Compara los precios de Glasswinged Ascension en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Sergey Kalmanovich (aka Red Spot Sylphina). Publicado por Conglomerate 5. Lanzado el 21/7/2017. Disponible en PC. Géneros: Action, Indie.

A one-person cyberpunk stealth platformer that will kill you repeatedly and feels absolutely fine about that. Approach it slow, or don't approach it at all.

My first instinct with solo-dev games sitting at mostly negative reviews is to look harder, not walk away. With Glasswinged Ascension, that instinct uncovers something genuinely particular: a 2D side-scrolling cyberpunk stealth action game built entirely by one developer, Sergey Kalmanovich (Red Spot Sylphina), with a commitment to difficulty that borders on philosophical. One shot from an enemy kills you. Checkpoint? That's the mission start, and only the mission start. The game is serious about this, and it has a quiet, stubborn integrity for being so. The core loop is patience dressed up as action. You play as a female operative with an ability called Skepsiathy, a kind of organic sixth sense that, especially after the 2.0 update, can be used to detect enemies through solid walls while you stand completely still. Movement itself is a statement: crouch to silence your footsteps, cut the lights to shrink enemy detection cones, disarm tripmines and repurpose them to blow through weak walls or floors, use exoskeletons to shift heavy objects and open alternate paths. None of this is telegraphed gently. The game trusts, sometimes too generously, that you'll figure it out. Missions are non-linear in structure, meaning there are actual branching routes, some of them blocked until you solve a small environmental puzzle to unblock them. You can take lethal routes with assault rifles once you find them, or commit to a full ghost run with non-lethal takedowns only. Both approaches are valid; neither is easy. The honest caveat is that Glasswinged Ascension carries the marks of its origins loudly. The production level is micro-budget, the dialogue is functional rather than lyrical, and the handful of Steam user reviews that exist lean negative, with friction around controls and rough-edged level design being the main complaints. But the developer kept updating it. The 2.0 patch overhauled the UI, redesigned the focus mechanic, added Steam achievements, and introduced a fog of war system that actually changed how enemy detection feels. A planned 1.9 update with ledge-grab mechanics was still being worked on as of 2020, which tells you something about the personal investment here. This is not an abandoned asset flip. It is someone's careful, idiosyncratic thing. Who is this actually for? Players who like Aerannis-adjacent stealth platformers, who don't mind sparse atmosphere over bombastic presentation, and who find something satisfying in the sheer austerity of one-checkpoint-per-mission design. If a slow, punishing 2D cyberpunk stealth game built by a single developer sounds appealing in concept, the execution, rough as it is, will connect. If you need onboarding, polish, and a safety net, this will frustrate you quickly and fairly. Kai, Scout Team

Glasswinged Ascension

Glasswinged Ascension

21 jul 2017Sergey Kalmanovich (aka Red Spot Sylphina)Conglomerate 5
GamerScout opina

A one-person cyberpunk stealth platformer that will kill you repeatedly and feels absolutely fine about that. Approach it slow, or don't approach it at all.

PC
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Mínimo histórico: €0.48

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Acerca de Glasswinged Ascension

My first instinct with solo-dev games sitting at mostly negative reviews is to look harder, not walk away. With Glasswinged Ascension, that instinct uncovers something genuinely particular: a 2D side-scrolling cyberpunk stealth action game built entirely by one developer, Sergey Kalmanovich (Red Spot Sylphina), with a commitment to difficulty that borders on philosophical. One shot from an enemy kills you. Checkpoint? That's the mission start, and only the mission start. The game is serious about this, and it has a quiet, stubborn integrity for being so. The core loop is patience dressed up as action. You play as a female operative with an ability called Skepsiathy, a kind of organic sixth sense that, especially after the 2.0 update, can be used to detect enemies through solid walls while you stand completely still. Movement itself is a statement: crouch to silence your footsteps, cut the lights to shrink enemy detection cones, disarm tripmines and repurpose them to blow through weak walls or floors, use exoskeletons to shift heavy objects and open alternate paths. None of this is telegraphed gently. The game trusts, sometimes too generously, that you'll figure it out. Missions are non-linear in structure, meaning there are actual branching routes, some of them blocked until you solve a small environmental puzzle to unblock them. You can take lethal routes with assault rifles once you find them, or commit to a full ghost run with non-lethal takedowns only. Both approaches are valid; neither is easy. The honest caveat is that Glasswinged Ascension carries the marks of its origins loudly. The production level is micro-budget, the dialogue is functional rather than lyrical, and the handful of Steam user reviews that exist lean negative, with friction around controls and rough-edged level design being the main complaints. But the developer kept updating it. The 2.0 patch overhauled the UI, redesigned the focus mechanic, added Steam achievements, and introduced a fog of war system that actually changed how enemy detection feels. A planned 1.9 update with ledge-grab mechanics was still being worked on as of 2020, which tells you something about the personal investment here. This is not an abandoned asset flip. It is someone's careful, idiosyncratic thing. Who is this actually for? Players who like Aerannis-adjacent stealth platformers, who don't mind sparse atmosphere over bombastic presentation, and who find something satisfying in the sheer austerity of one-checkpoint-per-mission design. If a slow, punishing 2D cyberpunk stealth game built by a single developer sounds appealing in concept, the execution, rough as it is, will connect. If you need onboarding, polish, and a safety net, this will frustrate you quickly and fairly.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementstier:sub-5One-Shot KillNon-Lethal OptionGhost RunFog of WarEnvironmental TraversalSolo DeveloperMission-BasedComic Visual Style

Requisitos del sistema

Mínimos

OS
Windows 10, Windows 8.1, Windows 8, Windows 7
Memory
4 GB RAM
DirectX
Version 11
Storage
500 MB available space
Graphics
DirectX 11 compatible graphics card
Processor
Quad-core Intel or AMD, 1.8 GHz or faster

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Información del juego

Desarrolladora
Sergey Kalmanovich (aka Red Spot Sylphina)
Distribuidora
Conglomerate 5
Fecha de lanzamiento
21 jul 2017

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¿En qué plataformas está disponible Glasswinged Ascension?

Glasswinged Ascension está disponible en PC.

¿Cuándo se lanzó Glasswinged Ascension?

Glasswinged Ascension se lanzó el 21 de julio de 2017.

¿Quién desarrolló Glasswinged Ascension?

Glasswinged Ascension fue desarrollado por Sergey Kalmanovich (aka Red Spot Sylphina) y publicado por Conglomerate 5.