
Have you ever wondered what it feels like to stop time? Ascend to ZERO is a time-bending action-roguelike where you can use your unique ability to freeze time and fight your way to the top.
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About

The clock is ticking, but luckily you can manipulate and bend time to your will! Every second is another weapon in your arsenal - learn to wield it better with every passing run!

Unlock a variety of skills, chips and abilities to become a force to be reckoned with!
Increase your stats, enhance your awesome weapons, and upgrade your massive arsenal of gear to be the ultimate avatar of time!
Want to be a glass-cannon swordsman? Slice and dice through your obstacles!
Range is the name of your game? Lock and load as you zip around your enemies!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
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Themes across 640 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Story: Annoyingly random and inconsistent. Often requires talking to the same NPC multiple times. Choices don't matter. Lots of unskippable dialogue. Currency: Not enough signposting as to what is good and what is not. Currency value icons (like $) are used for multiple different types of the same thing. Currency for the time machine's upgrade system is either not explained or seemingly random. Nothing tracks how much money you get from it. Weapons: They all feel "same," and with 6 weapons total, it feels even moreso like that. Skills that force you to only fire one weapon don't disable the slot buffs for other weapons. Very difficult to compare one to another. Very tedious to determine what to keep and what to recycle. Damage types (poison, etc.) aren't explained very well. Applicable weapons for upgrades aren't explained super well (there's a tiny icon but it changes by color for some reason?). Upgrades in an instance don't usually feel impactful, or force you to otherwise meaninglessly move your weapons around into different slots. Converting temporary weapons to permanent ones is a tedious process that requires prioritizing, storing a few for long term, and then totally forgetting your strategy. Doing it for multiple avatars at once is even more frustrating. Stats: Agility bakes in so many stats while defense seems to do very little. Enemies: Normal mobs feel very same. Elite and Boss mobs have VERY confusing move telegraphs. Sometimes the danger meter fills and then it just launches a slow projectile, while others will just instantly smash you. Some damage is extremely difficult to see, let alone avoid. The goal seems often to be to just deal as much damage as possible and not worry about taking damage (or tech into damage reduction/self-heal), which makes dodging feel bad. Enemy scaling feels wildly disproportionate to my own level once weapons are upgraded, making it difficult to gauge actual difficulty. Very unclear how respawning enemies in a room work. Sometimes it says there will be no more respawns, sometimes, they're just infinite. Music: Randomly changes with no real explanation why. Music themes don't match the zones they're in, especially the home base music, which plays a very melody-forward repetitive song instead of something more relaxed while you're figuring out when to go back in. Home base area: Reasonably well thought-out to be fair, but the NPCs could sign-post their uses better and be combined more. UX/UI: This is the game's weakest, weakest element. It's so hard to organize things. Whenever you do, if you change windows at all, it resets so you lose where your items are. Difficult to compare items. Sorting options are very limited compared to all the ways you can organize gear. HUD is super crowded and unhideable. Buttons for showing inventory, stats, etc., can't be pressed again to close that window. Impossible to look through old upgrades easily to see if a new upgrade is relevant. On upgrade, can't check your inventory or weapons to see how well a particular upgrade will apply. Enemy bullets/attacks are SUPER POORLY telegraphed, to the point where it's almost not worth looking at most of the warning signs. Biggest upgrade would be reworking all damage/indicators/projectiles to be clearly color-coded from enemies and to have the timing of each attack consistent with the indicators. Explanatory text for how something works "for every 1% health lost, gain 1% attack" --but is that multiplicative, additive, and what does "lost" mean? Does "lost" include when you "lose it" when it's from your own skills, taking damage, etc.? No explanations. Some weapons register as dealing no damage. The end DPS detail for each run, when clicking into the "more details," stops showing DPS. Oh man I could go on. The UI/UX is so frustratingly bad that it's the main reason I'm putting this game down. Voice: The character, seemingly totally randomly, says the most generic phrases like "I'm tired," and "Gotta stop time!". Progression: Feels random. Doing the same run a couple times unlocks things with little explanation Quests: can't hide the menu, and there's so many of them that you end up doing anyways just by doing a run, making them pretty pointless. Overall: A C- game. Needs a lot of rework on nearly every element to make this a good game. I enjoyed it for a few hours, but the negatives quickly start making the game more and more frustrating.
