
Dawn of the Ashen Queen is a classic grid-based dungeon crawler. Set out with your party to reveal the legacy of a millennia old curse in a narrative-rich experience. Explore the colorful world of Eshavon, unearth its many secrets and fight dangerous foes sent out to stop you in your mission.
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"Dawn of the Ashen Queen" is a classic grid-based, first-person dungeon crawler reminiscent of 90s RPG games. Set out with your party to reveal the legacy of a millennia-old curse in a narrative-rich experience. Explore the colorful world of Eshavon, unearth its many secrets and fight dangerous foes sent out to stop you on your mission.
Three years have passed since Eshavon was devastated during the Grand War. A shaky truce has been concluded between the Darok tribes from the north and the Imperial Kingdom south of the Blistering Mountains. As an Emissary of the Grand Marshal, you are spreading his will, tasked with overseeing the reconstruction.
But as you visit one of the border towns, a surprise attack devastates the city and cuts you off from the rest of the empire. Together with a band of unlikely allies coming to your aid, it is now upon you to avert the danger to the empire and uncover a plot that threatens not just your earthly kingdom but the very existence of the entire continent itself.
In-depth RPG character creation with multiple races, classes and traits, a point-based ability system and several class-based skill trees.
3 NPCs join your party throughout the game, all with their own personality.
Fleshed-out narrative driven gameplay with text-based cutscenes, dialogues and party banter bringing life to the world and let you experience an immersive story with twists and turns.
Plenty of secrets wait for you to get discovered: secret doors, illusionary walls and puzzles to test your wits. But beware of devious traps, which lure careless explorers into their death.
Real-time based combat where you fight your foes with a wide array of sharp weapons, powerful spells and cunning abilities.
Explore the diverse world of Eshavon: Travel through lush forests, deep dark caverns, blistering ice mountains, mysterious crypts, fog-covered woods, ancient halls of a long-forgotten race and plenty of other colorful environments.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
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 wanted this to be a recommendation, we don't get many grid based games with real time combat. Titles like Grimrock and Vaporum, along other similar ones, are overall much better, but if you are here, you've probably played most of them. This game does offer 25 hours very chill dungeon crawling, more if you want to hunt for secrets, of which there are many, but has a fatal flaw in my opinion. The skill system is an unbalanced mess, which needed way more play testing. Each character has 2 slots for skills/weapons. There are weapons, abilities/spells and buffs/heal, and you can only equip 2. All but the weapon attacks cost mana. The problem is, almost all skills and spells are useless, by which I mean you will do much better just equipping a weapon and leveling STR. Damaging Spells and INT are severely underpowered, same with melee skills, buff and heals do not scale at all, and for some reason Spell Bonus scaling is way worse than STR. Don't even get me started on bows. They are ranged, but that's pointless the way combat plays out. The game is quite easy, so you will do fine with whatever, but the moment you enter character creation, you are confronted with all these different options and think "damn, this looks interesting". Well it's not, it just sucks. Simply go for the passives.
Ugly AI generated trash. Literally the main intro of a game contains a picture showing 2 persons standing in front of each other, one of them is using his right hand to shake other's left hand... This is how developers of this garbage don't care about the content at all, all they want is to sell it asap. Well, bad news for them - refund.
I purchased this when it came out, but didn't install it right away because I read on the forum that people reported tons of bugs, so I decided to wait and give the developer some time to fix things. I tried it at last, and it is unfortunately very amateurish. The interface has distorted sprites (proper 9-slicing is not hard); no padding around text in lots of places or inconsistent UI/UX design; and bugs - text not appearing, interface pop-ups remaining struck... Animation implementation is very poor, the first rat monster I saw "glided" around out of sync with its walk cycle. Writing is very average; visuals are inconsistent, it feels mostly like a patchwork of asset store packs (and possibly some undeclared AI, based on what many are saying in the forums). I am a solo dev myself, and totally understand the challenges, but in no way is this worth the price of a finished, properly polished and tested game like Grimrock or Vaporum which sell for the same amount. Or Amberland, which is also a solo work, but is pro. This feels like some of my game development students' projects. Other reviewers said good things of puzzles and story and it may be so, I just didn't get that far in the game. But players should know going in that the technical and presentation aspects are kind of disappointing. I will personally spend my time elsewhere.
