
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
Si pero no. Me hinche los huevos que te trabas con todo el escenario. Hay una raiz de un arbol ? Te trabas. Hay un arbusto ? Te trabas. Hay un monticulo que no podes diferenciar del resto del terreno porque se ve todo igual ? Te trabas. Y te re jode eso porque los enemigos tienen daño de zona, lo cual te hace querer esquivarlo, pero no podes. Los controles no son responsivos. No podes esquivar cuando queres. Es como que tocas para esquivar pero lo hace 1 segundo despues. No pude ver nada de las habilidades porque me rompio tanto las bolas eso que lo deje.
scapped my previous review, unfortunately this is not it
I bought the game on 30% discount, played it for 4 hours, got sick of it. The game seems to be going by the Grim Dawn and Path of Exile direction of looter ARPG, with mix and match builds. It avoids POE's gear socket system restrictions with augments for a set of five abilities unlocked as you level, and it avoids Grim Dawn's Class restrictions by allowing you to construct your abilities by yourself and changing your main attack by the equipped weapon - I can swap between mage and warrior by swapping my main weapon and rerolling my abilities, which is free and unlimited. Unfortunately, the game does not have the beautiful environments of either Grim Dawn or POE, nor the depth of either. The enemy variety is honestly dogwater, with you facing two different enemies each level. I got to the 3rd level and just quit, since the only thing you do is roam around the map, beat random clusters of enemies, then beat an enemy spawn around a loot container, then repeat. You get some breaks with NPC interactions but those either lead to more fight, reward loot, or progress quests. You also raid dungeons but they're just a slightly harder version of the overworld. and VEEERY small. The enemy action skills are rather lame, and your own character is forgettable. The character creator might as well not be there, and oddly enough, while you can make your character as black as night, they only get as white as an instagram influencer advertising spray-on sun-tan. It might be the braizers in the design menu, but that just means that the character design menu is poorly implemented, which returns to the core of the issue with the game. The world simply put, lacks any discernable personality. It's a wonderful idea, poorly executed. My PC is decent enough, but for some reason I still get hiccups on an RTX4070SUPER. For a version 0.9, it's way too rough. I suggest waiting for a deeper discount or waiting in general.
I want to give this game a neutral review based solely on the movement mechanic. It’s click to move and just feels clunky. WASD and/or controller support would be preferred, especially in an ARPG.
Great spell programming system, but performance is unacceptable at the moment (level 2 with low quality still runs in the 20s fps). Wait for that to be fixed and it'll be a VERY nice arpg.
[h3] I am loving this game and also totally awe-struck by the dev's enthusiasm and engagement with players. [/h3] [i] (nb: Since PoE2 launched I have been distracted, but found myself yearning for some 'Ash & Rust' hours last weekend. I have logged more hours than Steam has counted and fully intend to log many many more.) [/i] It's surprising that [b] the dev has managed to find a distinctive-yet-familiar style for the game [/b], that makes it seriously interesting to learn and stays faithful to the core enjoyment of ARPG gameplay. Makes it a total breath of fresh air! You also definitely get the exciting hits from ideal loot drops and perfect stat re-rolls. Obviously there is a [i] very minor [/i] bit of jank, but that has never stopped me from enjoying the game. It's also fair, considering it's a total passion project and is benefiting from regular updates. In other words, [b] the game is solid and smooth [/b]. One final comment is that I feel like [b] the dev is gaining serious goodwill from the game's followers and player base [/b]. Ash & Rust seems like a true passion project that is receiving serious dedication and care. Tbh, I don't write many reviews, but the dev deserves all the support I can give. Honestly, I feel more excited to see how this game develops than I have ever felt for a game!! So, [b] if you like the idea of supporting an ARPG project, and maybe even discussing ideas with an awesome and enthusiastic dev, then you should absolutely dive into Ash & Rust. [/b] Totally worth the modest price tag. Keep up the awesome work - this game is going places!! And thanks for adding controller support! ^_^
Pros: 1. It allows you to create your own abilities, create your own synergies and is fun to play around with for a bit. 2. Finally an ARPG which isnt oversaturated in higher and higher numbers. All the stats are easily understandable and you pretty much know which abilities scale with which stats and so on. 3. Switching between builds is easy because you are not reliant on stats like STR, DEX, INT and so on. Cons: 1. The maps are weird and clunky, enemies underwhelming and predictable. 2. The campaign storys humor is pretty cringe TBH. I prefer sincerity over irony. 3. The tone is a far cry from Grim Dawn or Diablo 2. 4. The customizable abilities could have been somewhat more customizable. Some runes take up half the grid or more if you want them added. There is no randomization to the "tetris cubes" added. Most of the single target gems are weak or boring.
Sadly unplayable in Ultrawide. Text is too small, you can barely read UI and loot is just unreadable. Also optimization is really poor. Like sub 100FPS and 100% use of 3080ti in Main Menu poor.
I really like the game and wanna play it but it stutters and I don’t know how to fix it
Nice game,hope to have Chinese in the future.
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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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