
For seasoned ARPG lovers, a unique Indie entry is here! Construct a deep build as you fight your way through mysterious places. Enemies are strong and smart, but you'll have a massive arsenal of tools and abilities to master in order to vanquish them. Dive in!
Modeled estimate, not a reported figure. How we estimate →
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About
Ash & Rust is a top-down ARPG in a Dark Fantasy setting with a focus on:
Abilities, Traits, and Gear interact with each other in deep ways, via an elegant UI grid system. Place Augment shapes into your Activated Inventory to enable them. The more shapes you can fit into the inventory the more power you can amass, so figuring out clever ways to piece things together can become a satisfying secondary skill.
Design your own Abilities from scratch! Pick from 4 base types, then choose your payload and Element type. As you level, add as many augments as you can fit to tailor your ability to your exact needs.
Choose from hundreds of augment and equipment options that combine to achieve interesting and deep playstyle types. For example, infusing the "Spell Weaving" trait onto your character makes it such that each time a different ability is cast, you stack up a buff. Casting the same ability twice in a row resets the stacks.
Fully animation-based attacks and collider-hit physics.
Abilities have animation timings, cooldowns, and in general require strategic intentions.
"Weighty" movement and casts creates that satisfying crunchy combat.
Master the timings of animations and attacks to dodge enemy abilities, block projectiles, and line up your own devastating counter-moves.
Multiple End-game Modes! Each with Leaderboards/Achievements and unique mechanics.
Lots of loot: Weapons, Gear, Augments, Trinkets, and more, which all have significant impacts on your power, build, and playstyle.
Strategic Combat: Smart and strong enemies and bosses use A.I. Behavior Trees to respond to your actions: moving out of AoE, kiting when appropriate, dodging attacks, etc.
Gorgeous and mysterious places to explore. Full PBR materials (physically based rendering), real-time volumetric lighting, responsive foliage and terrain, and other advanced technical features.
Branching quests with dialogue choices. Your actions and responses shape the possible paths available to you.
Character customization. Design the physical appearance of your character.
And much more!
You are...NOT the hero. You're just an Entity, plucked from the Aether to join a powerful organization. You are one of many OMENs, granted power and authority in exchange for servitude. You fulfill the wants and desires of overlords, creatures, and companies - the highest bidders. Your missions will take you to the farthest reaches, exploring wondrous places and meeting many characters. Some cower at your coming, but many eagerly embrace you. Some things are just as they seem, while others are smoke and mirrors. You can amass great influence as an OMEN, what mark on the world will you leave?
It is my plan to support and develop this game for years to come. This is a passion project and I absolutely love working on it. My aim is to continually add new end-game modes, new loot, new places, new enemies, and Quality of Life improvements. In its current state there are still some non-core aspects that are rough around the edges.
Stat multipliers and large Area of Effects are kept to a MINIMUM. In AnR, there are no multiplicative scaling stats, only additive stats, many with built-in Diminishing Returns, and large AoE takes heavy augment investment, thus reducing character power in other areas. This should help remove the main culprits of forcing all builds down certain paths to be end-game viable.
No non-progression based combat systems. In other words there will never be combat mechanics that are not based on utilizing your build to defeat it. For example: no environment traps, no quests where you use some vehicle/turret to defeat enemies, no long-cooldown transformation forms ("apocalyptic" mode, etc). In AnR, your unique build means everything, and I don't want to gate/shoehorn your progress behind some arbitrary mechanic.
New content should never obsolete old content. E.g. the level cap will never be raised, the power range of newer items will never outscale older items, etc. Instead, new content should generate new playstyles, new types of builds, and new combat strategies, without making previous ones less effective.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**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
Not gonna lie, they've got something cooking here. But: 1. If you're playing wasd, the w key is bound to an ability, and you can't rebind it. So every time you try to move up you use that ability. 2. Constantly getting stuck on environment. 3. Enemy variety sucks.
This is the kind of game i want to see slightly more experienced devs make. It has some of the freshest build customization ideas in an ARPG i've seen in a while. It is also moderately hard until you get a build going. Unfortunately the game is held down by two major flaws: Jank and Performance. Regarding the jank, you can expect bad environment pathing, UI that only work 4/5 times, glitchy animations, etc. Performance is fine in the first area, but as soon as i reached the castle in the second area, performance tanked and it became a slideshow. In the end these were sadly dealbreakers for me.
EA (03/2025) 2h in: this is not an easy decision. it looks good for what i have seen so far and the mechanics also make it very interresting and i am sure are fun in the endgame BUT: despite the fact it went to EA in 2022 (so almost 3 years ago) with about 1 year in mind, it is still in EA after all that time and still feels it have a long way to go. i noticed already a few bugs. for example you often can't pick up items, it is right in front of your feet and you click it 10 times till it finally get picked up. aiming with ranged projetile spell at moving enemies is a nightmare, the only way you can hit them if they are very slow or not moving at all, otherwise they will outrun your projectiles by doing one sidestep. imo the fighting feels clunky, but that could be just the fact that it is unoptimized (for me ~40-50 fps mostly). the hitfeedback do not feel good at all, you can't feel any impact on spells or projectiles hitting. sadly i have to refund it and wait if it gets better (in 1-2 years i guess)
The game in itself is interesting, lots of good ideas, but there has been no update since June, no communication from the devs, so my hopes to see the game grow are slowly fading. Unfortunately, it looks more and more like it was abandoned. If I'm wrong and the game gets updated, I'll gladly change my review.
Alright so this is a tough review because I honestly had fun playing the whole game and trying MANY different builds. The game itself is hella janky loil bunch of screen tearing and absolute abysmal performance. If you can overlook that, you WILL have fun. Something about making your character extremely strong because you just put the pieces together with no guide or google to save your ass is so damn satisfying. That being said, this is 100% not a "fully released game, polished for gamers" It's rough. Recommending it because at the end of the day I had a blast.
This game is great and unique. Waiting for the official release to get in to it. The Dev here is a good one and has been working hard on this game. It shows when you play it.
The fact it released in 1,0 in this state is very surprising to me, it feels and plays like an early access/demo build that needs another year to cook, very promising and has some great spell crafting options, but ultimately, good for an evening, maybe two. The issues I am having: - Strikes are either your death or very good, but its very hard to distinguish them - UI's are clunky, and sometimes just not working - game wants you to experiment but game doesn't pause while in the menu, making it hard to find a good place to just try stuff out unless you clear a screen fully around you - Balance on skills are iffy - Inventory management comes down to, you ONLY pick up stuff you will use or want to save for another character - Crafting is too simple to really enjoy interacting with it - enemies have massive aoe's making Melee feel annoying to play into, balancing early on def also an issue for it - a bit too buggy for an 1.0 IF you can live with these, very cool game that i HOPE will get patches and better over time, i know i'll just delve into this every now and then, but cannot recommend to buy atm
Game kinda sucks. Really floaty combat. UI is very overwhelming. Graphics issues starting from even the main menu. Got filtered by the tutorial on the first one or two packs of mobs because for some reason the first attack you get for the class I chose was a leap slam that had a long wind up and did no damage instead of like a regular slash or something. Would not recommend.
i really would like to play this game and indulge in its entirety but thats hard to do when performance is sooooooooooooooooooooooooo horrendously bad. playing on Low graphics sucks, everything looks bad. I have high end specs but medium and high settings is still super laggy. Really need more performance patches but other than that, Game is a hidden gem in my opinion. It has the system and structure for a very unique ARPG but would i recommend it in its current state? I want to say yes overall but the performance issues is very hard to ignore. :(
Крайне странная игра.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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