
The Ascent is a solo and co-op Action-shooter RPG set in a cyberpunk world. The mega corporation that owns you and everyone, The Ascent Group, has just collapsed. Can you survive without it?
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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.
Reviews, worldwide (the counter carries no country): 4.44/day in the week to Aug 4 → 31.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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.
About
The Ascent is a solo and co-op Action-shooter RPG, set on Veles, a packed cyberpunk world.
Welcome to The Ascent Group arcology, a corporate-run metropolis stretching high into the sky and filled with creatures from all over the galaxy. You play as a worker, enslaved by the company that owns you and everyone else in your district. One day, you are suddenly caught in a vortex of catastrophic events: The Ascent Group shuts down for unknown reasons and the survival of your district is threatened. You must take up arms and embark on a new mission to find out what started it all.
You belong to the corporation. Can you survive without it?
Play the entire game alone or work together with up to three friends in local or online co-op.
Aim low or high, switch weapons and equip lethal gadgets, take cover and use the destructible environments at your advantage and keep adjusting your tactic as you face new enemies.
Customize your character with cyberware that suits your playstyle. Allocate new skill points as you level-up and try various augmentations to take down your enemies in new creative ways.
Meet new allies and enemies and find loot as you explore the brimming world of The Ascent and its wide range of districts, from the deep slums to the higher luxury spheres.
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Xbox, PlayStation publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 25Kreviews | 74% | — | $14M |
| $29.99 | 13.6Kratings | 66% | — | 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 1040 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Рекомендую
Epic, game. This game has it where it counts.
A+
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Japanese, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Korean*languages with full audio support
| $29.99 |
| 5.8Kratings |
| 79% |
| — |
| 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 1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game is odd. It has a plot that is overwhelmingly "meh", characters that could essentially not exist (I cannot remember the name of anyone for the life of me), and areas that blend together [i] so well [/i] that they aren't visually distinct enough to memorize. And yet it's of the more memorable experiences I've had playing a game of its type. This game has a beautiful environment to explore with fun combat and an extremely rich depth of hand-crafted visual worldbuilding. I mean my god this game is stunning. It's everything I'm looking for in a dystopic cyberpunk environment. That said... It's also a horribly unoptimized mess. I'm on a PC with an RTX 5080, a 9850X3D, and 64GB RAM running the game off of a 990 PRO and still I've had multiple fatal crashes that just end the game out of nowhere. Immediately. The shader cache never quite finishes compiling which causes the game to stutter and lag, and sometimes essential elements of the world just disappear—trying to complete the side mission "That Guy", e.g., where you have to travel to The Edge to kill [i] that guy [/i], had me incredibly confused because literally none of the enemies in the area spawned. I didn't realize that could even happen. The only way to fix it was to restart the game. The map is also borderline useless. It's a cool concept that, perhaps unsurprisingly, is visually coherent with the overall aesthetics of the game, but outside of item/quest/shop markers there's virtually no useful information to glean from it (and even the stuff it does have isn't particularly elucidating). You can't set waypoints, so anything that isn't a quest is something you kinda just have to amble towards and hope you get there. Most areas are incredibly large without any further sub-areas so even if you memorize the larger map it's going to be a lot of checking where you are in relation to where you want to go. The whole thing is just a bit too freeform to be useful, which is odd considering how essential it is for any game. The fast travel system is [i] fine [/i], but for some reason taxis don't drop you off near other travel options. To get to higher or lower levels of the world you need to use elevators... Which taxis can't traverse, meaning you'll need to get as close as you can to the elevators in order to ascend or descend. That's all fine and good, except... It'll drop you off a not-insignificant distance from them, meaning there's still a trek involved in getting where you need to go. The metro system is an awesome idea that