Wretch: Divine Ascent is a 1v1 tactical auto battler where you arrange items in your backpack to chain together attack combos, then watch your character fight autonomously. Drawing inspiration from Backpack Battles with a darker medieval aesthetic, it emphasizes build variety and strategic item placement over direct control. Those seeking a low-cost roguelike battler with visual polish will find merit, though the mechanics lack the mechanical clarity and hero differentiation found in its inspirations.
About this game
A 1v1 tactical auto battler game with elements of roguelike mechanics and backpack management in a dark medieval art style. It was inspired by Backpack Battles and developed with Unreal Engine. Create your own unique attack combos by arranging items in your backpack to connect moves.
Players, last 35 days
Peak 29 · Low 0
Daily peak concurrent players, sampled once a night from Steam.
What players are saying
▲ Recommended0 hrs
Summary: A fun auto battler with a good core base, but sorely missing a lot of QoL options that would be great to have added in the near future.
Positive: - It's Backpack Battles but with more visual flare - Great price point for the content available - Combos system is very refreshing and a fun thing to experiment with - Builds seem to be fun and variable, having done a few runs now - Upgrades feel solid and impactful - Combat is fun to watch
Negative: - Unable to edit settings during the tutorial, which you are thrown into on your first startup. Because of this I was semi soft-locked due to incorrect resolution size and had the bottom half of my screen missing. Eventually I noticed the small "Skip" button in the top-left corner to bypass the tutorial and get into the settings menu - UI could use improvements on the Shapes and Colors used to represent things. Some of them overlap in style and are a bit difficult to understand at a glance - UI is very text heavy, and a lot of effect descriptions could be summarized to be more concise - There are a lot of small camera zooms during combat that gets a bit nauseating; I'd like an option for a static camera view of the field - No option to slow/speed up combat until the replay is available to watch (Possible I missed an input for this because I had to skip the tutorial? Nothing on-screen at least) - No option to re-bind PC controls - No options to change Click+Hold to drag items into your inventory to a single click to pick up + drop
It's okay and I really like the visual representation, but I wish heroes were actually different from each other apart from their extremely limited amount of attack items.
You have a hero with a long glaive? He'll just walk into arm's reach range and get face pummeled w/o even trying to use the reach advantage.
In games like Backpack battles or Bazaar each hero plays VASTLY different from each other, while they still have a shared pool of neutral items, their core items offer different builds and subclasses
In this game all you have is neutral items and that's it, most of the items just add buffs/debuffs/attack damage with only a few offering at least something build defining. The combo system is interesting at it's core but it's really shallow and doesn't develop into anything worth thinking about. Just slap a bunch of attacks together and that's it.
Could be a cool backpack-battles like game but the mechanics are super janky. The battle replays are awful at explaining what actually is taking place, making it near impossible to analyze why a game is won or lost. I.e. Attacks can be tagged with the "Cannot be interrupted" attribute, but will still be halted sometimes if you get hit midswing. Why? Hell if I know. Pulling off and breaking combos feels more random than it should be, and highly dependent on minor differences in cooldown speed. Two similarly built characters will largely be determined by who gets the first strike advantage since most battles are won in either one or two attack chains. The only exception being completely broken and invulnerable armor stacking builds. TLDR - game needs more mechanical polish and balancing to promote more interesting fights that lie somewhere between burst and invulnerability.
Warriors, today is the Mid-Autumn Festival, a traditional Chinese holiday, and also the first day of the holiday break.Tonight, let’s put the Divine Ascent aside for a while and look up at the moon.You can grind tomorrow. You can fight monsters tomorrow. A full moon like this doesn’t come around often, so remember to save a little time for yourself—and for the people by your side.Happy Mid-Autumn Festival, warriors! May the full moon bring you and your loved ones together.
Greetings, warriors!Previously, we shared the concept design of a new female character while keeping her weapon hidden for the time being, leaving everyone to guess what she would wield.Today, it’s finally time for the reveal: the new character joining Wretch: Divine Ascent is the Swordswoman, and her weapon of choice is a two-handed greatsword. (Bigger and heavier than the Knight’s sword.)Concept Art – Not Representative of Final QualityFor those of you who joined in the guessing before—did anyone get it right?In addition to her weapon, the Swordswoman will also feature two special mechanics: “Quick Activation” and “Full-Power Heavy Strike.”These mechanics mainly affect the startup and recovery of her attacks. So even with a greatsword in hand, she can still be surprisingly agile in certain situations.Concept Art – Not Representative of Final QualityHow can a two-handed greatsword “move quickly”? And how should “Full-Power Heavy Strike” be combined with different moves to bring out its full potential?We’ll reveal more about how these two mechanics work and how they perform in combat in future updates. Stay tuned!
Greetings, warriors!The Steam China Multiplayer Game Fest officially begins today! The event runs from September 22 to October 3, Beijing Time.Wretch: Divine Ascent is joining the fun as well. Since it’s called a “Fest,” simply taking part wouldn’t be enough—This time, we’ve once again hit a new historical low discount.For those warriors who have been holding off and waiting for the right time to jump in, a new storm has arrived.During the event, both new and returning warriors are welcome to come back and join us.
Posts come from Steam's official announcements feed.