Ascendant

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Description

Ascendant is a fantasy-themed, side-scrolling action game that combines roguelike elements with hack-and-slash combat and Metroidvania-inspired exploration. Set in a surreal dreamlike world, players navigate procedurally generated levels, battle mythical creatures, and unlock abilities through persistent progression. The game supports single-player or local co-op for up to two players, featuring challenging gameplay, abundant collectibles, and a vibrant art style designed for an addictive, replayable experience.

Where to Buy Ascendant

PC

Ascendant Patches & Updates

Ascendant Guides & Walkthroughs

Ascendant Reviews & Reception

metacritic.com (80/100): Ascendant proves brilliantly to apply The Art of War by Sun Tzu into an intimate action platformer.

expertgamereviews.com : ASCENDANT promises a blend of strategic gameplay, extensive customization, and dynamic inter-team conflicts set within a dystopian biopunk landscape.

provengamer.com : Ascendant is restricted by its unreasonable difficulty.

destructoid.com : Ascendant is one such disappointment, which hasn’t really improved with its move to PS4.

Ascendant: Review

Introduction

In the crowded landscape of indie roguelikes and beat ’em ups, Ascendant (2014) by Hapa Games LLC stands as a fascinating, if flawed, experiment in brutal arcade action. Released on May 13, 2014 for Windows—with subsequent Linux, Mac, and PlayStation 4 ports—this 2D side-scroller merges permadeath, procedural generation, and metroidvania-inspired exploration into a surprisingly cohesive, yet unforgiving, whole. Its legacy is one of polarizing reception: hailed for its vibrant artistry and satisfying combat by some, derided as unfair and repetitive by others. This review deconstructs Ascendant’s intricate systems, thematic ambitions, and historical context, arguing that while its execution is often inconsistent, its core design philosophy of relentless, godlike struggle remains profoundly compelling.

Development History & Context

Hapa Games LLC, a small indie studio founded by Benjamin Crocker, spearheaded Ascendant’s development—a project featuring an unusually large credit roster for an indie title (253 contributors). The team leveraged the Unity engine to build its ambitious roguelike framework, emphasizing procedural generation and dynamic combat systems. Released during the indie boom of the early 2010s—a period defined by titles like Rogue Legacy and The Binding of IsaacAscendant entered a market saturated with “tough as nails” experiences. Its initial $9.99 price point reflected commercial ambitions, though it later transitioned to a free model on Steam and GOG, expanding its accessibility. Technically, the game supported keyboard, mouse, and gamepad inputs, with a local co-op mode enabling duo play—a rare feature in the roguelike genre. The team’s vision, as articulated in marketing, was to create an “unforgiving beat ’em up” where players embody demigods clashing in procedurally generated realms, blending skill-based combat with high-stakes unpredictability.

Narrative & Thematic Deep Dive

Ascendant’s narrative is intentionally skeletal, serving as a mythic backdrop for its gameplay. Players assume the role of a demigod invading a plane controlled by rival gods, tasked with surviving armies of zealots and beasts to claim divine supremacy. The story unfolds through environmental storytelling and sparse dialogue, eschewing traditional cutscenes for immersive discovery. Key thematic threads include:

  • The Brutality of Divinity: The game frames power through constant, violent struggle. Enemies are relentless; traps are lethal; bosses can slay players in two or three hits. This mirrors the mythological concept of gods as forces of destruction, not benevolent saviors.
  • Permadeath as Existential Statement: With no checkpoints or respawns, death is absolute. This reinforces the game’s theme of mortality—players are not heroes, but transient wagers in an eternal cosmic game. As one Steam user noted, “You will need all your cunning and skill to win”, framing survival as a testament to divine prowess.
  • Seasons of Strife: The world is divided into stages named after seasons (Spring, Summer, Autumn, Winter), each with distinct visual themes and boss encounters. This cyclical structure symbolizes the endless, repetitive nature of conflict—a new “world” emerges with each run, yet the struggle remains eternal.

Critics noted the narrative’s minimalism as both a strength (atmospheric ambiguity) and weakness (lack of emotional investment). The demigods themselves, while unlockable, lack distinct personalities beyond stat variations, reducing them to playstyle vessels rather than developed characters.

