Compara los precios de Ascension to the Throne en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por DVS. Publicado por Fulqrum Publishing. Lanzado el 23/4/2014. Disponible en PC. Géneros: RPG, Strategy.

A forgotten 2007 hex-tactics gem that sits quietly in King's Bounty territory, holding a 91% Steam rating most people have never noticed.

My spreadsheet instincts kicked in the moment I saw the combat setup screen: up to 22 squads, up to 16 units per squad, hex-grid positioning, and a hero character who stands directly in the line of fire rather than watching from a command tent. That last point matters more than it sounds. If Alexander dies, the run ends, full stop. Every engagement carries genuine stakes, which is something a lot of modern tactical RPGs quietly paper over with respawn mechanics and forgiving difficulty curves. The game splits its time between two modes. In the overworld you wander a continuous, open fantasy map, talk to NPCs through multiple-choice dialogue, take quests, buy gear, and recruit mercenaries including named units like Eneya and Rafael who bring unique squad dynamics to your roster. Combat then snaps to a classic hex-based tactical screen where positioning and unit stacking are the core variables. Crucially, the damage system leans deterministic rather than dice-heavy, so your tactical reads actually hold up. Stack ten of the same unit type in a slot, watch them behave individually, and you quickly realize that front-line placement decisions have compounding consequences three turns later. That is the kind of cause-and-effect depth that keeps strategy players coming back. Where the game stumbles is balance consistency. Early battles can genuinely wipe you before you get comfortable, but by the mid-game certain unit compositions and items break the difficulty curve hard. Reviewers across the years describe the late game as something of a power trip, where encounters that look intimidating dissolve in a single round once you have the right stack. The AI does not compensate well for that power gap. The absence of a minimap is a minor but real navigational friction, and the production values show the game's age without apology: no voice acting, low-resolution character art, and period-appropriate (which is to say rough) UI conventions. The soundtrack, however, is consistently praised as a genuine high point. For someone new to the hex-tactics sub-genre, this is actually a reasonable entry point and here is why. The overworld loop is forgiving enough to let you build familiarity with unit types before fights spike in intensity. The open world means you can retreat, grind lighter encounters, and re-approach a hard enemy once your squads are heavier. That non-linear freedom is the best onboarding mechanic the genre has, even if it was not specifically designed as tutorial scaffolding. Veterans of Heroes of Might and Magic or the King's Bounty series from Katauri will find the DNA immediately familiar, though this Ukrainian studio's take is rougher around every edge by comparison. There is no mod ecosystem to speak of and no post-launch content pipeline, so what shipped is what you get. The 91% positive rating on Steam across over 500 reviews tells you this has a loyal audience, and that loyalty is earned by the core tactical loop rather than by production polish. Go in expecting a mid-budget 2007 strategy game with real hex combat teeth, not a cinematic experience, and it holds up better than its obscurity suggests. Diego, Scout Team

Ascension to the Throne

Ascension to the Throne

23 abr 2014DVSFulqrum Publishing
GamerScout opina

A forgotten 2007 hex-tactics gem that sits quietly in King's Bounty territory, holding a 91% Steam rating most people have never noticed.

PC
Steam Deck UnsupportedProtonDB Silver
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Mínimo histórico: €0.41

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My spreadsheet instincts kicked in the moment I saw the combat setup screen: up to 22 squads, up to 16 units per squad, hex-grid positioning, and a hero character who stands directly in the line of fire rather than watching from a command tent. That last point matters more than it sounds. If Alexander dies, the run ends, full stop. Every engagement carries genuine stakes, which is something a lot of modern tactical RPGs quietly paper over with respawn mechanics and forgiving difficulty curves. The game splits its time between two modes. In the overworld you wander a continuous, open fantasy map, talk to NPCs through multiple-choice dialogue, take quests, buy gear, and recruit mercenaries including named units like Eneya and Rafael who bring unique squad dynamics to your roster. Combat then snaps to a classic hex-based tactical screen where positioning and unit stacking are the core variables. Crucially, the damage system leans deterministic rather than dice-heavy, so your tactical reads actually hold up. Stack ten of the same unit type in a slot, watch them behave individually, and you quickly realize that front-line placement decisions have compounding consequences three turns later. That is the kind of cause-and-effect depth that keeps strategy players coming back. Where the game stumbles is balance consistency. Early battles can genuinely wipe you before you get comfortable, but by the mid-game certain unit compositions and items break the difficulty curve hard. Reviewers across the years describe the late game as something of a power trip, where encounters that look intimidating dissolve in a single round once you have the right stack. The AI does not compensate well for that power gap. The absence of a minimap is a minor but real navigational friction, and the production values show the game's age without apology: no voice acting, low-resolution character art, and period-appropriate (which is to say rough) UI conventions. The soundtrack, however, is consistently praised as a genuine high point. For someone new to the hex-tactics sub-genre, this is actually a reasonable entry point and here is why. The overworld loop is forgiving enough to let you build familiarity with unit types before fights spike in intensity. The open world means you can retreat, grind lighter encounters, and re-approach a hard enemy once your squads are heavier. That non-linear freedom is the best onboarding mechanic the genre has, even if it was not specifically designed as tutorial scaffolding. Veterans of Heroes of Might and Magic or the King's Bounty series from Katauri will find the DNA immediately familiar, though this Ukrainian studio's take is rougher around every edge by comparison. There is no mod ecosystem to speak of and no post-launch content pipeline, so what shipped is what you get. The 91% positive rating on Steam across over 500 reviews tells you this has a loyal audience, and that loyalty is earned by the core tactical loop rather than by production polish. Go in expecting a mid-budget 2007 strategy game with real hex combat teeth, not a cinematic experience, and it holds up better than its obscurity suggests.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayercloud-savestier:sub-5Hex-Grid TacticsHero PermadeathOpen-World ExplorationDeterministic CombatArmy ManagementKing's Bounty-likeSingle Playthrough

Requisitos del sistema

Mínimos

OS
Windows XP/7/8/10
Memory
512 MB RAM
Storage
2 GB available space
Graphics
GeForce 6600 or higher graphic card with 128 MB RAM
Processor
Pentium IV 2.4GHz
Sound Card
DirectX compatible sound card

Recomendados

OS
Windows XP/7/8/10
Memory
512 MB RAM
Storage
2 GB available space
Graphics
GeForce 6600 or higher graphic card with 128 MB RAM
Processor
Pentium IV 2.4GHz
Sound Card
DirectX compatible sound card

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Información del juego

Desarrolladora
DVS
Distribuidora
Fulqrum Publishing
Fecha de lanzamiento
23 abr 2014

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¿En qué plataformas está disponible Ascension to the Throne?

Ascension to the Throne está disponible en PC.

¿Cuándo se lanzó Ascension to the Throne?

Ascension to the Throne se lanzó el 23 de abril de 2014.

¿Quién desarrolló Ascension to the Throne?

Ascension to the Throne fue desarrollado por DVS y publicado por Fulqrum Publishing.