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Languages: English*, Korean*, Simplified Chinese*, Japanese*, Traditional Chinese, Russian, French, German, Spanish - Spain, Portuguese - Brazil, Italian*languages with full audio support
Hours played at review time, across 642 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
前期很爽,很有成就感,但刷到后面,装备你分阶段掉落,很难受,地图,刷怪全不改,只是加加数值,地图,怪物,一成不变。装备品质还要刷,累死了。后面很无聊,装备更迭升级带来的反馈也不明显,非常无趣。但前面刚开始挺好玩
Here's one of those long winded story reviews. If it's tl;dr, just get the game. It's amazing. Otherwise, here's my take: Reviewer's context: I'm not a fan of rougelites. I've played a couple, like Risk of Rain, and they just can't keep my attention. So imagine that one day I'm compelled to scroll-down the store page (rarely do) and see a seemingly generic "bargain" roguelike, and before passing bias judgement, it catches my eye. I'm hardly a "weeb" (do they still call em that?) but somehow these tropey "waifus" stood out. Some of em even look like some characters I've made in HeroForge (Pirate, gunslinger, and samurai girl... OK, fine, I have a little weeb in me.) So they kinda struck a soft-spot. "Ok, let's check out the trailer..." It was captivating. Awesome music, cool attacks, but... yeah, still a rougey. Well... ok, the demo, I'll just give it a shot since I like the presentation. That's when things changed. Things start out as expected, and here come's the combat. Quickly I realize that this one is different. Way different. The music is right up my alley. Sets the perfect tone to go hack away at some enemies. Onward! With a brief premise, this dime-a-dozen cryptic AI throws you into the game, quickly and smoothly presenting you with a unique feature; the ability to stop time. While this feels gimmicky at first, you soon realize that it's much more than that. Not only can you stop time, but you have, in heavy quotations "30 seconds to complete the stage." The rest is pretty self-explanatory. Fighting enemies gives you more time, taking damages reduces it. Now the game's true potential comes into play. Not only a roguelite, but also sort of a strategy game. This is where my opinion of things got flipped. Frantic as this this roguelite is, the ability to just stop time/battle gives you a huge breather. You can take a deep breath, asses the battle, etc. When combat resumes, you may now have a certain advantage; a clearer understanding of your enemy, collect currency and exp from fallen enemies, and perhaps even some temporary augments. What makes this really unique to me though, is that if things are looking dire, you can just stop time and flee. This boss/sub-boss giving you too much trouble? Go find a pack of more suitable enemies in previous areas, unload on them, then get some more augments and some time back. Freeze time once again, and head back over to the jackass that almost had your number, more strapped than ever. THIS function isn't only cool, it's how you get things done. Now Im thinking "wow, this is pretty neat. It gives me breathing room!" Eventually things play out as a roguelite should. You make it as far as you can, you