
For seasoned ARPG lovers, a unique Indie entry is here! Construct a deep build as you fight your way through mysterious places. Enemies are strong and smart, but you'll have a massive arsenal of tools and abilities to master in order to vanquish them. Dive in!
Modeled estimate, not a reported figure. How we estimate →
About
Ash & Rust is a top-down ARPG in a Dark Fantasy setting with a focus on:
Abilities, Traits, and Gear interact with each other in deep ways, via an elegant UI grid system. Place Augment shapes into your Activated Inventory to enable them. The more shapes you can fit into the inventory the more power you can amass, so figuring out clever ways to piece things together can become a satisfying secondary skill.
Design your own Abilities from scratch! Pick from 4 base types, then choose your payload and Element type. As you level, add as many augments as you can fit to tailor your ability to your exact needs.
Choose from hundreds of augment and equipment options that combine to achieve interesting and deep playstyle types. For example, infusing the "Spell Weaving" trait onto your character makes it such that each time a different ability is cast, you stack up a buff. Casting the same ability twice in a row resets the stacks.
Fully animation-based attacks and collider-hit physics.
Abilities have animation timings, cooldowns, and in general require strategic intentions.
"Weighty" movement and casts creates that satisfying crunchy combat.
Master the timings of animations and attacks to dodge enemy abilities, block projectiles, and line up your own devastating counter-moves.
Multiple End-game Modes! Each with Leaderboards/Achievements and unique mechanics.
Lots of loot: Weapons, Gear, Augments, Trinkets, and more, which all have significant impacts on your power, build, and playstyle.
Strategic Combat: Smart and strong enemies and bosses use A.I. Behavior Trees to respond to your actions: moving out of AoE, kiting when appropriate, dodging attacks, etc.
Gorgeous and mysterious places to explore. Full PBR materials (physically based rendering), real-time volumetric lighting, responsive foliage and terrain, and other advanced technical features.
Branching quests with dialogue choices. Your actions and responses shape the possible paths available to you.
Character customization. Design the physical appearance of your character.
And much more!
You are...NOT the hero. You're just an Entity, plucked from the Aether to join a powerful organization. You are one of many OMENs, granted power and authority in exchange for servitude. You fulfill the wants and desires of overlords, creatures, and companies - the highest bidders. Your missions will take you to the farthest reaches, exploring wondrous places and meeting many characters. Some cower at your coming, but many eagerly embrace you. Some things are just as they seem, while others are smoke and mirrors. You can amass great influence as an OMEN, what mark on the world will you leave?
It is my plan to support and develop this game for years to come. This is a passion project and I absolutely love working on it. My aim is to continually add new end-game modes, new loot, new places, new enemies, and Quality of Life improvements. In its current state there are still some non-core aspects that are rough around the edges.
Stat multipliers and large Area of Effects are kept to a MINIMUM. In AnR, there are no multiplicative scaling stats, only additive stats, many with built-in Diminishing Returns, and large AoE takes heavy augment investment, thus reducing character power in other areas. This should help remove the main culprits of forcing all builds down certain paths to be end-game viable.
No non-progression based combat systems. In other words there will never be combat mechanics that are not based on utilizing your build to defeat it. For example: no environment traps, no quests where you use some vehicle/turret to defeat enemies, no long-cooldown transformation forms ("apocalyptic" mode, etc). In AnR, your unique build means everything, and I don't want to gate/shoehorn your progress behind some arbitrary mechanic.
New content should never obsolete old content. E.g. the level cap will never be raised, the power range of newer items will never outscale older items, etc. Instead, new content should generate new playstyles, new types of builds, and new combat strategies, without making previous ones less effective.
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
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Concept d’évolution de personnage intéressant, mais le jeu souffre clairement d’un manque de finition : déplacements à la souris erratiques, avec un personnage qui peut se retrouver bloqué contre des murs invisibles ; sensation de « glisse » lorsque l’on lance une capacité tout en étant en mouvement ; et une interface peu ergonomique qui oblige à naviguer entre plusieurs onglets pour vérifier chaque objet ou trait, au lieu d’avoir des sections claires pour le personnage, les capacités et l’équipement. Le jeu reste néanmoins très prometteur grâce à son système de personnalisation, surtout si les développeurs comptent ajouter davantage de contenu à l’avenir. En l’état, les contrôles à la souris et au clavier donnent souvent l’impression que le personnage ne réagit pas toujours comme attendu aux clics et aux actions, ce qui rend les déplacements et certaines interactions peu précis et parfois déroutants.
Very jank but in the good(ish) way. Really didn't experiment too much with builds. I'd recommend on a discount. Just be aware jankity jank jank.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Крайне странная игра.
