
A 1v1 tactical auto battler game with elements of roguelike mechanics and backpack management in a dark medieval art style. It was inspired by Backpack Battles and developed with Unreal Engine. Create your own unique attack combos by arranging items in your backpack to connect moves.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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): 0.14/day in the week to Aug 8 → 0.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
Wretch: Divine Ascent is a 1v1 tactical auto battler game in a dark medieval style that was inspired by Backpack Battles and developed with Unreal Engine. Mix and match items in your backpack to create powerful combos. Purchase a variety of helpful items such as equipment, accessories, and moves from the shop, and fuse them to obtain special items that cannot be bought. Be careful—some moves can counter each other! Getting the right combination of moves and equipment will be your key to victory.
Wielding a massive hammer, the Executioner channels raw power through charged strikes, bringing the heaviest despair upon their opponents.


You dive into backpack management right from the first match. Purchase moves, items, and equipment from the shop and formulate your best strategy. Your items can be combined to give powerful effects, and you can even fuse items to gain unique creations that no shop can provide off the rack. Choose your combinations carefully to give yourself the sharpest edge in your battles!

In the game, multiple characters are available for you to choose from: Knight, Plague Doctor, Ronin, Wujiang, and the latest to ascend the Long Stairs—Pirate.
The characters have distinct features and cool styles that are further emphasized in the strategies and moves employed in battle. Use your backpack items to give your attacks unique buffs such as critical hits, speed boosts, and block enhancements. Connecting moves well will be crucial for victory—avoid moves that might counter each other, and build combos to allow you to quickly launch follow-up attacks after breaking through your opponent's guard.

You undergo up to 10 battles per game, each against real players. Slash and slice your opponents in a bloody 1v1 fight to the finish. Players can battle at any time with no need to wait for an opponent to be online. After you win 10 battles in a game, you gain the chance to challenge the best players on the global leaderboard. The current demo version includes a 10-Win Honor leaderboard, where you can keep an eye on the enemy and make plans to rise to the top in Divine Ascent. Stay sharp—they're watching too.

Currently, there are 5 playable classes available, along with nearly 300 diverse items, gear, and attacks to choose from and combine.. We will continue improving and updating it as we progress in our game development.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Epic publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 1.1Kreviews | 77% | — | $341.4K |
| $14.99 | — | — | — | 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.
Engagement
Reviews
Themes across 67 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
要么是我运气真的烂到连着十几场鬼抽死活不出关键合成道具,要么就是伪随机有仓检机制,你一个单机游戏玩日活那套烂活?
No tutorial when game loads No explanation anywhere other than a chinese youtube video linked from the discord, not even ingame Translation errors that mean only the chinese players know what they're actually doing Dead playerbase Refunded
这游戏让人上头,一玩就是好几个小时,但是这个上头是红温的上头。为什么?因为这sb游戏为了让你感受到爬榜的难度,是会给你匹配克制你配置的对手。分数低可能没感觉,一路连胜爽玩,分数高你试试。拿武将举例,你拿劈石和破门那就给你匹配带了破势技能的人,ok那我拿绞足吧,闪避海盗轻松拿捏,那我还是拿劈石吧,破势海盗一脚踢烂你,那我换绞足重新开,闪避海盗又是轻松拿捏。反正给我的体感就是,前三把很难赢,就是让你觉得这分难上来恶心你。假如我活下来,经过前三把发育,有了装备和道具,可能会有一波小连胜。之后又开始恶心你,你拿过三关打破韧,就给你匹配韧狗,你拿斩恶鬼,就给你匹配医生或浪人,人家技能出手快,斩恶鬼那出手速度,你第二刀不一定砍得出来。这时候我要是没拿到霸体符文或者破妄,就可以重开了。 另外就是优化真的垃圾,都2026年了,还有这么垃圾的优化,从测试我就开始玩,这么久了优化还是一坨,不会做游戏别做,找个班上吧。
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: English*, Simplified Chinese*, Traditional Chinese*, Japanese*languages with full audio support
Hours played at review time, across 68 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
行刑官没有强霸体根本玩不了,建议直接删除行刑官。现版本还不如早期版本好玩。
我怎么能忍得住不给你差评呢?你新出的这个海盗 不是纯纯的畜生?天梯上80%都是海盗 强度多高我都懒得喷 那个侧身闪避+开枪 纯赖狗 神人设计师 另外 行刑官请你删除 没有纯在的意义 谢谢
单机就单机 有点互动PVP在线内容就行了 赛季你麻痹呢赛季再来通行证皮肤啊去尼玛的
不是哥们,你这优化太次了吧。。
No tutorial, pretty bad translation and complex item interactions make this game nigh unplayable for newcomers
背包英雄排位钻石,这游戏打了5小时感觉输和赢都是蒙的,具体讲自我感觉好的构筑莫名其妙就输了,感觉一般的构筑有时又能一直赢。 具体问题1,物品联动效果杂乱不直观,难以准确判断当前组合的强度,难以捕捉到增强组合的较优路线。 问题2匹配的运气占比过高,双方招式类似石头、剪刀、布的玩法,导致就算我方组合强度远高于对方,但因为被克制依然会输,那么输赢就是纯运气主导,构筑组合因此变得意义小
比起传统的数值攻防,通过3D人物建模增加动作攻防是一条非常正确的拓宽市场、深化玩法的道路,虽然会引出优化问题、平衡问题,但从EA测试一路断断续续玩过来,每隔几个月开一把都能发现游戏内容的大变化,还是要为制作组大刀阔斧的改革求变精神点赞,特别是看到2.0版本的内容前瞻,对游戏有了更多期待,希望制作组按这个劲头继续完善下去。
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.
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $341.4K | 1.1K | 93% | $9.99 | |
| $341.8K | 551 | 91% | $25.49 | |
| $340.9K | 1.3K | 93% | $6.99 | |
| $340.8K | 957 | 92% | $14.99 | |
| $340.7K | 3.1K | 97% | $6.99 | |
| $342K | 1.4K | 97% | $9.99 |