die, you get sent back. Ya'll know how it goes from there. Buy weapons/armor, upgrade stats, etc. But then you come across a certain room in the game's hub, and lo and behold, it's the waifus! Now you can unlock them, use their dedicated currency to level them up, then take em for a joy ride. Let's rock! Fast forward about an hour, take on some bosses, then at some certain point a message pops up, something like "Thank you for playing the demo, click to buy now." But it isn't over! You can still enjoy the gameplay loop, albeit stuck on the first stage and not being able to upgrade much. "Alright, that was fun, time to get-on with life." Still... the game was on my mind the rest of the day. "That roguelite with the waifus... It's only 10 bucks (launch price) I can shell-out and support some pretty talented devs." Got it, demo progression carried over, I was good to go. Three-ish hours later... I'm playing a roguelite... and I'm LOVING IT. So much so, that I had to pitch-in a review. Me? enjoying a roguelite?? This is bonkers, I gotta go spread the word!" So yeah, in conclusion, this is not only a unique RL that I'm sure will tickle the fancy of traditional enthusiasts, it's an awesome videogame over all. I was bummed that it doesn't have a console port, because I would've gotten it on Switch 2. My PC is AAA-oriented, so it's rare that I play indies stuff on it. But this is a worthy exception. If it does get a port, I'm there day-one. Grab it, and enjoy saving the world in 30 seconds! ::wink::
액션로그라이크 같지만 액션이 없고 다소 의아한 진행방식. 컨셉이나 비주얼 , 캐릭터해금 이나 강화 요소 다 잘 만들었는데 . 가장 중요한 전투를 시간 정지 컨셉으로 차별점을 줬지만 애매하게 적용한 느낌이고 던전 진행 자체가 매우 특이한 형태임. 전반적인 게임 진행은 4스테이지로 이루어진 던전을 클리어 해 나가면서, 다른 로그라이트와 같이 영구적인 능력치를 강화 하고 계속 도전하는 방식임. 1회차 최종보스를 깨면. 더 강해진 몹과 더 높은 보상을 주는 동일한 맵을 또 도는 방식. 이런점만 보면 하데스랑 유사함 그런데 게임 진행이 전투 비중은 매우 적고. 그저 시간 정지 딸깍, 강화 선택 무한 반복임 이부분이 가장 의아한 부분 인데 내가 싸우는 시간보다 맵 이동하고 강화 뭐할지 고르는 시간이 훨씬 김. 이런식으로 매판 초반이 너무 루즈해지는데 , 정작 직접 컨트롤 해서 싸워야 하는 마지막 보스는 이겜의 정체성인 시간정지를 쓰지도 못할 뿐더러 패턴이 난잡해서 ,난이도를 떠나 무슨 공격 하는지 자체를 모르겠음 대충 경고표시만 피하자 하다가 자꾸 의문사 하는데. 강화운 좋으면 클리어 강화 망하면 리트. 게임진행 방식 말고는 다 맘에 들어서 더 아쉬움. 인게임내에서 시간정지를 (패링+극딜기)로 만들고 강화비중을 줄였으면 더 좋았을 것 같음
아니 만원짜리 게임 맞음? 넘 깔끔하고 중독성 있게 잘 만든듯 레벨이 10만 넘어가서부터는 사실상 전설템까지 다 안 쓰게 되고 파워커브가 얼탱이가 없었지만 암튼 추천할만한 게임임
玩了12小时,你跟我说这是肉鸽?这不就纯纯的数值游戏吗?是按氪金手游的路子做的吧。从充钱变得更强变成花时间变得更强, 第三章的变异怪物太恶心了,时间停止时也能打人,完全破坏了游戏的核心爽感。必须给差评。
세션 플레이는 로그라이트 형식이고, 자동 공격 방식이라 이동과 몇몇 스킬 조작만 신경써주면 됨 캐릭터 해금과 강화 요소도 적당히 있고, 아이템 파밍하는 재미도 있음 캐릭터에 따른 빌드도 적당히 있어서 앞으로도 오랜 기간동안 안 질리고 플레이 할 수 있을 것 같음 다만 어느정도 강해진 이후부터 초중반 파밍 과정이 단조로워져서 해당 부분은 개선이 필요해보임
평소 포장 괜찮아 보이는 김치 게임이면 구매해보는 편인데.. 이 게임의 경우 뭐랄까 (크래프톤하니 떠오른 건데 작성자의 경우 19년도 9월경 미스트 오버도 찍먹해봤고.. 뭐 같은 국가에 데모 지원까지 해줬으니 나름 응원은 했음... 커뮤질로 자멸했을 뿐.) "내가 지금부터 뇌절을 할 건데 네가 언제까지 버틸 수 있을까?"에 가까운 내용물. 작성자는 버티지 못했음. 전투를 제한 인게임 콘텐츠의 경우 - 단계에 따라 풀리는 아이템 및 소모성 재화 파밍 - 캐릭터와 직접적으로 연관된 스탯 올리는 것은 기본에... 작성자 기준으론 순수 마이너스 요소임. "당신의팔다리가여기저기흩어져있네요! 게임을 진행하며 붙여보세요"에 가깝기 때문. - 재화를 소모해 '영구 아이템으로 전환', '아이템 등급 리롤', '아이템 부옵션 리롤 (4옵션, 3잠금까지) 이러한 과정에서 배율과 옵션의 차이가 급격하게 벌어지기에 저티어 아이템은 버려지고. 사실상 재화를 끊임없이 소모해야 하는 이러한 성장 설계가 유효 하려면 '반복되는' 전투가 유의미하게 재밌어야 함. 