
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!
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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
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
Fun game when you figure it out.
Un gros oui! un bon jeu qui mélange rogue lite et stratégie tour par tour, bien pensé, pas de bugs, pas de glitchs, des graph sympas et le jeu tourne bien. Seuls hics, un poil facile, un poil court, manque de diversité dans les armes et on peut pas mapper les touches claviers car le jeu VEUT que vous vous serviez de votre manette. Ça reste un excellent petit jeu idéal durant les soldes <3
cara eu gosto desse jogo mais nao recomendaria, nao tem diferença na gameplay alem de ser curto, e tudo que voce faz pra ser diferente nao faz diferença, tu upar ou nao o personagem nao aumenta seu dano real entao é um jogo divertido nas primeiras 2h depois é so chato mesmo, um jogo meme que tinha potencial, em resumo adorei haha mas ja nao aguento mais jogar.
这辣鸡手感
Lots of fun, the mechanics between the two characters is challenging and allows you different play styles according to what weapons and boons you select. Higher level floors are challenging and fun. Enjoyed collecting different charms and animals even though i was only able to collect 2 before beating the game, This game would be one of my top ten Rogue like if more areas and characters were added. The limitation of 2 characters really doesn't allow for any replay value unless you need to collect and unlock everything, I am usually a person that like to collect everything and get all achievements but didn't feel the need to replay the game after 16 hours to collect a few more animals, a few weapons, and one more achievement. I would recommend this game if you like Rogue-like games ..
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
This is an excellent game. It has very good gameplay mechanics, mixing turn based with real time on a timer. It makes things quite frantic while simultaneously giving you a moment to breathe and consider your actions. The good news is that you can do quite a lot with your actions, whether it be straight damage, or manipulating the field to reposition enemies for environmental damage, or even just straight using enemy counters as weapons against other enemies. You get some really chaotic results time to time, alongside goddess interventions that don't intervene too often, but often enough to be a surprise. It's really bloody good. Very engaging and difficulty scales up exponentially while never feeling absurd. The final biome really tests your strategy because of its enemy diversity, and because of its timed nature it applies a lot of pressure on you at the same time. Thoroughly enjoying it. Good controls, very strong and consistent aesthetics and mechanically tight. It's polished and that is quite refreshing to see. Only downside is audio really, where it can be a little soft. Otherwise, totally recommended. Fresh gameplay.
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.
Lovely.
Very fun game, art and music are awesome. It is nort perfect yet but hey it is a one man dev team ! How impressive is that. bioutifoull
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