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Ascend to ZERO Blends Roguelike, Time Stop, and RPG Elements Harmoniously

TL;DR (2-3 Sentence Summary)
A unique Korean indie game announced its release date during the Xbox Partner Preview in March. This is 'Ascend to ZERO,' a time-manipulation action roguelike game from Flyway Games, a subsidiary of Krafton. It will be officially released on July 13th for PC and Xbox Series X/S, and it has also been included in Xbox Game Pass Day One.
▲ Ascend to ZERO Key Art (Image Source: Flyway Games)

A rather unique-looking domestic indie title announced its release date during the Xbox Partner Preview this past March. That game is 'Ascend to ZERO,' a time-manipulation action roguelike from Flyway Games, a subsidiary of Krafton. It's slated for a full release on PC and Xbox Series X/S on July 13th and will also be available on Xbox Game Pass on day one. Flyway Games prides itself on showcasing unique gameplay elements that its development team has personally discovered. This strength has primarily manifested in action roguelike titles such as 'Trinity Survivors' and 'Commander Quest,' a formula that's carried over into their new roguelike, Ascend to ZERO.

Ascend to ZERO is set against the backdrop of a Earth devastated by an alien invasion. Players take on the role of humanity's last survivor, tasked with travelling back in time to rescue scattered comrades and restore the world to its former state. The game centres around a core mechanic of a strict 30-second time limit and a unique system to halt it. Players engage enemies via an auto-battle system and confront powerful bosses at each stage. Using the time-stopping ability freezes everything except the player. While direct attacks on enemies are impossible during this period, it allows for strategic manoeuvres such as safely collecting experience orbs and preemptively positioning for counter-attacks.

The game also incorporates RPG elements, with a focus on diverse equipment combinations and character progression. Upon game over, collected currency and weapons are retained. Players can choose and enhance one of six avatars to adjust their stats, and even alter combat styles by utilising skill chips obtained from defeating enemies. This allows for new strategies, such as sacrificing time-control abilities for overwhelming mobility or increasing attack power at the cost of a rapidly decreasing timer.

In essence, Ascend to ZERO is a confluence of various distinct elements: time manipulation, RPG mechanics, roguelike structure, and voxel graphics. The pertinent question, then, is how these complex components are harmoniously integrated. GameMeca had the opportunity to sit down with Tae-wook Heo, the PD for Ascend to ZERO, at Flyway Games' headquarters on the 13th to delve into the unique concept, combat features, and the synergy between the various systems.

▲ Ascend to ZERO Release Date Reveal Trailer (Video Source: Flyway Games Official YouTube Channel)

Q. Could you please provide a brief introduction to the game 'Ascend to ZERO'?

Ascend to ZERO is an action roguelike game that centres around time as its core theme. The world has already been destroyed, and the protagonist travels back to the past via a time machine to restore it to its normal state. Since players must clear stages under significant constraints within a limited time, the game features the powerful ability to stop time. Players navigate challenges by freely toggling time-stop on and off within the time limit.

Q. How did you conceive the world setting where the world is set to be destroyed in 30 seconds?

I drew inspiration from a game called 'Hero 30'. The difference from Hero 30 is that the time limit to save a world that has already been destroyed is 30 seconds. In the early prototype of Ascend to ZERO, the protagonist was living a life with a limited time left. However, with the shift to an SF world setting, the concept of time travel between the past and future was added, and the duration of stay in the past was fixed at 30 seconds. The reason for the difficulty in staying for more than 30 seconds is that, within the game's lore, time travel itself is an action with significant limitations.

영재고를 나와 카이스트에 입학해 석사까지 마쳤지만, 게임을 사랑해 열심히 어센드투제로를 개발 중인 허태욱 PD (사진: 게임메카 촬영)
▲ PD Tae-wook Heo, who graduated from a science high school, entered KAIST, and completed his master's degree, is developing Ascend to ZERO with a dream (Photo: GameMeca)

Q. While dash and auto-attack are typical of action roguelikes, time-stopping is added. We're curious about the rationale behind the combat design.

