
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 →
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.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
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
I want to give this game a neutral review based solely on the movement mechanic. It’s click to move and just feels clunky. WASD and/or controller support would be preferred, especially in an ARPG.
scapped my previous review, unfortunately this is not it
Ash & Rust is a great indie ARPG. Sure it has some jankness being an indie game, but that is reflected in the price. The game succeeds at doing something new for the ARPG genre, custom builds with custom skills, and customize it all at any time, no restrictions. I'm not even sure how many skills and build combos there can be, but there is a ton. Also like Dungeon Siege, you can mix and change whatever class you want at any time, no restrictions. The game plays a lot like a single player PoE. Any fans of ARPGs should play this game.
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I bought the game on 30% discount, played it for 4 hours, got sick of it. The game seems to be going by the Grim Dawn and Path of Exile direction of looter ARPG, with mix and match builds. It avoids POE's gear socket system restrictions with augments for a set of five abilities unlocked as you level, and it avoids Grim Dawn's Class restrictions by allowing you to construct your abilities by yourself and changing your main attack by the equipped weapon - I can swap between mage and warrior by swapping my main weapon and rerolling my abilities, which is free and unlimited. Unfortunately, the game does not have the beautiful environments of either Grim Dawn or POE, nor the depth of either. The enemy variety is honestly dogwater, with you facing two different enemies each level. I got to the 3rd level and just quit, since the only thing you do is roam around the map, beat random clusters of enemies, then beat an enemy spawn around a loot container, then repeat. You get some breaks with NPC interactions but those either lead to more fight, reward loot, or progress quests. You also raid dungeons but they're just a slightly harder version of the overworld. and VEEERY small. The enemy action skills are rather lame, and your own character is forgettable. The character creator might as well not be there, and oddly enough, while you can make your character as black as night, they only get as white as an instagram influencer advertising spray-on sun-tan. It might be the braizers in the design menu, but that just means that the character design menu is poorly implemented, which returns to the core of the issue with the game. The world simply put, lacks any discernable personality. It's a wonderful idea, poorly executed. My PC is decent enough, but for some reason I still get hiccups on an RTX4070SUPER. For a version 0.9, it's way too rough. I suggest waiting for a deeper discount or waiting in general.
Pretty decent game! Gonna try now that my pc is better
Sadly unplayable in Ultrawide. Text is too small, you can barely read UI and loot is just unreadable. Also optimization is really poor. Like sub 100FPS and 100% use of 3080ti in Main Menu poor.
I'm not someone that generally gets offended by games all that quickly, and it has been a long time since I outright decided to quit trying something this quickly. It might be because I have played indie titles, solo dev projects, and some really old entries from this genre. I can ignore the not-great audio balance at the main menu. But when the next thing I notice is the spawn animation and rendering bugging out when I load in, I start to get a bit worried. It is also a bold decision to have left click be purely an attack option by default and not "move to attack", which many would be familiar with. Instead, right click is for movement. Worse yet though is how combat felt. Immediately it was just this visceral rejection from me. The default attack for sword and shield is this lofty, long combo, whose first attack is this cumbersome leap that felt like it took ages to happen at all. Enemies would be running up and have time to club my face before I hit them for a whopping three damage. I also had a laugh when I found that by holding down both left and right click I could slowly glide around as my character turned into a phased abomination, attempting to attack and walk every frame simultaneously. I rebound my keys and tried to press on, but the way this attack works is just miserable. I had an elite in the second cluster of enemies sent at me, and dealing with this awful, dreadful "slow-mo action leap" default shield attack to kill something that required probably thirty hits to kill was absolutely intolerable. And in my running around, I found that getting snagged on impassible terrain is quite easy. What can and cannot be traversed was not very clear, and after a bit of wandering and discovering the inventory, I had almost seen enough. The damage system seemed a little interesting, and while I can see this giant multi-tabbed, multi-layer inventory overwhelming people, clicking around for a minute or two and reading tooltips explained most of it. My largest complaint here is actually that it's not obvious that tiles are locked until you get the unlocker and go "Oh, so *all* of the tiles are locked to start with." That's not really a big one, but most grid/tile systems have patterns or symbols to show unavailable space. This one's just the same gradient color as everything else, because no slots are readily unlocked. It's more weird than inhibitive to anything. But by the time I cleared a few more enemies and made my first ability I'd decided I'd seen enough. I couldn't get the idea behind this game's combat. The player's attack is by far the slowest, hits like piss with the sword and board start, and you couldn't kite or space some enemies by moving, only dodging. But they attack so damn fast your dodge won't always be up. And there's no health regen, just a thirty second cooldown potion. With the red enemy attack zones it just took random elements from modern and old titles and didn't decide on anything coherent. Am I supposed to get a bloody nose like Titan Quest? No, I lose the slogging fight. Hard. Am I supposed to dodge the glowing red attacks? Can't dodge them all, multiple enemies have them and spam them. It's not reactive, either, with how slow the player attack is. End summary, I've never had an isometric ARPG title where the default attack ended up deeply offending me with how terrible it felt. It's the first thing your players will use. I hope it was just the sword and board start option, but lord, man. I paid something like three dollars for Rum and Gun and it had better starting combat and movement. It is a necessity that you nail the basic and core components of your game, especially in the intro. Bugs and jank can be tolerated to a degree, but when I'm cancelling out of my superhero leap for the third time in a row trying to trade with a group of enemies, and that is all I have starting off, I can't enjoy myself. I spent most of those twenty minutes wondering if anything else might make it worthwhile, but I couldn't have faith.
I need Chinese, please
Nice game,hope to have Chinese in the future.
CO-OP FOR THE LOVE GOD AND JESUS AND THE ORIGINAL SIN OF SATAN LORD OF THUNDER AND FIRE BUTT ADD CO-OP THANKS
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.
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