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Ascend to ZERO News

March 25 Demo Update

Hello Ascenders,

We have just released a huge update for Ascend to ZERO! This update includes a massive system overhaul designed with the player experience at its core. We have actively incorporated feedback regarding the previous version feeling somewhat heavy and slow, reducing the burden of unnecessary repetition to ensure a much smoother gameplay experience.

With this major overhaul, we’re entering the next phase of development. As part of this transition, the demo will now be available as a limited-time event while we focus on refining the game.

[h2]Limited-Time Demo Event Opening[/h2]
The newly updated Ascend to ZERO demo will be available for a limited time during the period below.
  • Demo Period: March 25, 2026 12:00 AM – April 3, 2026 12:00 AM (PT)

After the event period, the demo will close as we continue development. Be sure to jump in and experience the revamped demo while it’s live! This version represents the most responsive and streamlined gameplay experience we’ve released so far.

Please note that while you will be able to use your save file from previous versions of the Ascend to ZERO Demo, we strongly recommend players to use one of the three save slots to start a fresh file and see what the new demo has to offer!

[h2]Demo Update Content![/h2]
[h3]Avatar Roster[/h3]
During the demo, 5 playable Avatars will be available for players to try out!
  • Chrono Child
  • Blossom Blade
  • Golden Gunslinger
  • Windborne Spearmaster
  • Scarlet Pirate

We are excited for players to try out each avatar with all of the new content we are introducing in this update - including a revamped set of Avatar exclusive tech chips for Windborne Spearmaster!

[h3]A Whole New Intro[/h3]
We are very proud of the new intro that player’s will get to see when they jump into the game! The title screen has seen a major upgrade (in our humble opinion) as it sets the right vibe for the game going forward.



“The right vibe,” you ask? The team here has been hard at work on locking down the story of the game, as that was one of the many pieces of feedback that we heard. So without spoiling too much, when you start a fresh new save file, you will get to see our new animated intro!


Let us know what you think!

[h3]Difficulty Levels[/h3]

We mentioned this last week, but now players get to try it out! When you start a new game, you can select the difficulty of the game! Whether you are a newcomer to the genre or a battle hardened veteran who seeks only the toughest of battlefields - this is for you! Let us know how you feel about the different difficulty levels and we highly encourage you to try out the different difficulties!

We are currently reworking the hard mode from previous versions of the demo as a challenge mode. We will make sure to share information regarding this once we are ready!

[h3]Handbook Renewal[/h3]
A piece of feedback that we heard often was regarding the Handbook: players asked for more information and a bit more purpose to the Handbook. So our team rebuilt the Handbook system.
The Handbook not only has a better UI that is easy to use, it also provides more information. Now, players will not only be able to track weapons and monsters, but also all the different kinds of chips that they encounter.

The Handbook also has an added purpose - as players fill out the Handbook, permanent stat bonuses can be earned that will surely help players on their runs! We hope players have fun collecting everything they can in the demo!

[h3]Stat Renewal[/h3]

Another piece of feedback that we received during the playtest was that the stats for weapons were interesting, but there were a lot of stats to keep track of at once. In this update, a lot of the stats have been optimized so that players will have an easier time understanding what each stat means - both player stats as well as the weapon stats.

[h3]Map Improvements[/h3]

We mentioned this last week, but the mini map and the world map have been renewed so that you can see more information at a glance! Essential information like which rooms are special encounters can now be seen on the maps!

[h3]Art Improvements[/h3]

We introduced our new art style in the last demo update. This update will add a variety of illustrations to really bring each character to life. We cannot wait for you to see the amount of new art that has been added to the game!

[h3]QOL Improvements[/h3]
This update will see a variety of quality of life improvements added to the Ascend to ZERO Demo. A lot of the QOL features were born from the feedback shared by players, such as improving the item select and equip functions in the inventory!



Speaking of the inventory, we also fixed an issue where items couldn't be drawn at the end of a run when the inventory was full. This means you no longer have to manually clear space prior to an end of a run!

We’ve also increased the font size for readability in certain sections of the game and fixed some other text related issues.



We also added a heavily requested feature: you can now choose if you want to auto-pickup weapons and gear during your run. We know that players sometimes want to be a bit more selective with what they pickup - inventory space is precious. For that reason, you can toggle the function on and off in the inventory screen.

[h3]Sound/Lanugage Update[/h3]
Ascend to ZERO not only has updated English voiceovers, but this update will also see the addition of Korean voiceovers! We are excited for players to hear how the game sounds now!

This update will also see the addition of Italian language support!

[h2]System/Balance Changes[/h2]
[h3]Combat Balance Overhaul[/h3]
During the last playtest, many players gave us feedback regarding our main bread-and-butter: combat. A lot of different elements have been adjusted to make the combat feel like it flows smoothly. We think this update really highlights what makes the combat in Ascend to ZERO fun.

Some of the many balance changes include an increase to enemy health (so that they don’t just melt) as well as more time earned when defeating elites and bosses. We also adjusted the enemy frequency to create a better ebb and flow of combat.

