
Of Ash and Steel is an immersive third-person open-world RPG created by a passionate team that values the essence of classic old-school RPGs and modern design. Explore the lands of a once-prosperous island, hone your combat skills, and survive in the unforgiving realm of the Kingdom of the Seven.
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.
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.
About

45+ hours of main story, packed with dialogue, well-developed characters, books, and side quests.
Two major factions to choose from — each with its own unique storyline, quests, and exclusive rewards.
Combat system features three distinct battle stances, multiple weapon types, and active skills.
A vibrant, open-world island with diverse biomes to explore.
A wide range of professions to master, including fishing, hunting, blacksmithing (with the ability to craft your own one-of-a-kind sword), alchemy, and more.

Of Ash and Steel offers a challenging yet rewarding combat system. You are not a legendary bounty hunter or monster slayer by default. Instead, you must master the mechanics: manage stamina, time your attacks and parries, and determine which combat stances and weapon types suit you best. It takes time and practice, but the more you play, the more both you and Tristan evolve and gain an understanding of what is happening around you.
Learn to stand up for yourself using different weapons, environments, and active skills. Tailor your fighting style to suit you, from the agile rapier wielder to a heavy armour-clad knight, or create something unique!


Immerse yourself in a story full of twists, humor, and discoveries. Step into the shoes of a man who is destined to become much more than just a cartographer. Gain strength, survive, and forge alliances. Prove that even someone who has lost everything can become a significant force that can shape the fate of the whole world.
Talk to locals to learn about their daily lives, and help them with tasks. Watch how people’s opinions of you change as your character grows. Join one of the two major factions and complete its unique storyline to earn exclusive rewards. Your actions and choices will also affect the world and the characters around you.


Of Ash and Steel has no marker system, and quests won't lead you by the hand. Rediscover the joy of exploration and let curiosity be your guide; the world promises rich rewards for those who dare to uncover its secrets.
Listen carefully to what people tell you and pay attention to what is said in the quests to find your way. Read books and notes to learn more about the world. Mark interesting locations on your map, explore the island, and uncover hidden treasures!