Gameplay Mechanics & Systems

Ascendant’s core loop revolves around exploration, combat, and character progression, all governed by roguelike principles:

  • Combat System: A fluid blend of beat ’em up and action-platformer mechanics. Players can dash (including aerial), block, parry, and execute combos. Launching enemies into each other for chain damage is central to strategy, though the physics—enemies “speedily fly away”—often disrupts combo flow. Spells and “Breath” attacks add elemental variety, but their scarcity limits strategic depth.
  • Progression & Loot: Each run begins with a character choice (e.g., Ghat or Ay Gurl) and wields randomized weapons, spells, and “Blessings” (passive abilities). Currency (Influence) can be spent in shops, but its scarcity renders purchases inconsequential. Upgrades feel mismatched to enemy scaling, leading to frequent frustration.
  • Procedural Generation: Rooms are largely combat-focused “challenge boxes” with minimal exploration, contradicting metroidvania expectations. While RNG ensures variety, early-game repetition (identical enemy waves) undermines replayability.
  • Character & Co-op: Unlockable characters offer stat diversity (e.g., high damage vs. mobility). Local co-op enhances chaos but amplifies systemic issues, such as unbalanced loot distribution.

The game’s difficulty is its defining trait—described as “condemnably unfair” by Proven Gamer. Precision is demanded, but RNG-dependent loot often leaves players underpowered against overwhelming odds. This creates a high skill ceiling but a punishing barrier to entry.

World-Building, Art & Sound

  • Visual Design: Ascendant’s greatest triumph is its art direction. Stages transform dynamically: Spring’s pastel hues give way to Summer’s vibrant florals, Autumn’s decayed landscapes, and Winter’s monochromatic dread. Bosses (e.g., the Hermit) are visually distinct, though common enemies suffer from “repetitive design choices” (Chalgyr’s Game Room). The result is a “dreamlike experience” (Tech-Gaming) where each season feels like a unique world.
  • Sound Design: The soundtrack—composed by Philip Stehle—earns praise for its charm and adaptability to seasonal themes. Sound effects, however, are functional at best; one critic noted they felt “like a last-second panic move.” Voice acting is absent, relying on audio cues for impact.
  • Atmosphere: The fusion of vibrant art and oppressive difficulty creates cognitive dissonance. Joyful visuals mask lethal traps, and upbeat melodies underscore brutal combat, amplifying the game’s thematic tension between beauty and brutality.

Reception & Legacy

Ascendant’s reception was polarized, reflecting its design dichotomies:

  • Critical Consensus: On Metacritic, it averaged tbd (critics) but a “Generally Favorable” 7.8 (users). Tech-Gaming lauded its “surreal art style” and “thrilling mix of hack-and-slash,” awarding 84%. Conversely, Cubed3 derided it as a “broken” experience with no “genuinely enjoyable gameplay” (30%). Destructoid noted flashes of brilliance but criticized “aimless wandering” (45%).
  • Player Response: Steam forums reveal a dedicated community that created a wiki to document mechanics, blessings, and secrets. Players praised replayability but lamented steep difficulty curves. One user logged 100+ hours, calling it “Beautiful” despite its flaws.
  • Legacy: Ascendant is remembered as a niche cult classic. Its seasonal art style and combat framework influenced subsequent indie titles, though its strict permadeath and RNG never saw widespread emulation. It remains a case study in ambitious indie design—bold in concept, uneven in execution. Its PS4 port (2015) failed to address core criticisms, cementing its status as a divisive artifact of the mid-2010s roguelike boom.

Conclusion

Ascendant is a game of stark contrasts: breathtaking art marred by repetitive design, satisfying combat undermined by punitive RNG, and a mythic backdrop diluted by narrative silence. It succeeds as an atmospheric, skill-based challenge but falters as a cohesive roguelike. For players seeking the catharsis of mastery, its blend of beat ’em up intensity and procedural chaos offers unique thrills. For others, its unforgiving nature will feel like a barrier rather than a feature. Historically, Ascendant stands as a testament to indie ambition—a flawed, fascinating relic that embodies the era’s experimental spirit. While it lacks the polish of its peers, its world remains a vibrant, brutal playground for those willing to embrace its divine struggle. Verdict: A flawed but compelling cult classic worth experiencing for its artistry and combat, provided one embraces its unforgiving nature.

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