largely suffers from the same issues; taxis will not drop you anywhere near the stations, so in order to use them you either have to walk to the nearest one (at which point you might as well take a taxi) or hope that your travels remain largely within the vicinity of any given stop. Taxis can't be called from inside a building, which makes sense diegetically I suppose, but this is a video game. There doesn't have to be rules. It wouldn't break my immersion if I were able to call a taxi from inside. Unfortunately it all adds up to what's not so much a "fast travel" system rather than a "mostly quicker than walking" system. As others have said, the gameplay loop can get pretty boring. It's fine when actually doing main missions, but traveling to said missions is going to be a lot of "do mob control -> hope you don't die -> collect the loot -> travel until you run into another mob -> see step 1". Good for leveling up, not so good for keeping gameplay momentum high. Loot drops will mostly give you stuff you already have, which is good for earning money—economy in this game is largely a non-issue—but becomes less and less exciting the longer it goes on. Ultimately not a knock on the game but if that kind of action isn't your scene you may not enjoy non-essential parts of the game. Boss fights are largely forgettable as well. They're either too random to feel consequential or they're so inundated with moblings that it draws your focus off of them... Or, in a lot of cases, the boss fight [i] is [/i] a mob, in which case it's virtually indistinguishable from normal gameplay. I would have loved to see some Big Baddies get built up in a way that makes you look forward to dying to them a hundred times, but instead it's mostly a case of "Oh, ok. I guess I'm in a boss fight now." Despite (or perhaps in spite of) all of this... I can't recommend this game enough. It's so much fun to play. The developers have crafted a world so full of love and care and attention to detail that all I want to do is explore all of it. The weaponry, the gadgets, the augs, the styling options, the focus on form [i] and [/i] function... I'm thirsty as hell and it's a tall glass of water calling my name. It's hugely inspiring to wander around, and every area has me going "Ooh, I wonder what's over there!" It's an experience that makes me want to craft my own world and continue building upon the phenomenal concepts the devs of this game have introduced. If you can get past its shortcomings, this game offers an immense amount of fun that is rarely replicated and tremendously engaging. While highly imperfect, it's a valiant effort towards a pretty massive undertaking from a small, young, upstart studio. While my review is highly critical, it's because I know what this game [i] could be [/i] given what it currently is. It comes from a place of love—a type of love that I hope to find in every game I play. The Ascent is not for everyone, but it's certainly for me.
Combat gets boring very quickly. Just a mess of enemies heading towards you in all areas with little variation between them. Unrealistic difficulty spikes if playing solo, as if the game is only designed for co-op play.
Game has a lot of potential..... HOWEVER.. Multiplayer has so many issues. My brother randomly disappeared and was invisible to himself, me, and all the npc's. The map system is absolute garbage and doesn't specify if you need to go "up" or "down" the stairs since there are layers of every area. The side missions want you to do things that you haven't even been taught how to do yet nor does it give you any "introduction" on how to do certain abilities. Furthermore, there is no indicator showing where your partners are if they are off your screen in another area. There is no way to track them if you lose sight of them other than the horrible in game map. If i could refund this, I would.
True gritty cyberpunk vibes in a CRPG gameplay. Perfect for destroying gonks with flashy laser beams. Approved!
I'll save you A LOT of time that won't even require you seliberating on whether or not some feedback about it being repetative, or the skill tree, or the bla blabla bla bla bla ... THE CONTROLS ROTATING THE FIRING POSITION AROUND HAVE ZERO SMOOTHING! SHOOTING LOWER ENEMIES NEEDS YOU TO CROUCH OR YOU SIMPLY MISS. The 80s game Asteroids® had far better roation, and it used two damn buttons to rotate! I literally had to get it refunded after 10 minbutes of gameplay and hitting google .... THAT'S how bad the controls were. Shame, I didn't care about repetition etc ... I just wanted to blast and look at the scenery ... but it was THAT bad! :(
Garbage
Probably the coolest sci-fi atmosphere ive experienced in a game. You can tell the devs put alot of love into this. It was a really fun playthrough on my own and can only imagine itd be even better with a buddy
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.
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