Sums Steam only; GOG, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.49−35% | 7Kreviews | 66% | — | $3.7M |
| $23.99−20% | 142ratings | 70% | — | not modelled | |
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 987 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Of Ash and Steel is an open-world action RPG that embraces many of the ideas associated with older role-playing games while presenting them through a modern third-person adventure. Developed by Fire & Frost and published by tinyBuild, the game takes place in the Kingdom of the Seven, with much of the adventure unfolding across an island filled with settlements, wilderness, dangerous inhabitants, political conflicts, hidden locations, and opportunities for exploration. Instead of immediately presenting the player as an unstoppable warrior, the story follows Tristan, a cartographer who begins his journey as an ordinary man. His gradual transformation into an experienced adventurer provides an effective foundation for the progression systems and reinforces the idea that strength, knowledge, and reputation must be earned. Tristan's humble beginning is particularly important because the game places considerable emphasis on character development. He is not introduced as a legendary knight or chosen savior equipped to defeat everything in his path. The player must improve his abilities, obtain better equipment, learn how the world functions, and develop relationships with the people living throughout the island. The main storyline is substantial, while additional conversations, books, side quests, discoveries, and optional activities expand the adventure considerably. Humor is also mixed into the otherwise serious medieval fantasy setting, preventing the experience from becoming relentlessly grim. Combat reflects the same philosophy of gradual improvement. Battles require more than repeatedly attacking until an opponent falls. Stamina management, positioning, attack timing, parrying, active abilities, weapon selection, and combat stances all influence success. Early encounters can make Tristan feel inexperienced, but that weakness makes later victories more rewarding. Players become stronger partly through character progression and partly through learning how the combat system works. The difference between struggling against an enemy and confidently handling a similar encounter later creates a satisfying sense of personal advancement. Character customization provides room for different approaches to fighting. A player interested in speed and precision can favor lighter equipment and weapons such as rapiers, while someone seeking durability can develop Tristan into a heavily armored warrior capable of surviving more direct confrontations. Three combat stances and various active abilities further expand these possibilities. The system encourages experimentation rather than forcing everyone toward a single ideal build. This flexibility makes equipment feel connected to play style rather than functioning only as a collection of increasingly large statistics. Exploration is one of the game's defining qualities. Of Ash and Steel deliberately avoids relying heavily on conventional quest markers that constantly direct players toward their next destination. Instead, conversations, written information, environmental details, landmarks, and directions become meaningful sources of navigation. Players can mark locations themselves and are encouraged to investigate unusual areas rather than simply moving between icons placed automatically on a map. The island contains multiple biomes, hidden treasures, settlements, wilderness, and other discoveries that reward players willing to travel away from obvious routes. This approach creates both immersion and inconvenience. Discovering a destination after carefully following directions can feel far more rewarding than following an objective indicator across the screen. It makes the player participate in exploration instead of merely obeying navigation instructions. However, overlooking an important clue can also result in confusion or extended wandering. Players accustomed to heavily guided open-world games may initially find this structure frustrating. Those who enjoy classic RPG design, where reading dialogue and understanding geography genuinely matter, are much more likely to appreciate what Fire & Frost is attempting. The inhabitants of the Kingdom of the Seven also contribute to the role-playing experience. NPCs have their own concerns, conversations, and quests, while Tristan's decisions can influence how certain people perceive him. Choices are therefore connected to the protagonist's developing reputation and relationships. Two major factions can be joined, and each provides its own storyline, missions, and exclusive rewards. Faction membership gives players another opportunity to shape Tristan's identity while also increasing replay value, since experiencing everything associated with different allegiances may require another journey. Of Ash and Steel does not restrict progression to combat and quest completion. Fishing, hunting, alchemy, blacksmithing, and other professions provide additional ways to interact with the world. These systems make exploration more useful because materials and resources discovered during travel can contribute to practical activities. Blacksmithing is especially interesting because players can eventually create a unique sword. Crafting equipment personally fits the broader theme of building Tristan from an inexperienced traveler into a capable adventurer whose possessions and abilities reflect the journey he has completed. The presentation supports a medieval fantasy world containing both beauty and danger. Violence, crime, alcohol, strong language, and other mature elements contribute to a setting that is not presented as an idealized fairy tale. At the same time, moments of humor and ordinary daily activities help create contrast with the darker aspects of the narrative. The result is a world that attempts to feel inhabited rather than existing exclusively as a battlefield. Books, conversations, professions, factions, settlements, and exploration all help give the player reasons to care about the island beyond simply defeating