This next balance may not seem like a typical combat balance change, but we added more destructible objects that can contain drops that will help players on their run.

[h3]Other Improvements and Fixes[/h3]
We have also fixed a variety of bugs and issues! As you play this demo, please continue letting us know what bugs and issues come up!

  • Fixed an issue where certain enemies lock-on attacks were slightly overtuned
  • Fixed an issue where the Windborne Spearmaster’s skill’s hit detection was not working as intended
  • Fixed an issue where certain challenge rewards blocked paths
  • Fixed an issue where there were unintended lingering effects after defeating the final monster
  • Fixed an issue where the Scarlet Pirate’s reload of cannons did not work as intended
  • Fixed an issue where the game would sometimes stutter/freeze during chop purchases
  • Fixed an issue where the shop would close when pressing ESC during a popup
  • Fixed an issue where items could disappear in certain reload situations
  • Fixed multiple issues related to a full inventory
  • Fixed an issue where in certain circumstances, purchases in the special supplies were not working as intended
  • Fixed an issue with the All-in-One chip not working as intended
  • Fixed an issue where when selecting an epic weapon upgrade, certain stats did not appear as intended
  • Fixed an issue where certain NPCs did not unlock as intended
  • Fixed an issue where in the Storage, the New marker was not appearing as intended
  • Fixed drag-and-drop issues in the Storage
  • Fixed an issue where the detailed stats were not being displayed as intended
  • Fixed an issue where credit tickets were not being used as intended
  • Fixed UI refresh issues when using a gamepad
  • Fixed an issue where the equipment presets were not working as intended
  • Fixed an issue where the permanent draw rewards were not applied in the Fate Editor
  • Fixed an issue where the Time Recall Gadget position was locked.


[h2]Notes[/h2]
[h3]What does this mean for the Next Fest Event reward?[/h3]
Players who unlocked Chrono Child - Midnight Sun will be able to use the avatar in the updated demo. For the Steam Next Fest Event reward, the new demo does not affect your eligibility nor does it alter your save data, but please do not delete your save file. Deleting the save file can make it extremely difficult to deliver the reward at launch.

[h2]Going Forward[/h2]
We earnestly looked through all of the feedback of the playtest and keep looking through the community - this updated demo is a good reflection of what we have worked on, but we are definitely still cooking!

For now, we sincerely hope that you enjoy the latest (and in our humble opinion, the best yet) version of Ascend to ZERO. Please continue to give us feedback to help us shape the best Ascend to ZERO experience possible. Follow us on all of our channels to stay up to date on everything regarding Ascend to ZERO!

https://store.steampowered.com/app/3279910/Ascend_to_ZERO_Demo/

By the way, if you haven't already followed us on our channels...
Discord: Join the community X/Twitter: @AscendtoZERO YouTube: @flywaygames

- Ascend to ZERO Team

History of the Chrono Child

Hello Ascenders!

Like any game developer, when we first started to build the world of Ascend to ZERO, we wrestled with the question of:

"In this world that we are creating, what does our main character look like? What does that character embody?"

In the early stages of development, we were already building the base of our systems and mechanics, but there was still an air of uncertainty around the main character of the game. We wanted to have a design that resonated with the players who would come to experience the world of Ascend to ZERO and worked tirelessly until we came to the design of the Chrono Child that players now know (and can play as in the demo)!

Today, we’d like to share our thoughts from December 2024 and the journey that brought us here.

[h3]'Character No.1', Born From Necessity[/h3]
In December 2024, Ascend to ZERO was focused on getting the core mechanics down. During this time, internal discussions regarding the main character of the game had begun from both a world-building perspective, but also whether players can resonate with the character.

The development of the protagonist began, code-named ‘Character No.1’ as we hadn’t given the main character a name yet. We eventually landed on Chrono Child, but at the time we were still brainstorming ideas.



We wanted to find a concept where the character would fit into the sci-fi world that we were building, trying to not lean into an over-powered persona nor an overly-meek image. As a result, development of the character continued with the A-3, A-4, and A-5 character concepts.

[h3]Initial Concept - Child of a Ruined World[/h3]
The initial concept that we grasped was “a child of a ruined world,” becoming the new codename. In the early days, the character was a strong and resilient girl who was the sole survivor of a devastated world. She never backed down from adversity - a solitary nomadic fighter wandering the battlefield.



At the time, our narrative lead described her as having a somewhat dark image. To better realize this harsh yet resilient concept, five art variations were created based on the initially selected Character No.1 (A-3) design.

During this process, we thought about the following things:
  • Do the weapons and accessories effectively represent the concept of time?
  • Does the color palette align with the game’s theme?
  • Is the character distinct enough to be a main character?


After internal discussions and lots of reviews, designs A and D were selected as the top candidates, with the team eventually going forward with design A.

[h3]Establishing the World and the Character[/h3]
As the game’s world became more clearly defined around the ideas of “time degradation” and “world collapse,” the character’s concept evolved along side the world she was meant to inhabit.

