
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
Once upon a time... until the boss ruined my fairy tale. 😂 A fantastic roguelike with challenging boss fights, satisfying progression, and tons of replayability. Easy to learn, hard to master.
Yes
牛大了只能说,能让我觉得每个角色都好玩的肉鸽仅此一家好吧
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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
各方面都很好,最惊喜的是steamdeck的优化做的也特别好,必须好评
Finally a roguelike where the abillites are not % more damage BUT ACTUALL SKILL MODIFIERS the art is bot cute and inky black all and all the game is really good
Y'all what in the ♥♥♥♥ did i just buy? I just realized i put in 8 hrs straight yeah so Do Not buy this game if you have somewhere to be :P Great game
很好玩,机制丰富,没有单纯数值的东西。我最喜欢的就是连招中每一段都算一个词条,后续可以找到与某个动作词条产生联动的东西,这就是动作游戏的浪漫!希望类似的机制还能多堆些。 部分有冷却的道具希望能加个特效提示,比如拿到近战释放闪光的道具角色会被阳光照亮,但冷却只能看道具栏,希望可以改成能触发时才会被照亮。 还有就是,希望boss能像角色一样有不同的战斗方式,比如第一章那个骑士,可以做成【冲锋处决】和【逃跑召唤】等多种战斗方式。能让我即使已经看到是这个boss还能有点惊喜,只要不是那种流派不对过不去的就行。
不召唤小怪就不会做boss了吗
感觉很多人写的评价挺失真的,这游戏真正上手玩下来可以看得出来底子非常非常好,我对这种游戏在游戏性和深度的方面要求比较高,在我看来对比其他游戏的优势点首先在于作为动作类肉鸽有足够强的操作感,能力对具体操作效果的影响够大,不是单纯换个色加个伤或者加个负面,删除和增加连招是个很好的设计,不过因为基础连段不少所以删除连招能力也可以更多些,操作连招不单一,玩起来比较爽,而且最重要的是构筑设计非常有专业性,这个游戏是我玩过的大量肉鸽游戏中很容易找到你想要的构筑效果的一款,纯数值类能力是游戏设计师无能的体现,这游戏几乎没有纯数值类机制所以我觉得足够有深度,只要你跟着发牌员走构筑,能力给什么拿什么,然后把一定量的刷新投资给适配的主动技能,对你想要的构筑有一定容错率不追求那种非你不可的听牌局而是在两三个体系内听,其实真的挺简单的,而且也足够耐玩,这里给到夯 但作为ea以下还是有几方面我认为游戏性设计上存在的不足可以考虑一下 1.即使点了几个进阶说实话我也感受不太到难度提升,但有些进阶又是纯粹摧毁体验,希望能写几个更有新意的进阶且更能突出考验玩家构筑水平的进阶并且不要单纯的限制玩家,加强怪的攻速范围之类的我想玩家挑战的也更舒服,把魔卡能力可选数量减少不觉得非常愚蠢吗,完全背离构筑原则的操作,大可以写成限制整场刷新次数且每次选择最多只能刷新一次这样,每过一章给俩随机诅咒也是玩家没有还手余地的设计, 2.小怪和boss的机制不平衡,虽然大家都在说第四层很多粪怪,但是我玩了十来个小时几乎从来没死过小怪手里,即使点满了小怪强度也一样,这小怪的作用能且仅能恶心一下你给你放血,本质尖塔里的矛盾,相对应的boss的机制又很廉价一个二个全是各种弹幕无敌招小怪霸体不要钱的,机制泛滥的结果就是到了后面boss乃至于小怪基本就是dps检测,你的机制发挥相当有限,如果伤害大不足想靠操作慢慢打场面压力会很大,尤其体现在近战体系里毕竟你得上去a,这游戏受击又做的很差说实话在boss身上体会到的操作感实在不明显,那些简单能躲的招躲完后剩下会吃多少伤谁都不知道,最后就导致了boss战几乎不可能拖长线,这点我觉得就很蠢,不该限制玩家只能攻沙,慢慢打只要你有相应手段也能玩,那些很粪的机制塞进去其实我不算反感因为主角性能也很强翻滚跟不要钱的一样,但boss想击中角色实在是太容易了点很多出招几乎无提示我完全看不清掉血几乎是必然的,以至于很多时候我感觉boss战完全是你打你的我打我的,我玩的是刺客小红也不是无赖啊,很多时候我完全就是在和boss换血,闪都闪不明白,我倒是不反感boss要检测你的dps毕竟这是检验玩家构筑的好机会,但是作为操作游戏也不能完全舍弃操作本身,可以把boss的命中改的难一点但是命中惩罚增强,然后小怪环节增加一些精英怪房间这样平衡一下小怪强度让小怪也给够角色可选的威胁 第三是别老给商店塞一堆局外资源污染卡池,这游戏局内金币转化不成任何局外收益你囤着完全没用刷新又老贵,我都花大价钱刷新了难道是为了刷掉那几个书页找byd那几个铁块和一点灵魂的吗,关键是爆率又老高老能看见那几个铁块🤣,你单独加个货架或者搞个存钱罐存住出来换资源不行吗 第四就是这个游戏非常非常缺乏防御端,理论上来说这个游戏有护甲机制,应该是存在所谓防御端的,但是具体到角色上主动获取吸血护盾减伤以及护甲的方式都很匮乏,伤害全靠躲,但是打boss的时候又因为boss机制完全躲不了打到最后还是只能变成全力攻沙拼dps,长官我的护甲怎么是红色的?如果真的考虑这个游戏有长线打法的话要不还是完善下防御端吧,战斗续行也不能只靠血条和复活吧,得给操作不好的玩家一些容错 最后就是局外的问题,我不否认更多局外会让游戏更有粘性,那剩下几局进boss房,这房间名字啥意思以及开罐子拿金币还得研究出来有人能忍住不笑吗,而且说实话基础的灵魂局外天赋树全是数值提升真的挺无聊的,玩游戏然后直接从数值上让游戏变得简单这种提升方式我觉得很没意思,不如提升一下可以点的等级和可点的种类再改成分配点数制,拿灵魂提升可点点数,这样会让灵魂足够后的战备也变得有意义,比如你点了三四级背刺点了开局金币什么的就没有余力去点两次复活这样,这能让这个体系至少不是单独的数值堆砌,还有就是那幽默吃饭除了加金币减侵蚀度几乎没用建议删除,还有幽默神像那技能cd又长又数值不知道怎么想出来的那点两下就能带个无敌金身是不是在逗我,完全和灵魂成长体系一个路数这里还是建议修改。 那些单纯的制作上的问题我都没有说比如角色和boss受击做的不行,部分角色体系联动性不足,还有流派之间容错率差距很大有些就是纯听牌的问题我没怎么说因为我相信会改毕竟ea就是干这个的,但关于游戏性方面我觉得这些方面还是可以改的能让游戏变得更好玩一些,
第四章真的不合理,还有各种伤害一下要你半条命的陷阱和狭小的空间,小怪的远程追踪、大范围攻击还有不死狂暴攻击,吃小怪伤害和陷阱伤害你就选吧
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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