
Guild of Ascension is a Tactical-Action-RPG with rogue-lite elements, mixing turn-based combat with real-time action combo system. Craft weapons, learn skills, befriend critters, encounter bizarre creatures, and fight giant Bosses in your Ascension of the Tower!
Modeled estimate, not a reported figure. How we estimate →
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): 0.14/day in the week to Aug 28 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
Genres
Sums Steam only; GOG, Epic, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Game has some potential, but is WWWWAAAYYYY to simple to be recommended. Better play anything else. 15/15 achievs, at least it's a short game. Only 12.000 "walked" tiles achiev is stupid.
It's a fun yet very short roguelite tactical game. I've 100% the game under 10 hrs and I'm not even rushing. Wait for a sale because the game do get really dirt cheap.
It is a fun little game to get on sale but lets clarify a couple things. They have 3 weapons with 5 levels to each (6 if you count level 0 starting weapons). All levels of weapon do the same thing just with bigger numbers. You unlock them with gold after completing a quest for that item specifically. Arguably no "materials" or "crafting" involved. Which is fine too. There are 4 floors to this massive tower. 5 if you count the training outside the tower. The turn based combat is... interesting. It's how much trouble can you cause in 5 seconds. It's timer based turn based combat. Your turn is whatever you do in that time. You can get things to extend your turn time but if you're slow reacting you lose that turn time. It wasn't what I was expecting, but it's not bad. I will finish it... probably... though I would be underwhelmed if I had paid full price. Also. Do not under-estimate the power of the charge attack stun on bosses OMG life saver. If you see that buff get it on both characters. Thank me later.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Simplified Chinese, Japanese, Traditional Chinese, Portuguese - Brazil
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| $3.39−80% | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Lovely.
Guild of Ascension is a hybrid tactical roguelite developed by WhileOne Productions and published by PID Games and Dear Villagers that attempts to merge turn-based strategy with real-time action mechanics inside a fantasy tower-climbing framework. The game centers around a mysterious, ever-challenging tower that players must ascend floor by floor, battling enemies, gathering loot, and gradually strengthening their guild between runs. Rather than committing to a purely tactical RPG or a traditional action roguelike formula, Guild of Ascension blends both, creating an experience that feels experimental and, at times, unconventional. The core structure follows a roguelite progression loop. Each ascent through the tower is effectively a run composed of multiple rooms containing battles, events, shops, and rewards. Rooms are arranged in branching paths, allowing players to make strategic decisions about which encounters to face and which resources to pursue. Eventually, each floor culminates in a boss fight that tests both tactical understanding and execution. Success yields materials, experience, and upgrades that carry forward to future attempts, reinforcing the familiar roguelite cycle of repetition and incremental growth. Combat is where Guild of Ascension distinguishes itself most clearly. Battles take place on a grid-based battlefield reminiscent of tactical RPGs, but turns are governed by a limited real-time action window. During each turn, players have a short period to move their two characters, execute attacks, and activate abilities before the action phase concludes. This creates a dynamic tension between careful positioning and quick reflexes. Movement matters deeply—attacking enemies from behind, avoiding incoming strikes, and coordinating both characters’ actions within the time limit all influence outcomes. The system demands both strategic planning and moment-to-moment awareness. Managing two characters simultaneously adds depth to the tactical layer. Each character can equip different weapon types—such as swords and shields for defensive play, bows for ranged control, or heavy weapons for burst damage—allowing players to tailor team composition to their preferred style. Synergy between characters becomes important, as positioning one hero to distract enemies while the other delivers damage can determine the difference between victory and defeat. However, mastering the hybrid combat system requires adjustment, especially for players accustomed to strictly turn-based pacing. Between runs, players return to a central hub where experience and resources can be invested into permanent upgrades. Crafting new equipment, unlocking abilities, and strengthening characters gradually increase survivability and offensive potential. This meta-progression softens the sting of defeat and provides motivation to continue climbing the tower. Yet because individual runs still depend heavily on random room generation and loot availability, outcomes can feel partially influenced by luck, adding unpredictability to the strategic framework. Visually, Guild of Ascension adopts a colorful, stylized aesthetic. Character models and enemies are clearly readable on the grid, ensuring that positioning remains easy to track during hectic action windows. The environments within the tower are functional rather than elaborate, prioritizing clarity over intricate detail. Animations are serviceable and communicate attack timing effectively, though the overall presentation leans toward modest indie production values rather than high-end spectacle. The soundtrack and sound effects complement the fantasy atmosphere without dominating attention. The game’s pacing alternates between thoughtful planning and rapid decision-making. Navigating the tower map encourages measured consideration of risk versus reward, while battles require swift adaptation to enemy patterns. This rhythm gives the game a distinct identity, though it can also feel uneven. Some players may appreciate the active nature of combat, while others may find the real-time component stressful compared to traditional tactical systems. Guild of Ascension’s reception reflects its experimental design. Its fusion of genres appeals strongly to players who enjoy roguelite progression combined with tactical depth. At the same time, the hybrid mechanics can feel unintuitive to those expecting either pure strategy or pure action. The reliance on repeated runs and incremental upgrades may also feel grind-heavy to players seeking a tightly structured narrative campaign. Ultimately, Guild of Ascension stands as an ambitious attempt to blend multiple RPG traditions into a cohesive tower-climbing experience. Its combination of grid-based tactics, timed action windows, and roguelite structure creates a distinctive gameplay loop that rewards adaptability and strategic experimentation. While not without rough edges, the game offers a compelling challenge for players drawn to hybrid systems and iterative progression. For those willing to invest time in mastering its mechanics, Guild of Ascension delivers a layered and replayable adventure that thrives on experimentation and resilience. Rating: 7/10
Fun game when you figure it out.
Un petit sympa combinant exploration de donjon et combat au tour par tour. Vous pourrez choisir entre 3 types d'armes chacune avec leur avantages, faiblesse et coup spéciaux. Il n'y a pas une folle histoire et le jeu se termine facile en 10 heure et on peut ressentir une lassitude vers la fin de celui-ci. Malgré c'est un jeu assez complet et stable , aucun bug pour moi, qui mérite le coup d’œil. Je vous le recommande pour tuer un peu le temps.
Good lighthearted roguelite experience. Would like to be able to run it co-op though.
Nice game just now beat it hope if there is more floors and more difficult.
This falls into a weird spot. where it isn't a bad game and they introduce a novel idea of having a time based turn for a turn-based rogue-like. however, it is simply too short.
Selling now
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Players by region
Where this game's players are, estimated from review languages.
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