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Rebel's Ascent

Rebel's Ascent

by erzigor

Price N/A
Avg Players 0
Released Q3 2026
ArcheryAuto BattlerBullet HellClicker

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Rebel's Ascent combines incremental progression with auto-battler mechanics, letting you systematically upgrade weapons and unlock talents to overcome escalating enemy waves. You'll manage your arsenal from makeshift tools to explosive implements, with the core loop revolving around gaining power through gear and ability advancement rather than direct control. It appeals to players who enjoy watching their character grow stronger through systems rather than twitch gameplay.

About this game

Players, last 37 days

Peak 0 · Low 0

Daily peak concurrent players, sampled once a night from Steam.

Latest updates

Full DEMO update - improved and extended gameplay

28 days ago
I have been working on a bigger update for some time now and today I finally managed to finish and publish it!There has been a slew of changes so let me highlight the most significant ones:Castle hall has been added as the final scene - this is where you'll fight the kingKing is now much stronger and deadlier - make sure to get well equipped for the battleEnemies have been optimized - no more stuttering due to large numbers of enemiesNew special upgrades for weapons - eye-poking stick, bleeding sword and moreNew talent tree upgrade - pickup radiusHealth potions spawn around the world to help you survive... and many more improvements and tweaks to make the game betterLet me know what you think, I would love to hear more feedback!

Updates and Full Playthrough

94 days ago
UpdatesThis week I have focused on further improving the demo based on my plan and player feedback. The most notable changes are: new option to sell weaponsa few simple lines of storyimproved tileset to make the world a bit nicergameplay stats at the end of each playthrough (local and global leaderboards coming later)mute buttons for music and sounds Youtube channelI've decided to start a Youtube channel where I'll (semi-regularly) post updates and gameplay videos. This week, I've posted the first full playthrough video. I'd be really curious to know if there's anything I'm doing differently than others when playing (different upgrade path, different movement strategy etc.). Also, can anyone beat my best time of 20 minutes and 2 seconds? Share your playthrough stats, I'd be really curious :) What's next?Next week, I'm planning to expand the gameplay by adding new weapons, enemies and a completely new village building with a new upgrade mechanic. Can you guess what the mechanic will be based on the building?Thanks for everyone's support and feedback, have a great weekend!Igor

Enemy improvements, sounds and UI

102 days ago
I've been working hard on implementing all the great feedback I received at itch.io and other platforms, thanks for it!Here are the major updates coming from your feedback:enemies do not walk over each other so a group of enemies hiding behind each other won't kill the hero in a single hit like beforeas a result melee weapons make much more sense to useenemies drop gold coins when killed, which can be collected by player (with nice home-made jingle sound :)this provides an incentive to use melee weapons morepiercing bow upgrade has 3 levels now (pierce through 1, 2, or 3 enemies) to make the bow less overpoweredOther upgrades coming from my own todo list:added music and sound effectsmost of them are from https://opengameart.org/ and https://pixabay.com/ but the sounds for coin pickup and menu button press were created by me :)for the main battle/exploration loop, I've used this track https://opengameart.org/content/mystic-journey - let me know what you think of it (I'll probably create my own track at some point though)progress bar showing distance to castlearmy of soldiers is now protecting the king to make it more realistic (why was he there alone?) and more challenging to defeat the king

Posts come from Steam's official announcements feed.

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