
A fast, brutal action roguelite with razor-sharp controls and insane build freedom. Fuse embers, magic cards, and gear into wildly overpowered combat styles — and break each run in a world consumed by the Ash Witch.
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.
Every market we collect.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Latest in each market: best JP #91, worst KR #92 · 2 markets collected
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): 13.14/day in the week to Aug 24 → 24.14/day in the week after.
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 2,402 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
Unleash the Ash.
A brutal, high-speed action roguelite set in a dying dark fairytale world.
Weaponize the corruption. Break the limits. Burn your way through a kingdom reduced to ash.

Four distinct heroes. Four lethal playstyles.
Razor-sharp blades, heavy cannons, frost-forged power—every move hits hard, fast, and clean.
Tight controls. Instant response.
Every fight is a test of skill—and a chance to dominate it.

This is where the game breaks.
Fuse Embers, Spellcards, and Legendary Gear into wildly overpowered builds.
Stack effects. Chain reactions. Push your setup beyond what should be possible.
Every run is different.
Every build can go further.

4 Playable Heroes — each with 180+ skills to master
130+ Relics & Gear — build, combine, and break the system
Dynamic Runs — events, routes, and encounters shift every time
Constant Updates — new content, new systems, more ways to win




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 1076 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game is incredibly addictive! It's everything you would want in a roguelike game AND MORE. I especially love the fact that there is almost limitless ways that you can play this game. I've admittedly began a competition with myself to see what my highest score can be, so that's fun too. I love the story, I love the artwork. This is a solid game already, and I can't wait to see what happens with it. Solid 10/10.
和大部分二次元游戏一样,开发组所有人都该给美工磕一个, 否则你们设计的战斗、技能、怪物乃至平衡性每个拎出来讨论, 都能媲美新三国讨论帖画风,至少能被喷一百楼不带重样, 标准难度培养的那点好感度轻易就被后面6星开始的难度体验击得粉碎, 你开发东方系列游戏整弹幕玩法我不说什么,换肉鸽赛道也整这套? 玩家和部分怪物技能特效本就偏华丽遮挡视线,后面几幕战斗场面混乱时往往就被体积小的投射物无端蹭掉血, 尤其给第四幕设计怪物和地图的员工,我相信绝大部分这关被毒打的玩家都咬牙切齿地想把ta开了, 射线怪、隐身怪、复活怪、抽帧冲锋抓取怪、跟踪弹道怪、分裂剑气怪仙之人兮列如麻, 增加敌人数量这个难度选项居然只加一点,放第四幕就是纯纯的陷阱,完全可以和地形伤害四倍的坐一桌, 还有你们要喜欢设计多动症和弹幕boss的话,那好歹把地面型和持续施法类技能增强或绑定控制效果, 否则高难度捏着鼻子随到这流派打boss时对玩家血压极度不友好, 最后冰龙妹虽然是重做了,但现在弹反流依旧死路一条, 龙陨雪崩流哪个都比弹反简单粗暴,究其根本弹反就不应该给一大堆输出型加成, 给临时护盾护甲或减伤增加生存率续航,都比拿弹反输出要靠谱得多, 现在是弹到小赚,没弹好血亏,搁谁也不愿承受这高风险低收益的玩法。
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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese, English, Traditional Chinese, French, Italian, German, Spanish - Spain, Russian, Japanese, Portuguese - Brazil, Korean
Hours played at review time, across 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
更新巨频繁,每次更新幅度还巨大,潜力巨大的国产肉鸽
游戏总体能玩,主要说说玩的时候难受的地方。首先角色的无敌帧感觉像没有一样,还有翻滚的无敌帧,体感几乎没有,不知道为什么无敌帧给的这么少。然后BOSS的有些招式前摇太短,伤害也不低,刚看到抬手就已经出了,不知道制作组自己打过没。而且局外的升级给的数值太保守了,就举一个例子,开局获得金币,每次升级只加10金币,一个魔卡150,遗物不打折至少60(可能记错了,我不知道这么点金币的局外成长有什么用,而且局外成长还需要蜡烛解锁,最后几个被动需求的蜡烛也太多了,可能想这样拉长游戏时长,但是真的很没意思。以及有一个做饭的NPC,只给一些第一章的增益,最有用的也就是获得金币增加了, 其他的增益对第一章来说没有一点用处,第一章难度就不高,增加伤害或者回血太鸡肋了,还不如加一些对后面章节一堆前摇短技能范围大的怪的伤害增加等等。最后就是手感,可能是我自己的原因,感觉翻滚是有点延迟的,加上无敌帧短的缺点,对于闪避BOSS的技能,尤其是第二章BOSS,就要比较熟悉才能躲掉,刚开始玩真的很难受。而且可能是EA的原因,遗物的种类也不是很多,感觉一个角色就那么2,3中比较厉害的流派,有点单调了。希望制作组能多改改缺点,加点不一样的遗物吧,尤其是数值再优化优化,等到改的差不多了,再把差评改成好评。
This game is like an improved version of Hades. Control is really good and precise. You can also pick up passive skills and active skills along the way. Best of all, there are four different characters to choose from. Seriously fantastic and addictive game, highly highly recommended even though it it still in early access.
