
Astral Ascent - Celestial Haven
Combat so clean it plays like a fighting game, bolted to a roguelite whose story never earns the art around it. Stay for the boss choreography, not the plot.
GamerScout Verdict
For action players who want boss patterns to memorize and spell builds to tinker with, and who don't need a plot to keep going.
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Screenshots & Media
About Astral Ascent - Celestial Haven
The store page makes two promises, and after a stack of runs I can tell you which one it keeps without flinching. The first is that every attempt hands you a fresh toolkit. The second, quieter one is sitting right there in the screenshots: that the animation is worth staring at. That second promise is the honest one. Hibernian Workshop has built one of the most legible, most physically satisfying 2D action games I have played, and the pixel work is not decoration, it is information. Every wind-up, every boss tell, every flash of a spell firing reads instantly at full speed. The first promise holds too, but with an asterisk I will get to. What surprised me is how little this actually behaves like the roguelites it gets shelved beside. No stamina bar, no durability, no slow attrition. You get four spell slots, each on its own cooldown, and a dodge you will press more times in an hour than most games ask for across a whole campaign. The feel is closer to a fighting game or a boss rush: screens fill with projectile patterns, you read them, you dash through them, you punish the opening. The twelve Zodiac bosses are the spine of the entire design. They are not damage sponges, they are choreography. The first time one kills you it feels unfair, the fourth time it feels like your fault, and by the eighth you are moving through the fight without consciously thinking about it. That slide from confusion into fluency is the real product being sold here. The build side gives more than a four-slot system has any right to. Spells scale, mutate, and pick up modifiers that change what a spell is for rather than just how hard it hits, and because you carry only four, every pickup is an actual decision instead of another inventory line. The playable cast matters more than usual too. Each fighter has a distinct movement feel and its own spell pool, so swapping characters is closer to restarting the game than reskinning it. If one of them does not click, try another before you write the whole thing off. Local split-screen co-op is here as well, and it is the good kind: chaotic, still readable, best on a couch with someone who does not mind dying to a boss they have never met. Where it thins out is story and texture. There is a hub, there are characters who chat between runs, there is a framing plot holding the Zodiac fights together, and none of it lands with any weight. The writing is pleasant and entirely skippable, which stings in a game this stylish, because the art keeps hinting at a world carrying more grief than the dialogue ever delivers. The room-to-room filler is the other soft spot. Standard encounters wear out well before the boss fights do, and there are stretches of a run where you are clearing a checklist to reach the next real test. If you need narrative pull to justify a fifth attempt, the loop may not hold you as long as it held me. What keeps pulling me back is rhythm and sound. The music sits under the combat rather than on top of it, swelling exactly when a boss shifts phase, and the whole thing has a dreamy, floating quality that makes even a failed run feel like it happened somewhere rather than in a menu. This is a game that knows its own tempo: runs are short enough to attempt on a whim, long enough that losing one actually costs something. Play it on a controller, take the early hours as tuition rather than content, and give it three or four sessions before you judge it, because the fluency is the reward and fluency takes time. If you want an action roguelite where your hands get smarter and your character sheet is almost beside the point, this is one of the best on PC. If you came for a story, the door is that way.

Indie & narrative
Tags
System Requirements
Minimum
- Processor
- Intel Core i3-540 or AMD Phenom II X4 965
- Memory
- 2 GB RAM
- Graphics
- GeForce GTS 250 or Radeon HD 5770
- Storage
- 1 GB available space
Recommended
- Processor
- i3-6100
- Memory
- 6 GB RAM
- Graphics
- GeForce GT 730
- Storage
- 1 GB available space
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Reviews & Ratings
Game Info
- Developer
- Hibernian Workshop
- Publisher
- Hibernian Workshop, MP2 Games
- Release Date
- Nov 14, 2023
