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Wretch: Divine Ascent News

Wretch: Divine Ascent exhibited at Bitsummit the 13th

[p]BitSummit 2025 attendees get a sneak peek at an all-new playable preview; players can wishlist the[/p][p]game and check out a demo right now on Steam.[/p][p][/p][p][/p][p][/p][p]Kyoto, Japan – July 18, 2025 – SapStaR Games and Ogopogo announced today that[/p][p]Wretch: Divine Ascent, the relentless PvP autobattler that fuses ruthless backpack[/p][p]management with bleak, brooding dark fantasy vibes, is coming to PC this October. A[/p][p]new playable preview of the game will debut at BitSummit 2025, running from July[/p][p]18–20 in Kyoto, Japan, offering hands-on opportunities to everyone at the show.[/p][p][/p][p]“With Wretch, we set out to take everything we love about tactical inventory battlers and[/p][p]fuse it with the stark intensity of dark fantasy,” said Sea Zhao, Chief Producer at[/p][p]Ogopogo. “We wanted to create something precise, brutal, and endlessly replayable,[/p][p]where every item, every fusion, and every attack chain can mean the difference[/p][p]between victory or defeat. It’s been a thrill to watch players around the world peel back[/p][p]the layers of strategy to uncover devastating combinations and unexpected synergies.”[/p][p][/p][p]Players can check out the demo of Wretch: Divine Ascent on Steam now, which has[/p][p]been updated with language support for English and Japanese. An all-new demo will[/p][p]arrive in time for Steam Next Fest this October.[/p][p][/p][p][/p][p][/p][p]About Wretch: Divine Ascent[/p][p][/p][p]Wretch: Divine Ascent is a 1v1 tactical auto-battler that blends deep inventory strategy[/p][p]with high-stakes asynchronous PvP duels in a stark and desolate dark fantasy world.[/p][p]Built in Unreal Engine and inspired by games like Backpack Battles and the Souls-like[/p][p]genre, the game challenges players to mercilessly optimize their backpack and forge[/p][p]calculated, relentless attack chains and item loadouts that will overwhelm theiropponents. The full game will feature five playable classes, each offering distinct[/p][p]mechanics and playstyles.[/p][p][/p][p]Key features include:[/p][p][/p][p]● Strategic Backpack Management: Purchase attacks to chain together, load up[/p][p]on gear, items, and accessories to complement your loadout, and take[/p][p]advantage of combinable equipment to unlock devastating effects. Forge an[/p][p]unbeatable build from amongst thousands of possible combinations.[/p][p][/p][p]● Distinct Playable Classes: Choose from five unique characters, each with their[/p][p]own playstyles, attack chains, and item affinities. Embody an indomitable wall of[/p][p]steel as the Knight, dispatch your foes with deadly grace as the Ronin, or[/p][p]overwhelm all comers with a flurry of blades as the Assassin.[/p][p][/p][p]● Asynchronous 1v1 Duels: Test your build against those of real players from[/p][p]around the world in cutthroat 1v1 battles. Win 10 matches and ascend to the[/p][p]Zenith Arena, where you'll encounter the deadliest players and most formidable[/p][p]builds of all.[/p][p][/p][p] [/p]

Wretch: Divine Ascent English version Now playable

[p]Wretch: Divine Ascent, the relentless PvP autobattler that fuses ruthless backpack[/p][p]management with bleak, brooding dark fantasy vibes, is coming to PC this October. A[/p][p]new playable preview of the game will debut at BitSummit 2025, running from July[/p][p]18–20 in Kyoto, Japan, offering hands-on opportunities to everyone at the show.[/p][p][/p][p][/p][p]Players can check out the demo of Wretch: Divine Ascent on Steam now, which has[/p][p]been updated with language support for English and Japanese. An all-new demo will[/p][p]arrive in time for Steam Next Fest this October.[/p]

