
Space Hulk: Ascension is a 3D, digital, turn based, strategy game, which re-interprets the classic board game experience, and adds new RPG style mechanics, new weapons and missions, new enemy types, 3 playable chapters and loads of other new features to the single player experience.
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About
Set in the isolated corridors and tomb-like chambers of ancient vessels lost in the graveyard of space, players lead a small force of fearless Space Marine Terminators in a ferocious fight for survival against hordes of predatory, alien Genestealers.
The standalone sequel to Space Hulk brings an all new and improved single-player experience for the turn-based strategy game.
This edition updates Space Hulk: Ascension to run smoothly on modern Windows systems, delivering improved user experience. The game’s UI now scales properly up to 4K resolution, and Steam Cloud saves are supported. Based on community feedback, various gameplay and interface improvements have been introduced to enhance overall usability, including reducing unintended actions during gameplay.
Please note: This version no longer includes native Linux and Mac support. A previous version with native support remains available via the “Legacy” branch in the game’s properties.
New Ultramarines Chapter
An all new Space Marine chapter, including a Terminator armed with Cyclone missile launcher.
Terminator Progression and Customisation
Earn XP during missions and level up attributes and skills, and give your Terminators a personal touch by customising their names, weapon loadout and appearance.
Campaigns and Missions
100+ missions spread out over 3 complete campaigns, and all new flash missions. These are opportunistic mini-missions encountered as you explore the deep unknowns of the Space Hulk that can yield a tactical advantage or be a deadly trap.
Rogue Mode
Play random generated Hulks in this all new way to play Space Hulk collecting points to challenge friends and foes on Steam Leaderboards.
Exploration and Discovery
Terminators reveal the layout of the Space Hulk as they venture deep into the darkness.
Additional Weapons, Tactical Options and Game Rules
Game mechanics have been reworked to make Space Hulk Ascension a true video game experience. Combi-weapons (Combi-Melta, Combi-Plasma and a Combi-Flamer) have been added to the game as well different firing modes like aimed shots and alternate flamer patterns.
Genestealer Variations
Genestealers with Fleshhook, Feeder Tendril and Acid Maw biomorphs have been added to the game, each with their own special game mechanics. You can also encounter biomorphs with scythes that have multiple attacks or carapace for increased armor.

Warhammer Classics is a collection of the greatest titles from the annals of Warhammer video game history, spanning the last 30 years, brought back to life as a series to celebrate their iconic legacy. These games have been revived in their original state. Because of their classic nature, some of the content may not accurately reflect current depictions, lore, or presentation within the current Warhammer universes and settings.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
Many hours spent on this and the boardgame, very difficult but its all part of the fun once you understand how it all works. Now all DLC included in the base game!
