
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 →
Media

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
I need Chinese, please
Honestly, it's a bit of an odd game. There's lots of potential here and I really think it's innovating nicely in a pretty tired space, but somehow the game just doesn't sit right. It has huge FPS drops at time of writing, it plays very clunkily with long animations that (to me) made some weapons just feel considerably better than others. The start is pretty rough, and the UI is a total mess. I like the ability/character/campaign/etc augment system - it's interesting, but everything feels hard to measure as items don't appear to have a visible item level. I was finding identical drops barring a number roll in the same range) sections later than the item I had found before, and my health pool wasn't growing, the enemies' one didn't seem to be either, so it sort of felt like I was still just starting out but just with an OP weapon. I think that's honestly the biggest issue for me - most of these games have a sense of power scaling where you can feel an "I've got stronger, but the next area is still a threat." - I was left with an ambiguous "I've got stronger than when I've started, but frankly I don't really need a lot more." where going into a new area felt just like the old one. In a way it was a bit akin to playing one of those MMOs where you get level scaled to the area you're in or something. The item pool also feels a bit shallow - purely from my experience. I might have not got to taste what the game has to offer in that regard, but I did find a LOT of repeats which only compounded the "I'm in groundhog day" feeling mentioned above. I wish I could recommend it in a capacity between yes or no - a yes but with reservations/comments. This game deserves a look and I really think it's someone's thing and a sure passion project, but I'd also find it hard to say to a random person that they should purchase this at present. To the dev: I think this game would really benefit from a demo showing the first area. This will be a polarising game in its current form and I think the negative reviews would probably be more limited if the demo filtered out people that didn't find appeal in its uniqueness. I'll definitely be looking into this again down the line and wish the dev the best of luck with the project, it's just not quite right for me at present.
el juego esta entretenido, diversas builds, muchas combinaciones, tiene la opcion de desatascar el personaje si se bugea, promete mucho! lo unico malo que encontre por el momento es que suele tildarse el juego en pantalla completa y no permite hacer nada, ni me deja abrir el admin de tareas ni nada, solo reiniciar la pc, y voy sobrado de requisitos, es algo molesto pero bue..
Erken erişimde aldım fakat arayüzü ve oynanış o kadar karmaşıktı ki bunca yıldır hesapsız sayıda oyun oynadım fakat bu oyunu oynayamadım neden çünkü saçma sapan oynanış yüzünden nasıl oynayacağımı anlayamadım burada geliştiricilerden biri cevap yazmış bir oyuncuya yok oyun derin bir oynanış varmış ne derini oyunda düzgün oynanış yok. oynanmamak için yapılmış resmen. Oynanış yüzünden puanım 0
CO-OP FOR THE LOVE GOD AND JESUS AND THE ORIGINAL SIN OF SATAN LORD OF THUNDER AND FIRE BUTT ADD CO-OP THANKS
Điểm đáng khen duy nhất của game có lẽ là ý tưởng, nhưng tất cả những phần còn lại đều dưới mức trung bình, nếu không muốn nói là tệ.
I need Chinese, please
Unplayable Trash at this point. It has some great Ideas but it has barely any tutorials and enemies just swarm you right from the start, deal massive damage and your hits take forever to take them down. Early Game needs a complete overhaul. Pretty much the worst Arpg early game experience i have had so far.
Very fun 10/10
Sorry just not a fan. 3 years in EA and still feels...rough. I hope the game and dev can make something of this - but the bar is just too high these days. The interface is...gacha style which makes it a complete eye sore - like when a technical dev tries to make a user UX. Make sense in their head, but doesn't translate to the broader public. I wish this team good luck, and I hope to find a fully released version soon.
Related
Related
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.
Related
| Heavy Hearts | $43.2K | 112 | 72% | $14.99 |
| Golazo! 2 | $43.2K | 145 | 76% | $14.99 |
| 最后的仙门 The last Practice Sect | $43.2K | 529 | 53% | $3.99 |
| Curse of Black Bone | $43.2K | 139 | 60% | $14.99 |
| The Brewline | $43.2K | 112 | 88% | $9.99 |
| Brothel Secrets 🔞 | $43.2K | 125 | 74% | $9.99 |