  • Identity Shift: Changed from a survivor of war to a being how can manipulate time, wielding the power to change the fate of a desolate world
  • Name Change: Child of a Ruined World → Chrono Child

With this evolution, we felt that Chrono Child gained a sense of purpose that was beyond resilient survival, a purpose that was truly fitting for the protagonist of Ascend to ZERO. With her unique identity finally crafted and after an art style change to better match the aesthetics of the game, the Chrono Child that players now know was born.

[h3]Wrap Up![/h3]
We hope you enjoyed this walk down memory lane with us! We hope that Chrono Child can be a character that players really resonate with as they play Ascend to ZERO.

The team here will continue to refine Chrono Child and her companions as we continue to work on the game. We look forward to sharing more interesting development stories as we move forward!

https://store.steampowered.com/app/3279910/Ascend_to_ZERO_Demo/

By the way, if you haven't already followed us on our channels...
Discord: Join the community X/Twitter: @AscendtoZERO YouTube: @flywaygames

- Ascend to ZERO Team

Some Development Updates Post Playtest

Hello Ascenders!

It has been quite some time since our last update following the playtest this past December.
So many of you particiapted in the open playtest and shared your feedback, which has been incredible helpful in improving the game. We wanted to take this time to not only thank you, but to also show you what we have been working on. In this notice, we want to share the current improvements and additions that will make their way to Ascend to ZERO! Check out all of the details below! Please bear in mind that the images are development images!

[h2]Difficulty System[/h2]

We're added a difficulty system so that players can experience Ascend to ZERO in a way that best suits them! Soon, both newcomers to the roguelike genre and battle-hardened veterans can enjoy everything Ascend to ZERO has to offer at a level they feel most comfortable

[h2]Handbook Renewal[/h2]

The Handbook system has been completely revamped to make tracking your progress more intuitive! You can check more categories, weapons have been separated by types and grade-levels, and you can also see how many of each item you have obtained and how many of each monster you have slain! We’ve also added bonus stats that you can gain based on what you have filled out in the Handbook thus far, so we hope you enjoy the thrill of completing the Handbook!

[h2]Map Enhancements[/h2]

The mini map and the world map have been renewed so that you can see more information at a glance! Essential information like which rooms are special encounters can now be seen on the maps!

[h2]QOL Improvements[/h2]

We made a lot of improvements based on suggestions collected from the playtest, such as (but not at all limited to) improving the visibility of what item you are selecting, improving the item equip function, increasing the font size of certain screens, and more. One of the notable fixes we made is where items couldn't be drawn at the end of a run when the inventory was full, meaning you no longer have to manually clear space prior to an end of a run!

Beyond the things listed above, there are numerous other improvements and bug fixes in the works. We have been working hard on Ascend to ZERO to address your suggestions and create an even smoother gaming experience. We hope to share more information soon!

https://store.steampowered.com/app/3279910/Ascend_to_ZERO_Demo/

By the way, if you haven't already followed us on our channels...
Discord: Join the community X/Twitter: @AscendtoZERO YouTube: @flywaygames

- Ascend to ZERO Team

Happy Lunar New Year 2026!

[p][/p][p]Hello Ascenders![/p][p]We are thrilled to announce that Ascend to ZERO is participating in the Lunar New Year 2026 celebration![/p][p]We’ve had the pleasure of meeting many of you during our previous tests, but 2026 is a special year for us. We are more eager than ever to officially welcome you into our world and show you everything we’ve been building.[/p][p]Our team is working tirelessly to polish the game and deliver an experience that meets, and hopefully exceeds your expectations.[/p][p]We wish everyone health, happiness, and success in everything you do. Happy Lunar New Year![/p]

Revamped Demo!

Hello Ascenders!

As mentioned last week, Ascend to ZERO's demo is back and revamped!

The playtest gave us a lot of data in a variety of categories. We realized that we have a lot of work to do in terms of balance of both avatars and gadgets. With balance and tuning in mind, the re-released demo will feature Chrono Child, Blossom Blade, and Golden Gunslinger while the remaining 3 avatars and certain gadgets require extensive development by our team.

[h3]What does this mean for my previous demo save file?[/h3]
You will be able to use your previous save file, but you will find that certain avatars and gadgets will be restricted.

[h3]Which avatars and gadgets will I be allowed to use?[/h3]
Avatar List:
  • Chrono Child
  • Blossom Blade
  • Golden Gunslinger
Gadget List:
  • Weakness Tracker
  • Recall Blade
  • Space Core
  • High-Power Railgun
  • Chrono Anchor
  • Void Compressor

[h3]Can I use my playtest save file in the demo?[/h3]
No, the playtest save file was exclusive to the playtest itself.

[h2]What's Next? [/h2]
We are going to be hard at work tuning and balancing the game. As always, we want to hear your feedback and suggestions as the team continues to try to make the best Ascend to ZERO experience possible.

https://store.steampowered.com/app/3279910/Ascend_to_ZERO_Demo/

By the way, if you haven't already followed us on our channels...
Discord: Join the community X/Twitter: @AscendtoZERO YouTube: @flywaygames

- Ascend to ZERO Team