Compare Astral Ascent - Celestial Haven prices across trusted key stores and find the best deal. Developed by Hibernian Workshop. Published by Hibernian Workshop, MP2 Games. Released on 11/14/2023. Available on PC. Genres: Action, Adventure, Indie. Metacritic score: 86/100.

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.

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. Kai, Scout Team

Astral Ascent - Celestial Haven

Astral Ascent - Celestial Haven

Nov 14, 2023Hibernian WorkshopHibernian Workshop, MP2 Games
GamerScout Says

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.

PC
Best Price Available
€2.06-31%
at YuPlay
Lowest tracked: €1.89
Track this price

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.

Compare Prices(3 stores)

YuPlayBest price
StandardGlobalSteam KeyKey
€2.06-31%
Priced in EUR by the store
Buy
StandardGlobalSteam KeyKey
€2.19-27%
Priced in EUR by the store
Buy
StandardEurope (EU)Steam KeyKey
€2.99
Priced in EUR by the store
Buy

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Price History

Lowest tracked
€1.8930 Aug 2026
Current best
€2.06
Official storesKeyshops
€1.85€1.98€2.10€2.2328 Aug30 Aug1 Sept3 Sept5 Sept
Tracking prices since 28 Aug 2026
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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.

Kai
Kai · Scout Team

Indie & narrative

Tags

auto-admittedPlatform RogueliteBoss RushSpell LoadoutsBuild VarietyPixel Art AnimationLocal Split-Screen Co-opPattern MemorizationMultiple Playable CharactersBullet Pattern BossesCooldown CombatHigh Skill CeilingFighting Game FeelCouch Co-opShort RunsLight StoryController Essential

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

Metacritic
86
Steam
95%(8,519)

Game Info

Developer
Hibernian Workshop
Publisher
Hibernian Workshop, MP2 Games
Release Date
Nov 14, 2023

Features

Single-playerMultiplayerCo-opShared/Split Screen Co OpShared/Split ScreenSteam AchievementsFull controller supportSteam Trading Cards+6 more

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Frequently asked questions about Astral Ascent - Celestial Haven

How much does Astral Ascent - Celestial Haven cost?

As of 5 September 2026, the cheapest in-stock offer for Astral Ascent - Celestial Haven is €2.06 at YuPlay, out of 3 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Astral Ascent - Celestial Haven cheapest?

The lowest in-stock price we track for Astral Ascent - Celestial Haven is €2.06 at YuPlay (5 September 2026). We compare 3 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Astral Ascent - Celestial Haven available on?

Astral Ascent - Celestial Haven is available on PC.

When was Astral Ascent - Celestial Haven released?

Astral Ascent - Celestial Haven was released on 14 November 2023.

Who developed Astral Ascent - Celestial Haven?

Astral Ascent - Celestial Haven was developed by Hibernian Workshop and published by Hibernian Workshop, MP2 Games.

Is Astral Ascent - Celestial Haven worth buying?

Astral Ascent - Celestial Haven holds a Metacritic score of 86/100, making it one of the standout Action titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.