
Choose one of four heroes and explore the Garden, an astral prison guarded by 12 powerful mystical bosses: the Zodiacs. Challenge them with dozens of unique spells and faithful friends by your side to unfold the story of this platform roguelite with lightning fast combat.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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): 1.29/day in the week to Aug 24 → 3.43/day in the week after.
About


Sums Steam only; PlayStation, GOG, Nintendo, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 8.6Kreviews | 95% | — | $2.9M |
| $9.99−60% | 695ratings | 96% | — | 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 909 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Very much trying to be a 2D Hades. Very pretty pixel art, some nice if slightly incongruous cozy vibes, and pretty solid gameplay, though it feels perhaps less polished and less well written than Hades. A slightly kickstart-y vibe to it, in the "lots of pretty art, lots of characters, lots of cosmetics, but something missing in the fundamentals" sense. Not as bad in that respect as games like moonlighter (at least on release, idk where it is now), but something to keep in mind. I'm trying to put my finger on what exactly feels undertuned. I think it's a bunch of little things rather than any single smoking gun issue. A few hypotheses: - There are a lot of different effects, including multiple subsidiary effects within a given elemental tree, and they don't categorically synergize with each other - building for fire generally doesn't directly help you if your auras etc. are specific to the ember effect. This allows for interestingly specific builds but slows down choosing and can be a touch counterintuitive. It also makes shooting for a highly specific, optimized build low-odds, which can make getting the build exciting, but means getting the "man this build is broken" dopamine hit less often - There isn't a lot of visual indication of powers getting stronger in a lot of cases (e.g. effect radius, projectile size, projectile color, screenshake). The main dimension is "greater number of x", which is fine, but it'd be nice to have "wow my fireball has gotten huge" as an alternative to "wow that's a lot of fireballs" and would make things feel more varied and satisfying. Given just how many build layers the game adds in (stats, spell levels, gambits, elemental synergies, auras, special power variants, echoes, whatever the spell affixes are called), it feels like so much of it just comes down to numbers without commensurate visual indicators. If fireball level 1 is visually almost indistinguishable from fireball level 10, which is almost indistinguishable from fireball level 5 which on hit will freeze an enemy, spawn a poison sapling, and summon a lightning bolt, it takes some of the fun away from growth and builds. You also don't get to see powers except when in combat unless you're willing to waste mana on them, so testing something after an upgrade, just on the air, is discouraged. An "infinite mana after room clear" feature might help with getting used to abilities and various upgrades. - Suffers some from the rainbow of power effects obscuring vital info like enemy attacks and locations, but no worse than other roguelikes in this vein, so if you can handle Hades, Risk of Rain, Binding of Isaac, etc., you'll do fine here. - The pace of combat and overall high consequences for getting hit incentivize staying evasive and paying more attention to avoiding hits than making sure your attacks are landing or comboing together. There can also be a lot of enemies to deal with simultaneously, which makes kiting more essential. This is a valid design choice, but it doesn't gel well with the inclusion of forced enemy movement abilities (e.g. knockback, pull, etc.). Games like hades and binding of isaac lean far harder into using abilities to position enemies and take advantage of environmental hazards, here it feels like those abilities just don't fit as well with the core design decisions (e.g., common teleporting enemies, enemies with cross-screen attacks which negate positioning management). - I think the evasion-focused gameplay also contributes to the feeling I have that abilities and effects get visually lost/don't read a lot more often than in games like Hades. I think Risk of Rain 2 has similar problems, if perhaps not as bad - At least for normal difficulty, first several runs etc., rooms of normal enemies feel much easier than the boss fights. I had maybe one or two enemy encounters which risked killing me rather than just draining resources, but I only actually died to bosses. Not sure if that's by design and it's supposed to be kind of boss-rush-y as a game, but if that's the case and regular enemy encounters are mostly fluff, there shouldn't be so many spells designed for AoE or on-kill effects, and overall there should be fewer regular encounters padding the experience. Overall seems like a fun, well-done, and a better than average contender in its genre, even if none of the design decisions unique to it landed for me in a must-play sort of way.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 521.83/day in the week to Jul 17 → 1.86/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Simplified Chinese, Traditional Chinese, Korean, Russian, Japanese*, Portuguese - Brazil, Spanish - Spain*languages with full audio support
| $24.99 |
| 33ratings |
| 92% |
| — |
| not modelled |
| $24.99 | — | — | — | not modelled |
| $24.99 | — | — | #31 | 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 910 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
好上手,构筑简单玩了不晕
Native linux support! This game does a good job of making every run feel unique from the different characters, spells, unlocks, and worlds. It is easy to pick up hard to put down really just want to play oooneee more level.
