
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.
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Reviews
Themes across 1007 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
退款了,玩不下去 哥特1重置版100多小時意猶未竟想找個代餐所以才試試這款,畫面差人物醜就算了。 同樣開局無指引哥特王朝精緻緊湊這款只能用繁雜鬆散來形容
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
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.
Я терпел эту игру 33 часа, пытаясь себя убедить, что вот-вот что-то поменяется, что я перестану просто тратить время в этой игре, где два картографа по профессии не могут на двоих сообразить одну карту. Абсолютно ничего геймплейно не меняется. Да, это все та же старая формула готики или райзена, где три фракции, примыкай к одной, двигай сюжет и тд. Боевка поломана, анимации топорные, но это не самое важное. Некоторые перки и аспекты этой боевки не нужны АБСОЛЮТНО СОВСЕМ. Не советую, даже фанатам пираний
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.
Руки разработчиков растут явно не из плеч =)
Spend way to much time trying to figure out where you need to go and the directions are awful.
Играть интересно, но как играть если зависает при сохранении?
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.
Meh. Has potential but the devs are apparently oblivious to it.