0.1.2 update

[p]Greetings, Brave Warriors![/p][p]In this update, we've rewritten some game terminology to make it more intuitive and accessible. We've also adjusted the values of many moves, hoping they'll perform better in combat. We encourage everyone to try them out and share your feedback![/p][p][/p][p]**Terminology Updates:**[/p][p]* Samurai → Ronin[/p][p]* Stance → Sturdiness[/p][p]* Flaw → Defense Break[/p][p]* Trial → Points Mode[/p][p]* Stroll → Casual Mode[/p][p]* Hall of Honor → Peak Arena[/p][p]* Satchel → Backpack[/p][p]* Display Case → Store[/p][p]* Defense → Armor[/p][p]* Fatigue → Exhaustion (increased Sturdiness damage)[/p][p]* Solid → Fortified (reduced Sturdiness damage)[/p][p]* Shrink → Cooling Deceleration[/p][p]* Valor → Cooling Acceleration[/p][p]* Tenacity → Armor Fortification[/p][p]* Vulnerability → Armor Weakening[/p][p]* Strength → Move Damage Boost[/p][p]* Weakness → Move Damage Reduction[/p][p]**Move Adjustments:**[/p][p]**General:**[/p][p]* Adjusted connection points for some symmetrical moves.[/p][p]**Knight:**[/p][p]* **Right Slash:**[/p][p] * Sturdiness Damage 21 → 22[/p][p]* **Decapitating Combo:**[/p][p] * Cost 9 → 10[/p][p]* **Front Kick:**[/p][p] * Move Damage 35 → 33[/p][p]* **Front Kick Heavy Chop:**[/p][p] * Move Damage 16|37 → 33|43[/p][p] * Stamina Cost 45 → 67[/p][p] * Sturdiness Damage 15|10 → 23|15[/p][p]* **Guardian Triple Slash:**[/p][p] * Move Damage 43|31|50 → 41|29|47[/p][p]* **Royal Assault:**[/p][p] * Move Damage 28|17|17 → 56|35|34[/p][p] * Stamina Cost 50 → 110[/p][p] * Sturdiness Damage 13|8|8 → 25|16|15[/p][p] * Cooldown 3s → 4.5s[/p][p]* **Imperial Verdict:**[/p][p] * Cost 14 → 18[/p][p]**Ronin:**[/p][p]* **Combo Thrust:**[/p][p] * Cost 14 → 10[/p][p] * Move Damage 19|16|12|16 → 23|19|15|30[/p][p] * Stamina Cost 52 → 67[/p][p] * Sturdiness Damage 12|8|7|12 → 14|9|9|14[/p][p] * Cooldown 2.5s → 4s[/p][p]* **Double Slash:**[/p][p] * Cost 5 → 9[/p][p] * Move Damage 21|26 → 27|47[/p][p] * Stamina Cost 60 → 95[/p][p] * Sturdiness Damage 20|25 → 30|37[/p][p]* **Triple Slash:**[/p][p] * Move Damage 24|17|28 → 27|18|15[/p][p] * Stamina Cost 75 → 65[/p][p] * Sturdiness Damage 20|14|23 → 16|12|18[/p][p] * Cooldown 4.8s → 3.3s[/p][p]* **Combo Side Kick:**[/p][p] * Move Damage 20|23|14 → 19|19|16[/p][p] * Stamina Cost 55 → 70[/p][p] * Sturdiness Damage 12|12|17 → 15|15|20[/p][p] * Cooldown 3.5s → 4.5s[/p][p]* **Quadra Slash:**[/p][p] * Cost 12 → 14[/p][p] * Move Damage 9|15|21|15 → 16|22|16|27[/p][p] * Stamina Cost 58 → 72[/p][p] * Sturdiness Damage 7|11|15|11 → 8|13|18|13[/p][p] * Cooldown 