아무튼 그렇게 띄우고 띄우고 띄워서 강해진 스펙으로 게임을 즐겨보아요인데 이 게임이 가지고 있는 치명적인 문제는 로그라이트도 아닌 로그라이크를 표방하면서도 '틀이 사실상 하나'라는 것. 워딩을 좀 세게 하면 근본 설계부터 잘못됨. 절차적 생성은 기본 중의 기본이 아닌가? 특별한 랜덤 인카운터라던가 확연하게 달라지는 구조가 아예 없기 때문에 (고정 맵) 이러한 구조적 설계가 얼리 레벨에선 시간을 정지하고~ 대시 쿨을 제로에 가깝게 만든 뒤 [마우스만눌러도화면이사라지며방향조절조차힘든무한대시공격]이라던가 하하호호 즐길 수 있게 해주나 이 게임의 전투 방식인 자동 공격과 맞물려 어느 순간부터 급격한 현탐을 불러 일으킴. 0. 기본적인 빌드업이 끝난 단계에선 '시간 관리의 중요성'이 사라짐. 그저 추가 목숨일 뿐. 1. 하염없이 미니맵을 보며 '정해져 있는 잡몹 구간'은 넘어가고 2. 원활한 후반부 파밍을 위해 확정적으로 칩을 드랍하는 미니 보스, 보스 구간만 들리며 3. 스타팅 스탯 및 아이템 파워로 이미 강력한 플레이어는 스케일링 보정을 크게 받은 후반부 지역을 제외하곤 몹들이 간단하게 삭제이기에 그냥 딸깍 딸깍을 반복하며 무작위 패시브 및 최대 시간만 쌓는 식으로 하수도 진입. 4. 그렇게 하수도 청소부로 전직하며 다시 패시브 및 최대 시간을 쌓으면서..... 보스전 진입의 반복. 추가적으로 클리커 수준의 스케일링이 기다리고 있기에 [참고로이몬스터는최종보스보다강력하면서도당신의시간정지까지무시하며당신을단한방에처치할수있습니다!추가적으로당신이회피입력으로반응하는것이불가능한정지푸는모션도중에도공격하니풀면그냥죽습니다참고하세요^^참고하라고] 그 긴거 글리치 거미 등이 등장하기도 하고.. 결국 달라지는 건 '수치' 하나. 그냥 동일한 맵 동일한 배치 동일 동일... 동일한 보스 속에서 빌리언 초과로 압축되는 영수증 띄우기만 남아있을 뿐. 조준 기능이 있으나 어차피 자동 공격에 무기는 직업 관계없이 착용이 가능하기에 (선택 패시브 차이가 나지만) 큰 차별점을 느낄 수 없으며 게임의 아이덴티티라 할 수 있는 시간 정지조차 이러한 구조에선 마이너스로 작용함. 칩 획득 후엔 자동으로 시간 정지가 걸리는데 '어차피 순수한 파밍용 구간에 후반부 제외하고 중요한 것이 없는데 빨리 파밍하게 그냥 무시했으면 좋겠네'라 느껴질 정도. 시간 정지 상태에서도 대미지를 주는 것이 가능하고 플레이어를 추적하는 장판을 까는 해커의 경우 이게 확연하게 느껴짐. 게임사에선 하나의 해결 방법으로 '쉽게 느껴진다면 난이도를 올려서 도전하세요'라 적어놨으나 단계별 파밍을 생각하면 이전 구간에선 등반만 껄끄러워지는 고난이도를 선택할 이유가 없음.. 거기에 난이도로 수치만 바뀐 것이 재미있을까? 난 모르겠음. 일반적으론 이러한 시스템이 하나의 난이도 설정으로 작용하는데 이 게임의 경우 이렇게 분리를 해놨고 그럴거면 '12단계부턴 지옥 모드 등에 도전이 가능합니다~' 등으로 빼는 게 나을 거라 생각함. 아무튼 뭐.. 총평이라 딱히 적을 건 없고 이러한 장르 줄창 해본 놈 기준으론 추천하고 싶지 않음.
Excellent game. It scratches the itch of "number go up" while also providing meaningful build choice and a lot of risk and reward in each run. It's not perfect, I think it's missing some incredibly important QOL (Need more storage space, also a button to automatically extract duplicate uniques since you can only use one) and it has some balancing issues (Some perks are outrageously better than others, and there's no way to ban subpar perks to prevent them from showing up) but overall, a very enjoyable experience that will likely get better with post launch patches. I beat it in about 10h, then got true ending in another 5h. There is an optional ascension mode that goes up to level 12, which I'm still working through. Overall, price is very fair, game is has a fun concept it creatively expands on, and there is a demo.
<소재가 참신한 로그라이크 30% + 핵앤슬 70%> - 정통 로그라이크가 아니라 선택지만 가지고 뽕맛 보기엔 어려운편 - 장비 파밍이 어느정도 필요해서 차근차근 진행 가능 >>> 다른 로그라이크겜은 사기한판 쳐서 엔딩보면 급노잼인데 이건 약간 달라서 좋네요 국산게임도 게임성으로만 승부보면 잘만든다는걸 데더다 다음으로 느껴봤네요 --------------------------------- 3탄 오염지역 기믹은 지름길도 없어서 맵 뺑뺑이 도는건 좀 쳐지는 감이 있네요.. 1탄에 있던 포탈 시스템으로 이동 가능하게 해주셔도 괜찮을 거 같네요 글고 몇몇 보스들은 너무 단단해서 뭔지 모르겠더라구요 다 한방컷 내고 다니다가도 이상하게 딜이 거의 안박혀서 10초이상을 쓰는 경우도 있었네요
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $484K | 1.8K | 85% | $7.99 | |
| $4.4K | 23 | 91% | $7.49 | |
| $2.6K | 20 | 95% | $5.99 | |
| $1.9K | 7 | 71% | $8.99 | |
| $1.4K | 5 | 60% | $9.99 | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $404.6K | 1.4K | 87% | $19.99 | |
| $404.8K | 1.3K | 81% | $9.99 | |
| $404.8K | 1.3K | 75% | $9.99 | |
| $404.2K | 681 | 81% | $14.99 | |
| $405K | 804 | 51% | $19.99 | |
| $405.2K | 5.5K | 79% | $3.99 |