This is just what I needed. I'm another one of those people who played the original Wizardry dungeon crawlers. It's been difficult to find something with good modern graphics but still have the old school play style. Today's games are so bloated with features it becomes tedious to play. My only fear would be reaching the end! :D Keep up the good work Dev.
I have just passed 20 hours of playing this game so far, and I am having a blast. I wanted to write a detailed review as I almost gave up on it an hour or two in. Overall, I would give this game an 8 out of 10--as long as one goes in knowing that one has to actively select just two main abilities/spells per character to use at a time. They can be slotted in-and-out at will, as can items, even during combat. But it takes significantly more effort to play this way, just know that in advance. (More on that below.) It is a reasonably straight forward grid-based very old school RPG. You start with one character, and gather up three more along the way in your adventure. It is real time, which some people may not prefer. For those, like me actually, who enjoy standing there just ‘tanking’ the fights out, you are better serviced by sliding in anticipation of the opponents blows, for example. But I’m finding that it’s not critical to one’s success; I can stand still enough and just use more potions or rest breaks (mana and hps naturally regen over time) and it’s not an issue thus far into the game at least. The graphics and music are plenty good, but nothing amazing. I play on a UHD+ monitor with high-end graphics card, and I’ve still had to drop the resolution a full slot to get better frame-rates – so there’s room for optimization there. (There are a number of options for different levels of graphics and I'll confess that playing around with them more may have helped more too.) The automap function works well, and notes can be made on it. The screenshots on the store page are pretty representative of the game. I am finding the story thus far quite good!! But though I’ve been an avid reader of fantasy/sci fi since the late 70s – and /very/ much appreciate a great story – I sometimes feel that reviewers are too hard on [especially the small] developers saying that the stories aren’t creative or good enough. (If you’re expected Steven Erikson, GRRM, Tolkien, Simmons, Sanderson or pick a dozen other authors here, then no it’s not close to that level haha! But it’s been more than good enough for me for the type of game this is; I’d give the story an 8.5 out of 10 at least to halfway through the game. The game has really good balance and progression. Foes were neither too weak nor too hard; just the right amount of challenge. And going up levels does feel quite meaningful, both with the stat increases per level as well as a new path skill/spell every two levels. The puzzles and riddles are pretty good and stand their ground with others in this genre, and there is help on the Steam forums (including from the developer themselves) available. There are also a bunch of extra ‘secrets’ to also go after – but I don’t know how to tell how many you have at any time, which is an area for improvement for sure. (To my knowledge, you don’t find that out until you finish the game.) The good news is that there are people who’ve played through multiple times looking to get them all, so that does say something positive about the games replayability. That said, I expect for many of us it’s a one-time through type of game. And there is more than enough game to justify its full price. A weakness is that though the items you do find (with slots for rings, amulets, weapons, armour, etc.) have tangible benefits and trade-offs for using, the game would benefit from having more items and choice available. (Opponents don’t drop items, just chests and items strewn about that you have to keep an eye out for.) Most of us who play grid-based RPGs are probably used to having to go carefully and not miss things; but here it is even more important as you can miss out on a really good item if you don’t go carefully. The major caveat with this game is that it only allows each character to have two slots of abilities. And this includes weapons! So you have to select which two- including weapon(s), active abilities, and spells -- you want active at any time for each character. Each is hot-keyed to the keyboard, and can be tailored. (I play mouse and keyboard so I can’t comment on controllers etc.) For that reason, I would either give this game a 4 or 5 out of 10 for those strongly wanting a bunch of active abilities to choose at any given time. Normally that would be me--and it’s almost why I almost gave up on the game early. But I gave it a second chance after a post from the Dev clarified that the game is balanced for characters only having the two slots -- and am very glad that I did. (Note that you -can- slot in other weapons/spells/abilities on the fly. It means taking the time to open the inventory screen and so on: It’s not -that- bad to do on occasion, but it would be tedious imo on an ongoing basis in every fight.) Most of my focus is on passive abilities, which are limitless and stack--and really impact game-play in meaningful ways. Overall, going in with seeing this game as a more straight-forward RPG I am really enjoying it, and would give it an 8 out of 10. A few tips for newer players – I recommend giving the weapon from the first other character you meet to your ‘main’ if you make any kind of warrior. It’s a very good weapon, and will have more ‘bang for your buck’ in their hands in the front row. (You party is a 2 by 2 formation, which you can change at any time.) I also recommend throwing a few points into constitution to get their hps up – I did this with my entire party and it made the early stages much easier. As well, pay very close attention to those passives. There are some really great ones in those Path lines that each character can choose from. You can select multiple paths, so don’t feel that you only have to limit yourself to one or two paths. Finally, Personality stat increases in particular add a bonus to -all- party member’s damage, which is pretty cool. I hope this helps.
