Compare Guild of Ascension prices across 50+ stores and find the best deal. Developed by WhileOne Productions. Published by PID Games. Released on 9/21/2021. Available on PC. Genres: Action, Adventure, Indie, RPG, Strategy.

A timed-turn hybrid that splits the difference between tactical planning and real-time reflex - rewarding if the concept clicks, alienating if it doesn't. Worth a look at the right price.

My instinct when I see 'turn-based plus real-time action' on an indie store page is immediate skepticism - that hybrid label has been used to dress up plenty of shallow dungeon crawlers. Guild of Ascension earns a cautious pass, but only once you accept exactly what kind of contract you're signing. Each turn grants you a fixed window of real time, roughly ten seconds, during which you move, swing your weapon combo, and reposition your two characters freely on the grid. When that clock runs out, the board resets for the next turn. It sounds elegant on paper, and in practice it generates a frantic middle ground that doesn't feel fully like either genre. That is both the game's main selling point and its most divisive quality. The two-character party system is where whatever strategic depth exists lives. You control a duo of fighters - starting weapon choice is between a sword-and-board, bow, or hammer - and each character's abilities are tied to that weapon loadout. Dodge points act as a rechargeable buffer that absorbs hits before actual HP takes damage, which does create a real risk-reward decision on whether to spend your time window attacking or holding still to recover dodge. Abilities charge via a resource bar and unlock weapon-specific combos, so there is a light build loop underneath all the timed chaos. The crafting system back at the guild hub lets you spend run materials on upgraded equipment between floors, and the Privilege system hands out run-specific buffs after room clears, which is the closest the game gets to a proper roguelite meta-layer. The map structure across three biomes uses node-based floor layouts with hidden room types - some rooms show whether they offer currency, experience, or a buff choice, others are blind encounters or random events with positive or negative outcomes. Floor bosses are large, pattern-driven fights that demand you read telegraph windows and time your dodge recovery carefully. None of this is especially deep by grand strategy or even proper roguelite standards, but it is functional. The honest problem is repetition: once you understand the timing rhythm, the game has limited ways to surprise you across later floors, and the difficulty scales faster than the build options diversify. On the technical side, mouse-and-keyboard is genuinely uncomfortable here - the real-time window and combat positioning clearly want a thumbstick, and the controller experience is significantly smoother. The tutorial is thin, which means the timed-turn hybrid will confuse new players for the first few runs before muscle memory sets in. Story and world-building are bare-bones; there are brief lore snippets from townsfolk between runs, but narrative is not the reason you are here. One meaningful mercy: failed runs do not reset you to floor one. You restart from the floor you were on, which keeps the grind from turning into a slog and makes the game genuinely approachable for players who bounce off punishing permadeath roguelites. Steam user reviews land around 80 percent positive across a small sample, which is a fair reflection of the game's reception: people who sync with the timed-turn concept find it clicks into an entertaining loop; people who expected either a clean turn-based tactics game or a full action RPG tend to feel misled by the hybrid label. There is no mod ecosystem to speak of, no post-launch content updates worth noting, and the community footprint is small. This is a compact, low-profile passion project from a one-person Montreal studio, and it carries that energy - rough at the edges, surprising in the middle, with a concept ambitious enough to be interesting even when the execution falls short. Diego, Scout Team

Guild of Ascension
ActionAdventureIndieRPGStrategy

Guild of Ascension

Sep 21, 2021WhileOne ProductionsPID Games
GamerScout Says

A timed-turn hybrid that splits the difference between tactical planning and real-time reflex - rewarding if the concept clicks, alienating if it doesn't. Worth a look at the right price.