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İlk başta görselleri ve animasyonları dikkat çekiyor, gerçekten emek verilmiş duruyor ama oynadıkça aynı şeyleri tekrar edip duruyormuş hissi veriyor. Bir süre sonra heyecanını kaybediyor çünkü oynanış çok monotonlaşıyor ve kendini tekrar etmeye başlıyor. Görsel tarafı güzel olsa da tek başına oyunu taşıyamamış, bende uzun süre oynama isteği oluşturmadı. Baştaki ilgiyi koruyamayan, bir noktadan sonra sıkmaya başlayan bir yapısı var.
我受够了黑残深,很喜欢这种明亮的风格,而且,很好玩!
[b]9/10 Direct appeal if you liked Dead Cells, but offers more -lite power progression/an easier experience for those who found Dead Cells too punishing.[/b] Similarities with Dead Cells (DC): Both are fast side-scrolling hack-n-slash with crisp controls and visceral combat, emphasis on trying to eliminate enemies without getting hit (via obliterating them and dodging). Both have periodic boss fights that are a challenge to survive. Differences: DC combat is more visceral and brutal. Often 1 or 2 hits is enough to kill most enemies... but you can only survive a few hits as well. AA is softer hitting both directions. So you can only 1-2combo own small and weaker medium units. But you can take a lot more hits... And you will take more hits! Because AA tends to have more area-attacks, wide sweeps etc, and enemies have more attack responses depending on range. DC lets you control combat pacing more (discrete engagements). AA has more close the exits, enemies spawn in all over, defeat, another wave or 2, then reward chest. DC has more tightly wound attacks, a short range, a pencil beam, etc, and general enemies usually only have 2 attacks - and you obliterate them before they get to use them. AA enemy swarms mean you are more actively moving around and trying to get rid of threats most actively interfering, so you can safely wipe the swarm. DC each weapon choice and 2 abilities are very significant, game changingly so (possible op power fantasy). AA you can get some strong builds, but nothing as room wiping (so far, anyway). You don't get different weapons, instead you have more air combat and directionality, but it's about using normal attacks to get mana to powering your 4 abilities. They cycle through, then you refresh. I found myself really wishing for each to be on a discrete trigger, as the cycling cut down on how strategic I could be with their use. (there is a button to cycle through) AA not only are their a ton of abilities, but there are different characters, each with their own unique skill, weapon attacks, and ability pool, plus the generic pool that any character can get. In run, you start with swapping 1 ability and collect more. You also can get levelups for them, and gambits = perks you attach to them (eg add a few homing projectiles, a flame shield, slimes, poison clouds, freeze chance, etc etc huge variety per element and bonus dmg for element matching. Combine that with powerful auras (basically relics), and you can have some pretty good abilities going. Findable items and the better you do in a run earns more meta currency to unlock more abilities, characters, colors for characters & pets, player upgrades (hp, more choice options, rerolls, more mana, more aura slots, etc) - and that last bit is what DC is stingy on. In general, DC is much slower to offer the meta upgrades, demanding skill and rewarding it significantly. But after a few (forgot the ascensions name in DC), it is too brutal and easy to die with such little hp & healing upgrades, and too random to get an op build every time. Amazing up to that point and I'm done playing at it. (but great to come back to and just jump in) AA has more unlocks for every run you do and more variety overall. Though the less brutal aspect means they don't have the same game-changing impact. But you get more player help choices (option for healing rooms, optional spend stars on hp, a find-in-run ally that can revive you once per biome, etc. If Dead Cells is a 10/10, Astral Ascent is a solid 9/10 that is more approachable and easily beats other contenders in the genre.
Ce jeu est une petite perle pleine de possibilités de builds bien craqués. L'histoire n'est pas aussi fournie que dans un Hadès, ce qui est un peu dommage au vu de la qualité esthétique générale du jeu, mais ce n'est pas très grave. L'action est bien là, le gameplay est plaisant et dynamique à souhait. Une bonne petite reco si vous voulez toujours plus de roguelite/roguelike.
Very grindy but surprisingly good.
很不错的独立游戏,十来块买的,每个角色有各种武器,可玩性很高,不过有一个缺点是局外成长这方面,点技能需要的点数太多了,感觉正常游玩的话差不多50个小时左右感觉疲乏
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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