3.2s → 4s[/p][p]* **Four-Way Combo:**[/p][p] * Cost 14 → 15[/p][p] * Move Damage 15|11|18|29 → 27|16|27|37[/p][p] * Stamina Cost 70 → 105[/p][p] * Sturdiness Damage 11|8|13|21 → 14|11|18|29[/p][p] * Cooldown 4s → 6s[/p][p]* **Triple Heavy Chop:**[/p][p] * Move Damage 43|18|61 → 40|17|58[/p][p] * Sturdiness Damage 26|11|37 → 25|11|35[/p][p]* **Tsunami Quadra-Slash:**[/p][p] * Move Damage 14|16|19|21 → 15|18|21|23[/p][p] * Stamina Cost 50 → 60[/p][p] * Sturdiness Damage 8|9|10|11 → 8|9|10|12[/p][p]* **Penta Slash:**[/p][p] * Cost 20 → 22[/p][p] * Move Damage 21|16|27|21|21 → 28|21|35|28|28[/p][p] * Stamina Cost 90 → 120[/p][p] * Sturdiness Damage 19|13|13|10|10 → 23|15|15|12|12[/p][p]* **Rapid Combo:**[/p][p] * Cost 12 → 22[/p][p] * Move Damage 9|17|13|15 → 39|28|17|28[/p][p] * Stamina Cost 40 → 88[/p][p] * Sturdiness Damage 5|9|7|8 → 8|14|20|14[/p][p] * Cooldown 3s → 3.5s[/p][p]* **Mind's Eye Combo:**[/p][p] * Cost 21 → 14[/p][p] * Move Damage 30|30|30|30 → 26|26|26|26[/p][p] * Sturdiness Damage 27|27|27|27 → 23|23|23|23[/p][p]* **Flying Circle Slash:**[/p][p] * Cost 16 → 10[/p][p]**Assassin:**[/p][p]* **Downward Smash:**[/p][p] * Move Damage 12 → 15[/p][p] * Stamina Cost 16 → 19[/p][p] * Sturdiness Damage 9 → 11[/p][p]* **Uppercut:**[/p][p] * Move Damage 15 → 20[/p][p] * Stamina Cost 19 → 22[/p][p] * Sturdiness Damage 12 → 13[/p][p]* **Rushing Sweep:**[/p][p] * Move Damage 20 → 24[/p][p] * Stamina Cost 24 → 27[/p][p] * Sturdiness Damage 15 → 16[/p][p]* **Low Triple Strike:**[/p][p] * Move Damage 15|15|8 → 18|18|9[/p][p] * Stamina Cost 48 → 52[/p][p] * Sturdiness Damage 8|8|15 → 8|8|16[/p][p]* **Gale Dash:**[/p][p] * Cost 6 → 8[/p][p] * Move Damage 12|14|14|34|13|13 → 13|16|16|38|15|15[/p][p] * Stamina Cost 86 → 90[/p][p]* **Multi-Flurry:**[/p][p] * Move Damage 13|20|10|10|14 → 16|24|12|12|16[/p][p] * Stamina Cost 65 → 75[/p][p] * Sturdiness Damage 8|12|6|6|8 → 9|14|7|7|9[/p][p]* **High Strong Kick:**[/p][p] * Move Damage 26 → 35[/p][p] * Stamina Cost 43 → 45[/p][p] * Sturdiness Damage 27 → 29[/p][p]* **Step Thrust:**[/p][p] * Move Damage 21 → 26[/p][p] * Stamina Cost 26 → 30[/p][p] * Sturdiness Damage 16 → 18[/p][p]* **Spin Kick Combo:**[/p][p] * Cost 9 → 8[/p][p]* **Swift Shadow Combo:**[/p][p] * Cost 5 → 6[/p][p] * Move Damage 24|36|12 → 18|18|24[/p][p] * Sturdiness Damage 10|15|6 → 8|8|10[/p][p] * Cooldown 0.5s → 1.2s[/p][p]**Bug Fixes:**[/p][p]* Fixed an incorrect Super Armor type during the second action of **Decapitating Combo**.[/p][p]* Fixed an error where **Giant's Boots** could clear buffs multiple times.[/p]