buff给的很扣搜,过于依赖被动搭配和升级,地图场景小根本拉扯不起来满地的陷阱,前三章搭配好甚至能满血不死,第四章满屏怪还能复活攻击范围又大没见到BOSS两次复活就用完了,挨打还没有无敌帧,肉鸽游戏玩的一点不爽我还是第一次遇见,角色少强度差距也是大的离谱,加强角色机制,加强道具属性,增大地图范围,加大金币获取速率以及增加道具品质,游戏本身潜力很大,但槽点太多了,目前可玩性不高,技能组合起来很好玩但没有任何爽感,哪怕想尝试不同技能被动搭配又纯看脸,导致很容易玩腻根本没动力刷书页和火
passionate, beautifully made and fun. devs work hard.
除了刺客和炮女 其余的角色非常辣眼睛怪堆里学人家弹反 召唤师纯屎召唤的臭鱼烂虾 被动技能都升级不了的肺雾 既然要区分角色特性 还搁那强化普通攻击的被动?不把被动技能的build好好设计搞你吗的普通攻击流派?
[h1] 值得期待的游戏,未来或许会很优秀,推荐关注,但不推荐现在购买。 [/h1] [b] 最终给到推荐,还是因为游戏的潜力是肉眼可见的。 [/b] 在被动特性与主动道具的设计上,能看出来制作组下了不少的心思,几名自机的特点也比较鲜明,构筑的池子具有足够支撑一定游戏深度的复杂性。 [b] 然而,正因为是一款很有潜力的游戏,现阶段也能看出许多存在的问题,其中有些问题切实影响到了游戏性。[/b] [b] 首先在游戏本身的战斗体验上,有一个很大的问题就是怪物的攻击并不明显。 [/b] 横向对比诸如哈迪斯、以撒、枪牢之类,虽然类型有具体的差别,但其敌怪的攻击大多具有鲜明的颜色或是红框的高亮显示,基本上能与地图背景有一定程度的区分。鉴于这款游戏很明显参考了哈迪斯的设计,那么就以哈迪斯为主要例子:在哈迪斯中,大部分怪物都会有明显的攻击预警线,且地图的背景颜色往往能够与预警线的暗红色错开。然而在这款游戏中,不但怪物的配色与地图处于同一系别导致不好一眼分辨,就连怪物的攻击提示也不甚明显,有些强力攻击甚至没有预警线。这在一个怪物数量较多、弹幕较为密集的游戏中无疑是不太友好的,可以说对于眼睛不好或是注意力不太集中的玩家造成了一定程度的不便。 [b] 其次是角色性能与怪物性能对比的问题。 [/b] 目前的自机拥有可储存的两次冲刺次数,无法疾跑。就目前的弹幕密度与怪物强度而言,现在冲刺的冷却速度自我感觉是略有不足的。当然这也可能是因为我自己水平比较低劣,再加上上文提到的不明显的攻击预警所导致的结果,或许在解决上述问题后便可以改善。但另一方面,确实有些怪物的模式比较糟糕,譬如第三章在攻击连段中难以攻击的飞鸟与蠕虫、第四章中不出手便一直处于无法选中状态的幽灵 [spoiler](请说出以撒的结合中最该移除的怪物并解释为什么是寄居骷髅怪) [/spoiler]等,建议对其进行一定程度的重置。再加上自机似乎并没有受击无敌或者硬直反馈,导致很容易吃到连续的大量伤害。 上述都是一些战斗方面的问题,由于我本人水平低下因此可能存在误区。接下来的则是在肉鸽设计方面的考量,也是游戏目前的最大问题: [h3] 不明就里的被动(余烬)池设计。 [/h3] 对于获取被动技能的设计我是很有意见的。还是以哈迪斯中的神之祝福作为对比。神之祝福在纵向位置上具有普攻、特攻、冲刺、投弹(二代为法阵)、回蓝(二代)等不同位置的划分,而在横向位置上具有不同神祇的划分,对应的是这里的关键词。然而,在哈迪斯中一局能够出现的神祇(关键词)是有限的,这直接对玩家本局游戏中的关键词获取做出了筛选,让玩家得以按照关键词进行搭配。像这种不同词条之间泾渭分明不好联动的情况,对关键词进行筛选是很有必要的,隔壁的赛菲莉娅等主打关键词的肉鸽也有类似的机制。 然而在这款游戏中玩家无法对关键词做出筛选,一局中能提供的刷新次数也十分有限,对于庞大而联动性较低的被动池而言显得杯水车薪。