AAA studios have forgotten how to make fun pleasant adventures like this. The writing is quite good as well.
Replicating my post here, as I loved the game!! First and foremost, great game. I loved it!! The story was great, the Atmosphere superb. Cant wait for the sequel! It made me stop playing anything else until I finished it. Some Feedback and notes from my playthru. 1- Difficulty was good, towards the easy side on some maps, other were brutal. Even at the end, common mobs were more difficult than the 2 keepers of the flame. 2 - Secrets!: I thought I checked everything. WELL. I missed a lot of them! Backtracking killed me, I'll admit, maybe more teleporters towards the end, would be useful. *I'll probably do another run in the future, but cant stomach another Ice caves to the forest walk this week, lol!!* 3 - Skills: A few slots for skills only, would be useful, as other said. Removing Mana from Fighter & Rogue could help out. Otherwise, Dual wielding is King, specially towards the end. Healing is useful, but In combat swapping skills was... Troublesome. 4 - Abilities & Stats: Its me or at low levels you get skills slower than 8+? Maybe it was a bug? For stats, contribution was unclear until mid game. Maybe a tooltip, could be useful. A respec Item, maybe at the witch house, or one of the temples, could be a good addition, some trees are a lot better than others. Archery felt weak, but I was already heavily invested, the bow at the end, came too little too late, and dual wielding any weapons was a better contribution to DPS. 5 - Enemies: Loved the variety. Sometimes their speed felt like cheating. Fomation should protect the backlines a bit, otherwise, I found it very engaging. Once again, Fantastic Game!!! Really enjoyed it.
Unresponsive keys where one minute they are working and the next they are not or it goes to another area of the user interface even though that key was used for movement before. Frustrating movement where i keep randomly stopping in place when moving due to movement keys suddenly not working. Enemies attack one at a time lining up in a row when engaging them in the courtyard area. After killing the first one the rest freeze up until i run past them when they start attacking again. Combat is unbalanced where one enemy does the damage of two to three goblins while your starting party of two can't even kill one enemy because of the measly level of damage they do.
This is a cautious recommendation. The game was fun, but is not without issues. Graphics and atmosphere are fun, progression is smooth. But it lacks in quite a few aspects, some major, some minor. Combat is super easy, even on hard (that got patched, but I haven't tested that). The magic system is not good, you have to equip spells which is very cumbersome so you basically can never switch them. And many small issues, like quicksave not showing up in the load menu, maps not having names, no minimap and the main map often not showing up etc. Still had fun though and dev seems active. 6 / 10
A very beautiful and picturesque grid based "dungeon crawler" with a reasonable balance of exploration, combat / fighting monsters, some fairly easy puzzle / trap solving problems plus a decent character progression system. It also has some reasonable gameplay and design features with lots of items, equipment, spells and special abilities for your characters and is very much a 'story driven' RPG. The story is quite interesting. The graphics are very beautiful for a grid based "dungeon crawler" and are the outstanding feature of the game. The music is nice and fits with the atmosphere of the game well. The audio effects are basic but adequate. The user interface is fine. The combat is the usual 'two step' grid based combat / fighting like in Dungeon Master and Legend of Grimrock etc. The auto-map system is fairly good. The game took me about 21 hours to complete and I did not encounter any software crashes or bugs. Overall, quite a good 'story driven' grid based "dungeon crawler". It does not have the 'depth' or complexity of some other grid based RPGs but it tries to makes up for this by being a very beautiful and pretty game to play. I believe the game was made by one person which is very impressive.
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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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