
Metal Ascension is a horde survival game with rogue-lite elements. Upgrade your mech with over 200 pieces and more than 1 000 000 combinations.
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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, Italian, Japanese*languages with full audio support
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Game is worth $7.49. It's probably the easiest "Survivors-like" I've played. There's not really any build variety, honestly. Weapons give (mostly) upgrades for the first 3-11 of each kind, but then stop after that. With the amount of weapon slots you can get, you're encouraged to just buy everything in order to have a ton of upgrades. Additionally, 'relic' and 'orbital weapon' upgrades are stacking, not unique, so you'll eventually just get everything, and there's really only one viable build in order to reach a high wave count. Your build won't really change in between runs, only the order you do it in. I got every achievement in 5 runs over the course of 5 hours and there's not a whole lot of replayability after that.
A lot of potential, probably add some characters with different playstyles to add more variety to the game.
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It's a fun game but I would not recommend it right now. There's quite a lot I would like to see added/changed. There's no "back" during your initial pilot/weapon selection, this is mildly annoying when you misclick as you have to start the game then return to the main menu instead of just moving back 1 step in the selection process. A glossary of enemies and their attacks would be nice. More detailed statistics would be nice (i.e. exact damage, rate of fire, range numbers for drone and orbitals. Speed, crit/dodge chance numbers) If there were a "wait and see for further development" option, this would be it.
Metal Ascension is a sci-fi roguelite survival experience developed and published by Don Pachi that combines mech customization with relentless enemy swarms in a way that feels both familiar and distinct within the growing survivor-like genre. Rather than relying on an elaborate storyline, the game focuses on the thrill of piloting a heavily armed combat machine through increasingly dangerous encounters while constantly upgrading and refining its capabilities. The premise is simple, but the appeal lies in watching a relatively modest mech evolve into a devastating force capable of tearing through overwhelming numbers of robotic enemies. The gameplay revolves around surviving successive waves of hostile machines while collecting resources and experience to strengthen your build. Each run begins with a basic setup, but the steady flow of upgrades quickly transforms combat into a spectacle of explosions, projectiles, and destructive power. The pacing is intentionally brisk, with enemy waves designed to keep players engaged from start to finish. There is very little downtime, creating a constant sense of momentum that encourages aggressive play and quick decision-making. Fans of action-heavy roguelites will likely appreciate how quickly the game gets into its core loop without unnecessary distractions. A major feature highlighted throughout the experience is the extensive mech customization system. The game offers a large collection of unlockable parts that can be combined in numerous ways, allowing players to create specialized builds tailored to their preferred playstyle. Some configurations emphasize raw damage output, while others focus on survivability, mobility, or unique combat synergies. This system provides much of the game's long-term appeal because no two runs need to unfold in exactly the same manner. Experimentation becomes a central part of progression, rewarding players who enjoy discovering powerful combinations and optimizing every aspect of their machine. The progression structure extends beyond individual runs through a variety of unlocks and upgrades that gradually expand the player's options. Materials gathered during gameplay can be used to acquire new components, strengthening future attempts and providing a satisfying sense of advancement. Even unsuccessful runs contribute to overall progress, which helps reduce frustration and encourages repeated play sessions. The cycle of battling enemies, earning resources, and returning stronger is implemented effectively, giving players clear goals to pursue while steadily increasing the complexity of available builds. Visually, Metal Ascension embraces a futuristic mechanical aesthetic filled with metallic environments, combat drones, and heavily armed war machines. The presentation is not focused on cutting-edge graphical fidelity, but it succeeds in creating a readable battlefield where players can track threats amid the chaos. Bright combat effects and frequent explosions contribute to the sense of intensity without completely overwhelming the screen. The art direction complements the gameplay well, reinforcing the fantasy of controlling an advanced combat mech in a hostile technological world. One of the game's strongest qualities is its commitment to replayability. The large number of available parts and upgrade paths ensures that experimentation remains engaging long after the first few sessions. Players who enjoy theorycrafting and discovering efficient strategies will likely find themselves returning repeatedly to test new combinations. The variety generated by different builds helps prevent the gameplay loop from becoming repetitive too quickly, which is essential for a roguelite centered on repeated runs. That said, Metal Ascension does show signs of being a smaller-scale production. While its core mechanics are enjoyable, some players may wish for greater environmental variety, additional gameplay systems, or a broader selection of content. The game's focus on progression and customization can also lead to grinding for unlocks, which may not appeal to everyone. Those expecting the scope and polish of larger-budget entries in the genre may find certain areas lacking, although the underlying gameplay remains entertaining enough to maintain interest. Ultimately, Metal Ascension succeeds as a focused and enjoyable mech-based survival roguelite. Its strongest asset is the freedom it gives players to construct and refine their own combat machines while fighting through dense waves of enemies. The combination of fast-paced action, meaningful progression, and extensive customization creates a rewarding gameplay loop that encourages experimentation and repeated play. While it may not redefine the genre, it delivers enough engaging mechanics and customization depth to stand out among many similar titles. Players who enjoy survivor-style games and have a particular fondness for giant mechanical war machines will likely find plenty to appreciate in this ambitious indie project. Rating: 6/10
En l'état actuel, je ne recommande pas ce jeu, après quelques parties et améliorations, c'est terminé ! Le jeu propose quand même des choses intéressantes, mais le tout cumulé, on sent un manque d'équilibrage dans les kits Sur le papier, on vous présentes 10 armes, dont 4 utilitaires et 6 d'attaques disponibles dès la première partie Ajoutez à ceci, trois pouvoirs plus 5 emplacements d'équipements pour améliorer vos stats et vos nombres d'armes et aussi un cristal sur la map à activer pour améliorer vos pouvoirs et des augmentation intéressante entre chaque niveaux Mais malheureusement l'équilibrage entre tout ça n'est pas encore au point, un pouvoir à lui seule peu suffire pour raser tout les mecas sur la map Je ne doute pas que les mise à jour à venir corrigeront tout ça
So, this isn't great. It has pretty good graphics and a good core idea, and I love the mech building roguelike concept they have going here, but it suffers from some questionable and likely rushed design decisions. For one, the only drone (the weapon system) you should equip after the first wave is the machine gun (which you don't have access to to be begin with, but all the drones are available after the first wave). Every other weapon is notably worse by a significant margin, except maybe the flamethrower, which is mechanically just the machine gun with worse range and a bit of penetration. Drone numbers is also the only stat that matters. Once you have about 10 machine gun drones, you've already won and you can basically AFK this game, which is not a good thing for a roguelike if can do it so quickly. Seriously, a semi decent roll at the shop will just net you those ten drones after about three waves. Boom, done, go make yourself lunch while the game plays itself. Worse, you can't even choose where the drones get placed, its entirely random. So mixed weapon loadouts are heavily discouraged, a very weird idea for a roguelike, a genre that normally encourages mixing and matching weapons and abilities to keep the game interesting. Yeah, so basically a good concept, but this really feels under cooked and rushed. And for $10AUD? Save your money, this is very much not worth it.
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