这意味着玩家很难通过选取被动进行成体系的build,获取被动的作用大幅降低了,因为你在耗尽刷新次数之后获得的被动很难会是你想要的被动。 其实这也没什么,大不了就相当于浪费一个资源房间。然而,这个游戏的被动是要收代价的,而且【必须要拿】!这也就意味着你花费资源房间位得到的被动不但大概率是个没用甚至副作用的被动(比如火炮弹药相关),而且还会反过来给你加诅咒😅。这就导致玩家在选择路线时,一旦通过刷新拿到了关键的一两个被动后就根本不会去考虑拿取被动,因为收益极低乃至成了负收益。这无疑是不该在主打被动组合的游戏中出现的情况。 在魔卡的设计上其实也出现了类似的情况,但由于魔卡可以转化为升级点数,提供了保底的收益,这才没让它像余烬那样灾难。 我十分疑惑制作组是否真的推荐关键词联动的玩法,毕竟目前的游戏中凑齐一套关键词体系十分艰难,如果制作组知晓这点的话,花40就能进行一次刷新的“许愿王八”光凭这个效果就足够它当最高级装备了。 说到装备。相较于余烬池和魔卡池的筛选灾难,装备池的情况要好很多。毕竟装备的效果大多彼此独立,更接近于以撒的结合中的那种道具,主要靠自己的特色而不必为了词条联动而费尽心力。这时候装备池的丰富设计才能较好地显现出来——但你的热度设计又弥补了这一点。不过热度是很好改动的,这点倒问题不大,只要能改就行了。 [b] 一些建议 [/b] 余烬池的刷新机制无疑是灾难的,在这改动之前我都不会推荐现在游玩这款游戏。当然改动也还好,将过被动池的能力提升即可。譬如将局外成长中的刷新机会改成按等级分别给魔卡、余烬提供每次常驻的刷新机会,哪怕每次一roll也能稳定地提高收益。还有就是给余烬提供放弃的选项,比如不拿就能回复一定生命值之类,当然只是提供放弃这个选项就已经很好了。 在热度设计上,减少选项以及装备不能扔这两个设计已经违背了基本逻辑,属于是严重影响游戏体验的设计,应该尽快去除。除此之外,提升热度的奖励也该在局外成长之外添加额外的收获。与之相反,局外成长的素材其实在完成后可以移出商店,以防占着位置。 另外,装备的各色效果搭配上商店的刷新机制其实给了这个游戏相当充分的运营潜力。如果能从根本性上对一条路走到黑的地图进行调整,然后重新分配一下房间的分布,实际上可以大大增加游戏的运营空间并提高游戏深度,譬如以撒() 总之,在解决了最关键的问题后我相信这还是一款未来可期的游戏,希望能够成长到名副其实的优秀水准。
🤔本游戏可以体验到: 擅长使用小刀和下毒的红色角色 通过召唤物阻挡敌人伤害的绿色角色 可以制造各种造物的黄色角色 可以使用寒冰的能力提升防御的蓝色角色
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $308.7K | 1K | 85% | $14.99 | |
| $259.2K | 594 | 79% | $10.99 | |
| $45.7K | 111 | 55% | $19.99 | |
| $15.4K | 36 | 97% | $17.99 | |
| $14K | 42 | 88% | $11.99 | |
| $4.7K | 47 | 68% | $4.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.7M | 2.5K | 75% | $29.99 | |
| $1.7M | 1.6K | 94% | $49.99 | |
| $1.7M | 978 | 87% | $44.99 | |
| $1.7M | 4.4K | 95% | $19.99 | |
| $1.7M | 19.9K | 96% | $4.99 | |
| $1.7M | 2.9K | 90% | $29.99 |