PC
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Historical low: $0.8

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Screenshots & Media

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About Guild of Ascension

My instinct when I see 'turn-based plus real-time action' on an indie store page is immediate skepticism - that hybrid label has been used to dress up plenty of shallow dungeon crawlers. Guild of Ascension earns a cautious pass, but only once you accept exactly what kind of contract you're signing. Each turn grants you a fixed window of real time, roughly ten seconds, during which you move, swing your weapon combo, and reposition your two characters freely on the grid. When that clock runs out, the board resets for the next turn. It sounds elegant on paper, and in practice it generates a frantic middle ground that doesn't feel fully like either genre. That is both the game's main selling point and its most divisive quality. The two-character party system is where whatever strategic depth exists lives. You control a duo of fighters - starting weapon choice is between a sword-and-board, bow, or hammer - and each character's abilities are tied to that weapon loadout. Dodge points act as a rechargeable buffer that absorbs hits before actual HP takes damage, which does create a real risk-reward decision on whether to spend your time window attacking or holding still to recover dodge. Abilities charge via a resource bar and unlock weapon-specific combos, so there is a light build loop underneath all the timed chaos. The crafting system back at the guild hub lets you spend run materials on upgraded equipment between floors, and the Privilege system hands out run-specific buffs after room clears, which is the closest the game gets to a proper roguelite meta-layer. The map structure across three biomes uses node-based floor layouts with hidden room types - some rooms show whether they offer currency, experience, or a buff choice, others are blind encounters or random events with positive or negative outcomes. Floor bosses are large, pattern-driven fights that demand you read telegraph windows and time your dodge recovery carefully. None of this is especially deep by grand strategy or even proper roguelite standards, but it is functional. The honest problem is repetition: once you understand the timing rhythm, the game has limited ways to surprise you across later floors, and the difficulty scales faster than the build options diversify. On the technical side, mouse-and-keyboard is genuinely uncomfortable here - the real-time window and combat positioning clearly want a thumbstick, and the controller experience is significantly smoother. The tutorial is thin, which means the timed-turn hybrid will confuse new players for the first few runs before muscle memory sets in. Story and world-building are bare-bones; there are brief lore snippets from townsfolk between runs, but narrative is not the reason you are here. One meaningful mercy: failed runs do not reset you to floor one. You restart from the floor you were on, which keeps the grind from turning into a slog and makes the game genuinely approachable for players who bounce off punishing permadeath roguelites. Steam user reviews land around 80 percent positive across a small sample, which is a fair reflection of the game's reception: people who sync with the timed-turn concept find it clicks into an entertaining loop; people who expected either a clean turn-based tactics game or a full action RPG tend to feel misled by the hybrid label. There is no mod ecosystem to speak of, no post-launch content updates worth noting, and the community footprint is small. This is a compact, low-profile passion project from a one-person Montreal studio, and it carries that energy - rough at the edges, surprising in the middle, with a concept ambitious enough to be interesting even when the execution falls short. Diego, Scout Team

Tags

singleplayerachievementscontroller-supportcloud-savestier:sub-5Timed-Turn CombatDual-Character PartyNode-Map ExplorationWeapon-Based BuildsDodge MechanicFloor-Restart RogueliteController-RecommendedBoss Pattern Combat

Steam Deck & Linux

Steam Deck Unsupported

Valve rates this game Steam Deck Unsupported.

System Requirements

Minimum

OS
Win7
Memory
2 GB RAM
DirectX
Version 9.0
Storage
10 GB available space
Graphics
Gtx 750 or above

Recommended

OS
win10
Memory
4 GB RAM
DirectX
Version 9.0
Storage
20 GB available space
Graphics
Gtx 750 or above

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Game Info

Developer
WhileOne Productions
Publisher
PID Games
Release Date
Sep 21, 2021

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Price History

2026-06-100.80(lowest)

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Frequently asked questions about Guild of Ascension

How much does Guild of Ascension cost?

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What platforms is Guild of Ascension available on?

Guild of Ascension is available on PC.

When was Guild of Ascension released?

Guild of Ascension was released on 21 September 2021.

Who developed Guild of Ascension?

Guild of Ascension was developed by WhileOne Productions and published by PID Games.