Ashbound: Endless Hunt pairs action RPG combat with incremental progression, where your clicks directly damage enemies across escalating waves and boss encounters. You'll forge weapons through 100 tiers, recruit party members, collect relic sets, and use prestige mechanics to reset and push further into the gauntlet with permanent upgrades. Best suited for players who want active engagement rather than idle automation, combining real-time clicking with the long-term progression hooks of traditional idle games.
About this game
Ashbound: Endless Hunt is an active incremental action RPG where every click fuels the fight. Slay escalating waves and bosses, forge 100 weapon tiers, build a powerful party, complete relic sets, master combat upgrades, and prestige to return stronger and push deeper into the endless hunt.
Players, last 30 days
Peak 11 · Low 0
Daily peak concurrent players, sampled once a night from Steam.
What players are saying
▼ Not recommended3 hrs
Changed my review now that the game is playable and the resolution update came in (which did not fix everything).
The game is still quite buggy. I think there's potential, but it's more of a clicker than an idle game. A lot of your bonuses come from active clicking. Often when clicking to upgrade 10+ of something, it says you can afford it, but then when you click it, you get less levels than you're supposed to, or it takes more gold than it said. So the amount shown is clearly wrong.
All in all, it still feels like an early beta that lacks substance. One thing I will say that I commend the dev for is that there are zero in-app purchases. That is probably the only good thing I can say about the game right now.
I'll update this review in the future if there are any updates worth mentioning.
It's a small, short and simple clicker game (idle game). I finished it in less than 5 hours with 100% of the achievements and only about 5 prestige resets at wave ~11450.
Fullscreen was bugged for me, but ingame you can swap to window mode.
it was a nice timewaste, encountered a few bugs but nothing gamebreaking. as a negative you are forced into upgrading both paths of idle and clicking where clicking seems rly strong at the start of the game and in the end and then somewhere in the middle for a few hours the heroes are overpowering clicking so i would loved to see a more balanced choise of either building into idle or building into clicking
Fixed ultrawide/resolution issue where the UI could appear crammed to the left while the battle scene rendered separately to the right. Game now keeps the 1920x1080 UI/game canvas aligned and centered across different monitor sizes. Game no longer forces fullscreen/borderless immediately on startup, reducing bad launch layouts on some systems. Fixed Crit Chance upgrade card showing total crit chance instead of the selected purchase gain. Changed: Title screen and in-game UI now use the same scaling/letterbox logic. Resolution/fullscreen changes re-apply the UI canvas alignment after the window changes.
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