Ascend to Zero, a new roguelike developed by Flyway Games, has launched on Xbox Game Pass for Xbox Series X and Windows PC. Released on July 13, the game blends popular mechanics from titles like Vampire Survivors and Hades, while introducing its own distinct gameplay loops.
The core premise of Ascend to Zero centers on saving the world within a 30-second time limit. While runs don't literally conclude after 30 seconds, players must strategically extend this initial timeframe. A character ability allows for indefinite time stoppage, and defeating certain enemies can add more seconds to the clock, encouraging players to prolong their efforts to achieve the ultimate goal.
The game draws clear inspiration from various successful titles. Its auto-attacking, enemy-wave survival aspects are reminiscent of Vampire Survivors. Furthermore, its cyberpunk aesthetic and focus on tactical, stop-go combat evoke Supergiant Games' work, particularly Transistor and the Hades roguelikes. The narrative also shares thematic similarities with Bandai Namco's Scarlet Nexus, featuring a futuristic setting where humanity faces an interdimensional threat.
Players assume the role of a researcher whose colleagues sacrifice themselves to ensure her escape via a time machine, positioning her as humanity's last hope against encroaching monsters emerging from portals. This setup justifies the game's cyclical, run-based structure.
Upon starting a run, players are equipped with a randomized weapon that attacks automatically. Ranged weapons attack from a distance, while melee weapons offer higher damage but require proximity to enemies. Some weapons are temporary for a single run, while others can be added to a permanent inventory for on-the-fly equipping.
Ascend to Zero features a complex system of multiple in-game currencies. One type is used for purchasing weapons and armor, increasing equipment slots, or providing temporary stat boosts. A second currency unlocks and upgrades different playable avatars, each possessing unique special abilities. A fourth currency is tied to the player's highest attained level within a run, influencing starting level and experience gain rates for subsequent playthroughs.
The leveling system itself is characterized by rapid progression. Players start at level 1 but quickly ascend through thousands of levels, a stark contrast to the more modest scaling found in many games. While the numerical values are high, they function similarly to traditional leveling systems, albeit requiring an adjustment period for players accustomed to smaller figures. Reaching level 20,000 is presented as the benchmark for completing the game's first biome.
Collectively, these elements create an experience described as a "blissful cacophony" of sights and sounds. Despite the potential for on-screen chaos, the game's intricate systems and compelling loop encourage repeated play and a drive to master its complexities, all in the pursuit of saving the world one 30-second interval at a time.