21 reviews with recorded playtime.
Ash of Gods: Redemption - нормальная игра. А вот Ash of Gods: Tactics - скукота и необоснованный донат.
Ash of Gods: Tactics is a game I went into expecting a fairly simple card battler, but there is more going on than that. I am building a team, putting together a deck and then taking that setup into turn based battles. The game is set before the events of Ash of Gods: Redemption, so there is some proper lore behind it rather than just using the name for decoration. I like the dark fantasy setting and the hand drawn look gives the game a lot more character than the basic gameplay would have on its own. The combat is where I think the game works best. I have to think about which units I want to use, what cards I bring and when I should actually play them. I can train units, hire new ones and buy artifacts to make my team stronger, so there are quite a few ways to change how my setup works. I like that I cannot just throw my strongest units onto the battlefield and expect everything to work. Building something that works together is much more important. There are 24 story battles with three difficulty levels, which gives me a decent amount of content to work through before even getting into the PvP side. The story mode is also useful because it lets me learn the systems without immediately having to worry about building the perfect team. The battles can get pretty difficult, and I found myself paying more attention to my deck and upgrades once I started running into fights that I could not simply brute force. The deck building is probably the part I would keep coming back to. I can collect magic cards and build around different combinations instead of being locked into one fixed team. Artifacts also give me another way to strengthen characters and surprise enemies during a fight. I like having these different layers because they make preparation matter almost as much as what I do during the battle. It gives the game that feeling where losing a fight makes me want to change my setup rather than just try the exact same thing again. There are a few things that hold it back for me though. The amount of information can be a little overwhelming when I am still learning how everything fits together, and some battles can feel more complicated than they really need to be. The free to play structure also comes with in game purchases, which I am not a huge fan of in a strategy game because it makes me think more about progression than I normally would. The PvP side is also clearly built around long term deck building, so I think the game is more appealing to me when I focus on experimenting with the systems rather than treating it like a quick pick up and play game. I do really like the presentation though. The hand drawn artwork and rotoscoped animation give it the same general identity as the other Ash of Gods games, and the dark fantasy setting works nicely with the more tactical gameplay. It feels like a proper part of the franchise rather than a completely unrelated card game wearing the same name. I also appreciate that the story mode gives me a good chunk of content to work through instead of making the whole game about online competition. Overall, Ash of Gods: Tactics is a solid strategy card game that rewards me for actually thinking about my team and deck. The combat has enough depth to keep me interested, the artwork is excellent and the story mode gives me plenty of battles to learn the systems. I do think the free to play setup and the amount of mechanics can make it feel heavier than it needs to be, and I would have liked the progression to feel a little more straightforward. Still, there is a good tactical game underneath it all and I enjoyed experimenting with different setups more than I expected. Rating: 6.5/10
Fun and good deck building and card collecting
лдьб
I don't understand if there is real-time PvP with real players in this game franchise. There is only asynchronous PvP here.
too hard
Trash scam
Тактическая ролевая игра с пошаговыми сражениями и глубоким стратегическим геймплеем. Плюсы: Захватывающие тактические бои — разнообразие юнитов и стратегий; Интересный сюжет — насыщенная история с нелинейными выборами; Уникальные механики — смешение пошаговых сражений и карточных элементов. Минусы: Сложность — некоторые сражения могут показаться чрезмерно сложными; Однотипные локации — мало разнообразия в начальных уровнях; Баги с балансом — возможные проблемы с балансом юнитов. Итог: Ash of Gods: Tactics — для поклонников тактических RPG и пошаговых стратегий. Привлекает глубоким геймплеем и интересными тактическими задачами, но может разочаровать сложностью и однообразием локаций.
3из10
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $0 | 0 | — | Free | |
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| $0 | 3.5K | 77% | Free | |
| $0 | 0 | — | Free |