$39.99Ashen A wanderer's place in a broken world
Fight, climb and explore a vast open world, rebuilding a home one survivor at a time.
Is Ashen worth it?
Ashen is worth it if…
- you want soulslike combat in an open world that is punishing but not cruel
- you like climbing and jumping to places that look out of reach, and finding something waiting there
- you would rather meet strangers by chance than queue for a lobby
- you care how a world looks and sounds as much as how it fights
Screenshots
Combat that asks you to pay attention
This is stamina-based combat in the soulslike tradition: every swing, dodge and block draws from the same bar, so swinging wildly gets you killed fast. A tap of the dodge button gives you a quick dash, a second press rolls you clear instead, and knowing which one a moment calls for matters. Weapons split into axes and clubs, one-handed or two-handed: axes swing faster with a better chance of a critical hit, clubs hit slower but stagger enemies and break guards. The world rewards studying it before you walk in. The flora and fauna are not just strange, they are often fatal, and even a fight that looks trivial can go badly wrong. Compared with its inspirations, the game is a gentler teacher, though the AI companions who fill in when you play alone can be dim.
A world shared by chance
Co-op here works like a chance meeting rather than a lobby. As you travel the open world, other players occasionally drift into your game, the way strangers crossed paths in Journey. What happens next is your call: fight alongside them against whatever the world throws at you, invite them into your party, or walk past without a word.
A town that grows because of you
The wanderer's search for a home is not just backstory. As you find survivors out in the world, you can invite them back to your town, and each one brings a craft with them: blacksmithing, foraging, other skills that turn a camp into a working settlement. The town changes as it fills, and returning to see what is new becomes its own small reward. These are collaborators, not set dressing: the people you rescue are the people who make your gear. It gives the grim world a warm center, a place slowly emerging from the desolation around it, and it makes the search for home something you build rather than something you find.
A world worth staring at
The look is stylized and pared back: faceless characters, simple shapes, and lighting that does the heavy lifting. Your lantern genuinely matters, throwing light across the walls of a tight dungeon when you are weak, then feeling almost swallowed by the same caverns once you are strong. The world ranges from bogs to a fjord to an old palace worth pillaging, and each landscape carries its own tone, with a soundtrack by Foreign Fields written closely alongside the story by fantasy author Mark Lawrence. The story itself lands on the touching side for a grim world, told the soulslike way, through conversations and item descriptions rather than long cutscenes.
Can you play it solo?
Can you play it solo?
Yes. The game is viable alone, and AI companions can join you on quests to help. Be ready for companions who fight bravely but make baffling decisions, like walking into hazards to chase an enemy. The game is balanced around having a partner, so solo players should expect the dungeons to feel longer and the bosses to demand more patience.
What makes it different from other soulslikes?
Movement. Your character can jump, catch ledges and climb, which turns exploration into something closer to light platforming. If a cliff looks climbable, it usually is, and out-of-the-way spots tend to hold an item for your trouble. Combined with the open world and the chance encounters with other players, it makes the game feel more like wandering than the corridor-style progression the genre is known for.





