Played the demo and didn't think it was much. Played in EA and was ok about it, played some more...and more...and more...and now I really enjoy it. Its grindy, looty and all the stuff I want from my aRPG. With very little fanfare as well. A hidden gem.
it's pretty dope, recommend on a sale
Honestly, it's a bit of an odd game. There's lots of potential here and I really think it's innovating nicely in a pretty tired space, but somehow the game just doesn't sit right. It has huge FPS drops at time of writing, it plays very clunkily with long animations that (to me) made some weapons just feel considerably better than others. The start is pretty rough, and the UI is a total mess. I like the ability/character/campaign/etc augment system - it's interesting, but everything feels hard to measure as items don't appear to have a visible item level. I was finding identical drops barring a number roll in the same range) sections later than the item I had found before, and my health pool wasn't growing, the enemies' one didn't seem to be either, so it sort of felt like I was still just starting out but just with an OP weapon. I think that's honestly the biggest issue for me - most of these games have a sense of power scaling where you can feel an "I've got stronger, but the next area is still a threat." - I was left with an ambiguous "I've got stronger than when I've started, but frankly I don't really need a lot more." where going into a new area felt just like the old one. In a way it was a bit akin to playing one of those MMOs where you get level scaled to the area you're in or something. The item pool also feels a bit shallow - purely from my experience. I might have not got to taste what the game has to offer in that regard, but I did find a LOT of repeats which only compounded the "I'm in groundhog day" feeling mentioned above. I wish I could recommend it in a capacity between yes or no - a yes but with reservations/comments. This game deserves a look and I really think it's someone's thing and a sure passion project, but I'd also find it hard to say to a random person that they should purchase this at present. To the dev: I think this game would really benefit from a demo showing the first area. This will be a polarising game in its current form and I think the negative reviews would probably be more limited if the demo filtered out people that didn't find appeal in its uniqueness. I'll definitely be looking into this again down the line and wish the dev the best of luck with the project, it's just not quite right for me at present.
too much bug unplayable
潜力无穷的游戏,这个镶嵌物改变技能形态、自选技能属性、物品自带技能用来设置技能的设定实在太棒了,唯一就是地图还需要改进,很多地方色调和背景显得太模糊,眼睛看的好累,还有就是召唤物能不能美化一下,实在太丑了,期待正式版,还有就是我们需要中文和联机模式。 A game with infinite potential, this mosaic changes skill forms, allows for the selection of skill attributes, and allows items to have their own skills set up. The only thing that needs improvement is the map, as many colors and backgrounds appear too blurry, making it difficult for the eyes to see. Also, can the summoning object be beautified? It's really ugly. Looking forward to the official version, and we need both Chinese and online modes.
感想↓ 召喚アビリティで進めてみてけっこう戦闘は面白かったです。 タイルによってはメリットとデメリットがついているのがある。 スキルの属性選択する時に右下に表示される説明みたいなのがあるので一応属性で効果がかわるかも? 英語は苦手なので余りよくわかってないです。 スキル関連↓ あるスキルの組み合わせを使って召喚連打できるようになると召喚した時の召喚数を増やすタイルをつけてるとデックだと処理落ちしてフリーズしていたのですが召喚した時の数を増やすタイルを外せばフリーズせずに問題なく使えました。 そのスキル関連↓ あるスキルと組み合わせても召喚数最大値を増やすタイルはフリーズせずに問題なく使えます。あとそのスキルの組み合わせで召喚した時の数を増やすタイル外しておけば1〜4のスキルを召喚にしても問題なくフリーズせずに使えます。 良かった所は↓ スキルの組み合わせで戦闘が面白くなる。 進めてみたら特に問題がなかった所↓ クラフトとリロール使い始めたらタイルはけっこう使うので余り捨てなくてよくなるかも マップの通れる場所と通れない場所がわかりにくいと思っていたら回避使うと歩きで通れない所が通れました エンドコンテンツあたりから敵のダメージが大きかったり回避のしかたのわからない攻撃があったのですが防御できる方法がありました クリア後のフリーマップのミッションはたぶん3つのうちのひとつがランダムで決まるのでクリアできるミッションになるまでリタイアすればいい 不明な所↓ こちら側の問題なのかもしれないですが鍵を使ったダンジョンは祭壇の報酬みたいなのを使うと動けなくなってしまうのと動けない状態で報酬にexpがある時に祭壇連打でexpが稼げてしまってレベルあげができてしまう。武器とかの報酬も動けない状態で祭壇連打すると報酬で連打分でてくるけどこれは拾うことができないので問題ないです。 フリーミッションの最期のステージは選択してもゲージがなかなか進まないのでフリーミッションでできるかは不明だけど別のミッションで最後のステージに行く場合はゲージが進むので一応最後のステージで遊ぶことはできる 指輪はクラフトできないかも ベースダメージは他の召喚スキルとほぼ同じ数値なのですがリープアタックをつけている3番目の召喚がなぜか表示されるダメージ数値が低い。(リープアタックのタイルでダメージが下がるかも? ソケットみたいなシステムは使えるようにはなっているのかよくわからない?
Si pero no. Me hinche los huevos que te trabas con todo el escenario. Hay una raiz de un arbol ? Te trabas. Hay un arbusto ? Te trabas. Hay un monticulo que no podes diferenciar del resto del terreno porque se ve todo igual ? Te trabas. Y te re jode eso porque los enemigos tienen daño de zona, lo cual te hace querer esquivarlo, pero no podes. Los controles no son responsivos. No podes esquivar cuando queres. Es como que tocas para esquivar pero lo hace 1 segundo despues. No pude ver nada de las habilidades porque me rompio tanto las bolas eso que lo deje.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $7.8K | 27 | 59% | $15.99 | |
| $2.3K | 3 | 33% | $29.99 | |
| — | 0 | — | — | |
| $0 | 7 | 86% | Free | |
| $0 | 0 | — | $3.99 | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $50.3K | 68 | 87% | $34.99 | |
| $50.3K | 272 | 51% | $9.99 | |
| $50.3K | 265 | 85% | $5.99 | |
| $50.3K | 130 | 78% | $13.37 | |
| $50.2K | 203 | 89% | $19.99 | |
| $50.2K | 111 | 83% | $13.99 |