
A fast, brutal action roguelite with razor-sharp controls and insane build freedom. Fuse embers, magic cards, and gear into wildly overpowered combat styles — and break each run in a world consumed by the Ash Witch.
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.
Every market we collect.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Latest in each market: best JP #91, worst KR #92 · 2 markets collected
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.
Reviews, worldwide (the counter carries no country): 13.14/day in the week to Aug 24 → 24.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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
Unleash the Ash.
A brutal, high-speed action roguelite set in a dying dark fairytale world.
Weaponize the corruption. Break the limits. Burn your way through a kingdom reduced to ash.

Four distinct heroes. Four lethal playstyles.
Razor-sharp blades, heavy cannons, frost-forged power—every move hits hard, fast, and clean.
Tight controls. Instant response.
Every fight is a test of skill—and a chance to dominate it.

This is where the game breaks.
Fuse Embers, Spellcards, and Legendary Gear into wildly overpowered builds.
Stack effects. Chain reactions. Push your setup beyond what should be possible.
Every run is different.
Every build can go further.

4 Playable Heroes — each with 180+ skills to master
130+ Relics & Gear — build, combine, and break the system
Dynamic Runs — events, routes, and encounters shift every time
Constant Updates — new content, new systems, more ways to win




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 1115 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
相当好玩,唯一遗憾的一点是去大学的时候忘带手柄了,键鼠玩的好难受喵
재미있었습니다.
мне очень понравилась игра!
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese, English, Traditional Chinese, French, Italian, German, Spanish - Spain, Russian, Japanese, Portuguese - Brazil, Korean
Hours played at review time, across 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Много интересных механник – инвентарь, способности, улучшения. Хороший визуал, длинные забеги, нравится что боссы меняются между ранами. Звуковое сопровождение хромает пока, когда сел геймпад – не открылось меню пазы автоматически.
【好的部分】 游戏的美术风格非常戳我的审美,整体画面表现力很棒。同时,武器、技能以及被动的设计底子很好,构筑流派时确实能感受到不少潜力,让人有带着朋友一起戏耍的欲望。 【建议与优化部分】 1、关于技能刷新与权重:相比其他肉鸽游戏,本作目前缺少“同类技能高权重出现”的机制。这导致如果第一关没能拿到合适的核心技能,这局基本就可以准备重开了,坐牢感比较强。另外,建议把“技能”和“被动”的刷新次数分开计算,目前的数量完全不够用,有时候想赌一下都没有机会。 2、关于视野遮挡:强烈建议增加一个“召唤物技能透明度”的调节功能!目前怪物弹幕已经比较密集了,召唤物(尤其是近身或数量多的时候)经常挡住弹幕和怪物攻击,对于我这种手残玩家来说简直难受。 3、关于地图数量:目前的地图体量感觉偏少,经常是刚在第五关把流派构筑成型,游戏就结束了,让人意犹未尽。希望正式版能大幅增加地图数量,每关最好能多设计几个不同的子地图或分支,千万不要最终版就只有这五大关。 4、关于未来的联机体验:听说制作组计划加入联机系统,但按照目前单机关卡的大小,如果直接拿来做联机,地图会显得过于狭小,多人挤在一起估计体验会大打折扣。建议为联机模式单独设计或拓展地图尺寸。
可愛いキャラと可愛くない難易度で凄く楽しいゲーム。 まだ序盤なので細かい事は知らないが辞め時が分からない。 まだまだ楽しくなりそうなゲームとの事で楽しみです。
想了想还是给个好评,因为不是完全版不能因为体量问题否定这款游戏,反而在已有的内容上还是很有质量的,打击感技能效果都是不错,技能联动也挺有意思,但是问题也很明显,对我而言最大问题是游戏内随着游戏难度等级的提升游戏本身的爽感并不会增加,建议后续随着难度提升能够增加高级宝物增加概率或者联动技能出现概率,不然难度升级纯浪费时间
Game hay nha
希望给手柄做做优化,冰晶柱和格挡手柄不好操作
"I'll just do one more run..."
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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.
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| $1.7M | 3.1K | 82% | $13.99 |
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| $39.5K |
| 96 |
| 54% |
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| $14K | 42 | 88% | $11.99 |
| $4.7K | 47 | 68% | $4.99 |