*Space Hulk: Ascension (Classic)*, developed by Full Control Studios and published by SNEG, is a deliberate and uncompromising turn-based tactics game that leans heavily into the oppressive tone of the Warhammer 40,000 universe. Rather than chasing modern accessibility trends, it commits to a slow, methodical style of play that demands patience and careful planning. The result is an experience that feels intensely strategic and immersive, but also one that can test the limits of a player’s tolerance for difficulty and rigid systems. The gameplay revolves around guiding squads of heavily armored Space Marine Terminators through the tight, maze-like interiors of drifting space hulks, where visibility is limited and danger lurks around every corner. Encounters with Tyranid Genestealers are swift and often brutal, emphasizing positioning and timing over raw firepower. Every action is governed by a strict action point system, forcing players to think several moves ahead while managing limited resources. Even something as simple as turning a character or reloading a weapon carries weight, reinforcing the sense that survival hinges on discipline and foresight. This design creates a persistent tension that rarely lets up, as a single mistake can unravel an entire mission. What distinguishes *Ascension* from its predecessor is its expanded campaign framework and added layer of progression. Instead of isolated missions, the game presents branching operations that unfold across multiple scenarios, giving a stronger sense of continuity and purpose. Squads gain experience, level up, and can be customized with different abilities and equipment, allowing players to shape their forces over time. The inclusion of multiple Space Marine chapters further enhances variety, offering subtle differences in playstyle that encourage experimentation. These additions give the game a more substantial and rewarding long-term structure, especially for players willing to invest the time to master its systems. At the same time, the game’s difficulty is both its defining strength and its most divisive feature. It does not ease players into its mechanics gently; instead, it expects precision and punishes hesitation. Missions can feel unforgiving, with enemy swarms appearing at the worst possible moments and limited tools available to recover from setbacks. For some, this creates a thrilling, high-stakes environment where success feels genuinely earned. For others, it can lead to frustration, particularly when compounded by interface limitations or moments where the game’s feedback feels unclear. The absence of modern conveniences like flexible undo options or streamlined controls reinforces the sense that this is a game rooted in older design philosophies. Atmospherically, the game excels at capturing the grim, claustrophobic essence of its setting. Dark corridors, heavy industrial textures, and a constant sense of looming threat create a strong visual identity that aligns perfectly with the Warhammer 40K aesthetic. Sound design plays an important role as well, with ambient noises and sudden audio cues heightening tension during exploration and combat. However, the same visual choices that enhance immersion can occasionally hinder gameplay, as low lighting and dense environments sometimes obscure critical information. This tension between style and clarity is a recurring theme throughout the experience. The decision to focus entirely on single-player content, removing multiplayer elements present in earlier iterations, shifts the game toward a more solitary and controlled experience. While the expanded campaign and progression systems help sustain engagement, the lack of multiplayer modes does reduce replayability for those who enjoy competitive