enemies. The game's greatest strength is the way its major systems support the same central idea: progression should feel earned. Tristan begins inexperienced, combat demands practice, exploration requires attention, professions reward patience, and faction choices provide consequences beyond immediate rewards. This design can make the opening hours less comfortable than a typical modern action RPG, but it also gives improvement greater meaning. When Tristan eventually becomes an accomplished fighter and influential figure, that transformation carries weight because the player remembers how limited he was at the beginning. Of Ash and Steel will therefore appeal most strongly to players who appreciate slower, more deliberate role-playing games and are comfortable discovering information without constant guidance. Its old-school approach can occasionally create friction, particularly when navigation or combat demands more patience than expected, but that difficulty is inseparable from much of its appeal. Fire & Frost has created an ambitious adventure built around exploration, meaningful progression, combat mastery, professions, factions, and the gradual development of an ordinary protagonist. With tinyBuild serving as publisher, Of Ash and Steel stands out as a confident attempt to combine classic RPG principles with a contemporary open-world format. It is not designed to make every moment effortless, but players willing to engage with its systems can find a rewarding medieval journey in which becoming powerful feels like an achievement rather than an entitlement. Rating: 8/10
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Every market we collect.
Reviews, worldwide (the counter carries no country): 3.71/day in the week to Aug 6 → 7.86/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 2,402 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Russian*, French, German, Spanish - Spain, Japanese, Polish, Simplified Chinese*languages with full audio support
| Free |
| 0ratings |
| 0% |
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| 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 989 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Изголодавшись по Готике, я взял эту игру еще на выходе, когда из-за огромного кол-ва багов разной степени критичности у некоторых людей она была в принципе непроходима. К счастью, у меня хватило терпения подождать патчей, чтобы её хотя бы можно было пройти (не прошло и полгода... или прошло?). Что в итоге можно сказать? Всё плохо. И дело тут уже не в багах, а в крайне сомнительных решениях в геймдизайне. Эту игру стоит показывать как пример того, чего делать не стоит. Я даже не буду сейчас мусолить в который раз нелепую завязку с картографом без карты, тут и так всё понятно. Я говорю про квесты, 80% которых проходятся либо случайно (наткнулся на нужного нпс, бегая по просторам), либо через гугл. Автору невдомёк, что игрок не может залезть к нему в голову, и не может узнать, что такого-то непися нужно искать в таком-то месте, и так 4 квеста из 5. Качество этих квестов, тоже вопрос дискуссионный. Тут явно решили брать количеством. Я понимаю, что уйти от шаблона почтальона-убийцы в таких играх практически невозможно, но я бы выбрал 1 проработанный квест такого плана, чем 5, сделанных на отлюбись, просто "шоб было". Каких квестов в этой игре больше - вопрос риторический. Понятно, что вдохновлялись Готикой, но у Готик 1,2 не было таких проблем, т.к. мир был куда более компактный, с ориентирами, точками интереса и человеческим, хоть и кратким, объяснением, что надо делать в журнале. Квестов было гораздо меньше, но они и надоесть не успевали своим однообразием и отсутствием выдумки. В общем, игру я так до конца и не прошёл, т.к. от одной мысли, что мне предстоит еще 50 часов наворачивать круги (а это основное занятие в этой игре, симуляторе марафонца), мне стало плохо. Если ломает по Готике, то можно взять на скидке. З.Ы. Из положительных моментов: эмбиент музыка, тоже с отсылками к Готике, приятная, создающая нужную атмосферу, озвучка негатива не вызывает, вооот...
eбaнaты не в состоянии сделать рабочие облачные сохранения, по итогу остался без сейва на 30+ часов. хотя бы табличку бы сделали, что вы дayны и стим клауд не работает, хоть и пишет что данные синхронизированы, я бы ручками все сохранил и перенес. чтоб у вас жoпa отвалилась.
Это бета или ранний доступ, но точно не релизная версия игры. Куча багов, недоработок, отвратительная оптимизация, отвратительный графон, геймплей фигня, баланс в жопе, идеи фигня полнейшая Игру ещё патчей 10 фиксить и то не факт что после этого с ней всё в порядке будет
симулятор бега
Я бы назвал эту игру симулятором бомжа. Буду откровенным сразу - игра мне не понравилась, даже при учете того, что я проходил все готики, и все части Risen. И у игры есть целый ряд минусов (которые мне таковыми кажутся, по крайней мере): - В игре до второго акта нет карты. Нужно куда-то прийти - ориентируйся, как хочешь. - В игре кривая и неудобная боевка, из-за которой любой даже самый всратый волк будет расценивать вас исключительно как самку своего вида и будет пользоваться вами с целью размножения. - В игре крайне мало случаев, когда проблему или квест можно решить разными способами. - Баги. Я их целый ворох словил, так что перечислять не буду. Короче, игра душная, и сделана она такой намерено. Если вам нравятся квесты по типу "принеси-подай, иди на х*й не мешай" - вам игра понравится. Если вы мечтали быть мясом для кекса для каждого завалящего гоблина - вам игра понравится. Если же вы просто хотели поиграть во что-то наподобие готики - проходите мимо. Эта игра вас задушит ко второму акту. Дальше пройдут только самые стойкие мазохисты.
Game needed at least another 6 months. Took a pot from a random NPC nowhere near town in the wild and somehow the town guard want to fine me. Very Gothic like but the bugs make it much less enjoyable then it should have been.
Spend way to much time trying to figure out where you need to go and the directions are awful.
Meh. Has potential but the devs are apparently oblivious to it.
Vielleicht in 1-2 Jahren und 10 große Patches später. Jetzt hat es mich nach 10h erst mal rausgehauen. Zu viele Bugs und Kampf ist pita.
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.