0.1.1.6 update

[p][/p]
  1. [p]Fix the issue where the counter - attack actions of samurai and assassins may be interrupted by the opponent's moves.[/p]
  2. [p]Fix the inconsistency between the duration of the move's super - armor frames and the animation.[/p]
  3. [p]Fix the incorrect timing for the samurai's triple slash to connect to the next move.[/p]
  4. [p]Fix the abnormal display when the combo count reaches two digits.[/p]
  5. [p]Fix the incorrect preview display issue of the knight's decapitation continuous slashes.[/p]
  6. [p]Fix the incorrect price configuration of the Dark Moon Emblem.[/p]
  7. [p]Fix the issue with the small shield item's effect.[/p]
  8. [p]Fix the incorrect description of the Stone Scale Barrier's effect.[/p]
  9. [p]Fix the incorrect value of the additional counter - attack damage of the Reckless Shield.[/p]
  10. [p]Fix the ineffective damage - increasing effect of the Candle Flame.[/p]
  11. [p]Fix the missing health - restoring effect of the Rally Potion.[/p]
  12. [p]Temporarily removed the character's special action related to openings.[/p]
  13. [p]Reduce the probability of the game crashing due to unknown reasons.[/p]

0.1.1.5 update

Dear warriors! We've received a lot of new feedback recently. Thank you again! The game is still in the process of continuously adding new items and making adjustments, so it's inevitable that there will be some balance and numerical issues. This is a long - term process that requires your help. We'll continue to collect your suggestions and opinions. Feel free to share your thoughts and complaints!

1. Game Mechanism Adjustments
Post - Hit Blocking Time: Reduce the time available to block after being hit from 2 seconds to 1.75 seconds.
Counter - Attack Value Acquisition Efficiency: Decrease the efficiency of all characters' counter - attack value acquisition while blocking.
Counter - Attack Value Decrease Speed: Lower the speed at which all characters' counter - attack values decrease.
Posture - Break Skill Damage: When a posture - break skill hits an enemy with super armor, increase the posture damage from 2 times to 3 times.
2. Item Adjustments
Frozen Ice Block: Reduce the attached Ice elemental anomaly value from 35% to 30% of the base damage.
Red Pearl: Decrease the attached Fire elemental anomaly value from 90% to 50% of the base damage.
Flame Circlet: Lower the attached Fire elemental anomaly value from 35% to 30% of the base damage.
Icy Core: Reduce the attached Ice elemental anomaly value from 100% to 60% of the base damage.
Burning Embers: Decrease the attached Fire elemental anomaly value from 100% to 60% of the base damage.
Frozen Metal: Lower the attached Ice elemental anomaly value from 90% to 50% of the base damage.
Lightning - Attracting Spike: Reduce the attached Thunder elemental anomaly value from 35% to 30% of the base damage.
Grounding Boots: Decrease the attached Thunder elemental anomaly value from 100% to 50% of the base damage.
Cloud - Splitting Needle: Lower the attached Thunder elemental anomaly value from 65% to 40% of the base damage.
Fire Rune Fragment: Reduce the attached Fire elemental anomaly value from 24% to 8% of the base damage.
Fire Rune: Decrease the attached Fire elemental anomaly value from 35% to 12% of the base damage.
Small Ice Rune: Lower the attached Ice elemental anomaly value from 30% to 10% of the base damage.
Ice Rune: Reduce the attached Fire elemental anomaly value from 35% to 12% of the base damage.
Small Thunder Rune: Decrease the attached Thunder elemental anomaly value from 30% to 10% of the base damage.
Thunder Rune: Lower the attached Thunder elemental anomaly value from 35% to 12% of the base damage.
Lion Shield: Decrease the damage increase from 40% to 15%.
Dark Moon Emblem: Change the price from 7 gold coins to 4 gold coins.
3. Bug Fixes
Counter - Attack Value Accumulation: Fix the issue where some skills do not accumulate counter - attack values.
Small Shield Fortitude Addition: Fix the problem where the small shield fails to add fortitude.
Anatomical Manuscript Critical Hit: Fix the issue where a critical hit with the Anatomical Manuscript does not add bleeding.
Decapitation Combo Description: Fix the inconsistent description of the Decapitation Combo effect.