or cooperative strategy play. Narrative elements remain minimal, with the story largely conveyed through mission context rather than direct storytelling, which may leave some players wanting a deeper connection to the unfolding events. In the end, *Space Hulk: Ascension (Classic)* is a niche but compelling title that rewards a specific kind of player—one who appreciates slow, thoughtful tactics and is willing to embrace a steep challenge. It captures the tension and brutality of its source material with admirable fidelity, offering a deeply strategic experience that stands apart from more streamlined modern tactics games. However, its demanding difficulty, rigid systems, and occasional interface frustrations mean it is not universally accessible. Those who can adapt to its pace and expectations will find a richly satisfying tactical game, while others may struggle to push past its harsher edges. Rating: 7/10
I think it's a fun puzzle game. It's nothing too fancy but the terminator view is fun and it's actually a comfort game I come back to every few years or so. If thinking about which corridors you want to cover and watching a terminator shoot an obscene number of bugs sounds fun, it could be worth checking out.
Comme le jeu de plateau. Gameplay lent et punitif, mais c'est le but. Graphisme ok, son ok. Parfait en prenant le petit déj, le temps de finir pour faire un Darktide ou un Deathwing!
Excellent game 9/10
[b]系统各方面都比最初的《Space Hulk》优化很多,摸到了一个合格的策略RPG的标准:[/b] 1. 摒弃了前作纯随机的桌游骰子玩法,有比较完善的属性点、技能和装备系统来改善数值(包括前作被人诟病的攻击命中率和行动点数),武器也不再随机卡壳而是可以根据热量积累主动管理,封锁怪物的出口也更容易,战斗体验明显舒服很多。 2. 武器库和战团更丰富。圣血天使、极限战士、太空野狼、帝国之拳、火蜥蜴、暗黑天使六个战团各有一个十来关的战役。各团之间专长有所区别,比如极限战士有肩扛导弹,帝国之拳有狼蛛哨戒炮,太空野狼的普通队员人手一个动力斧,火蜥蜴有额外的重武器队员,暗黑天使有药剂师领袖等等。智库的法术也各有特色。 (此外还有绯红之拳,撕肉者,新星战士等子团,不过子团和母团就只有皮肤差别了) 3. 更多有意思的怪物,比如脸上长触手干扰我方战斗的,会拖拽人的,还有死了会自爆的家伙。 =============================================================== [b]缺点则是:[/b] 1. 为了追求那点“真实感”,大部分场景故意弄得更黑了......而且任务介绍不再有配音,气氛过于压抑寂静。 [b]2. 依旧没中文支持。[/b] [b]3. 虽然提供了很多武器版本,但是战役里的箱子只会强化各种武器的默认版本,最终使得大部分射击武器变体无意义。[/b] 4. 属性点无法洗点,需要事先规划(普通难度可以在队员去世后保持等级洗点)。 不过总的来说算是那个时代留下的若干《太空废船》作品中最完善的一个了,如果40k爱好者要考古太空废船这个题材,可以在折扣期间考虑这一款。 ===================================================== [b]属性点和技能建议:[/b] 1. 通用规则:优先敏捷,所有单位的敏捷都要有4才行。如果重武器手,因为冲锋炮换弹药消耗行动点数多,敏捷加到5。 其次是攻击属性和坚韧,主攻属性要有5,坚韧根据定位4-5(对近战角色来说,坚韧直接影响战斗结果生死),多出来点数点副攻击属性,以及感知。 [b]意志力说是能抵抗巢主的灵能,但后续开发中并未实装。所以除了智库点到4之外其他人一概不需要点。[/b] 2. 远程队员:射击命中率加到5,加满成本太高了,不如分给生存性能一些,综合表现更好。坚韧度要有3-4,太低会容易被近距离自爆怪杀死。近战也需要有3。 如果伤害不够秒巢主,就要带一个对巢主双倍伤害。此外要远程命中率的。 用冲锋炮的重武器手不缺命中,就带散热和战斗英雄特性。 3. 近战队员的近战命中和坚韧度都要到5才好。可考虑近战命中到6。 技能方面,纯近战配置的战士要有一个免疫酸液自爆伤害的,然后是对巢主双倍造伤,第三个是近战命中率。 士官和太空野狼的近战兵用动力剑/斧+风暴爆弹的配置表现更好,加点可以按近战的来(5近战命中5坚韧),但技能带远程命中和对巢主增伤。 [b]近战胜负规则:武器攻击等级+攻击者近战属性(武器技能)*10 - 攻击目标坚韧度*5 + 攻防加成。[/b] 攻防加成包括武器提供的攻防百分比数值,职业加成(近战职业+5%),自身携带的技能,战团加成(野狼+,U团-,帝拳+)等。难度可能也有影响。 本游戏近战中攻防双方都会按这个公式算出hit数,数字小的死亡(披甲的虫族获得伤害1)。平局的时候终结者会获胜。 终结者1次近战roll,装备闪电爪可以有2次。基因窃取者2次roll, 但是带镰刀爪的可以4次roll。 怪物里最强的巢主拥有6点攻击属性和5点坚韧,并且基因窃取者的武器有10%的攻击加成。 [b]重点:由于基因窃取者天生hit数更高,所以终结者更需要提高坚韧让对方攻击落空,坚韧优先于近战命中[/b] 4. 武器选择方面,由于突击炮和风暴爆弹可以吃到任务内箱子的属性奖励,所以后期必然用这两种。 (极限战士可选双肩导弹+风暴爆弹)。 普通远程队员,如果风暴爆弹还没有积累到足够多buff(准头不够经常打过热)就用不会过热的喷火组合枪,热熔组合枪优势不太明显。后期转风暴爆弹即可。 近战队员用雷锤+风暴盾(野狼的近战队员可以用风暴爆弹+动力斧,加点仍然按近战来,技能补远程命中,士官/智库同理)。 5. 辅助装备选择方面,帝国之拳的士官必带狼蛛炮台(能射击15/20次,可秒杀巢主,极其实用),普通队员推荐带两个地雷,火焰地雷非常适合在撤退时封锁敌人行动。此外传送器在陷入包围时脱身很实用,加视野的运动探测器也可以。
F*ck yeah! i’m glad this game is back on steam.
...
Warning !!!! The game does not start. Wait till they fix it !!!!!!!!!!!!!!!!
Moo, brothers.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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