I played 'Vampire Survivors,' a previous roguelike game. When surrounded by enemies and unable to do anything, I had the thought of stopping time, repositioning, and reassessing. Real-time action games prioritise manipulation skills and quick decision-making, but by adding time-stopping, we've enhanced the strategic depth. Time-stopping acts as a way to segment time, similar to turn-based combat, allowing players to consider repositioning or evaluating the situation.

However, for the sake of balance, attacking during time-stop was prevented from the initial concept because the ability itself is quite powerful. Instead, we designed it so that avatar skills are activated upon releasing time-stop. Each avatar has diverse abilities, such as attacking nearby enemies up close or attacking over a wide area with adjusted range. This forces strategic choices: whether to attack enemies from a safe position or to evade.

Q. Enemy levels gradually increase, but areas aren't blocked off, allowing players to stop time and freely explore further. What's the reason behind this design for free progression?

I took some inspiration from the mobile indie game 'Inflation RPG'. We wanted to provide the strategic fun of assigning levels to each enemy and planning routes based on that. Within a limited number of battles, players can decide which level of enemy to fight, choosing between efficiently levelling up or taking risks for higher rewards. We particularly encourage players to gauge their own strength against the enemies' and challenge higher-level foes.

▲ You must save the world within 30 seconds (Image Source: Steam Store Page)

▲ Defeat enemies and level up (Image Source: Steam Store Page)

Q. The character sprites and designs are dot-graphical with a subculture aesthetic, while the in-game combat and maps use voxel graphics. Could you tell us about the chosen background for this?

It wasn't originally voxel graphics; it was heavily influenced by the art director. We didn't have an art director initially and were in the process of finding one when we enlisted an art director from Krafton's Challengers Lab. They were skilled at implementing voxel art beautifully and were highly productive due to their speed. It fit the game well, so we adopted that style. It also aligned with the indie game aesthetic, allowing the sensibilities of pixel art to be extended into 3D. Furthermore, voxel art makes it difficult to express tall characters, so we opted for characters with large heads, essentially 2-head-tall.

Q. Compared to other roguelikes, the 'growth' elements of RPGs, such as equipment enhancement and farming, are prominent. What's the reason behind this design?

Ascend to ZERO has a significant number of growth elements for a roguelike. While there are many avenues for progression like avatars, gadgets, and skills, the core lies in items. Players can farm and enhance weapons, devices, and armour, or reset their options, with set items also available.

Ascend to ZERO is a game where players strategically determine and adjust 'how far they can go'. We've designed a loop where players venture further to acquire better items and defeat higher-level enemies. We also aimed to capture the enjoyment of acquiring items, drawing inspiration from ARPGs like 'Diablo'. A system is also being prepared to convert non-permanent items obtained in-game into permanently usable ones.

▲ Mysterious voxel graphics are captivating (Image Source: Steam Store Page)

▲ Hub area, preparing for combat (Image Source: Steam Store Page)

Q. You've linked the skills used after time-stopping to the character's appearance, the 'avatar'. What are the available avatars, and what are their skills and appearances?

At launch, there will be six avatars implemented, with the possibility of more being added later. The protagonist's basic form has a suit-like design and handles a cube imbued with the power of time. You can think of the avatars as parallel world versions of the protagonist. There's the 'Golden Gunner' with a golden appearance wielding dual pistols, the 'Sakura Warrior' with a pink aesthetic performing iaijutsu, and the 'Wind God's Spear Master' with a green look and a Chinese wuxia feel. Additionally, a pirate using a cannon and a hacker with purple tones controlling drones will appear. Each avatar has a suitable weapon, and specific weapons come with passive effects like increased attack speed or range.

Q. If there were 'deck-building' elements in the overall game design, which aspects would they be?

Due to the nature of roguelike games, we aimed to provide a different build and experience each time. For instance, builds utilising slow but multi-hitting projectiles, or builds that unleash a barrage of projectiles, can emerge each playthrough, altering the strategy accordingly. Furthermore, the process of deciding which skill to use during time-stop can be likened to deck-building. We've created a structure where the strategy changes with each playthrough, blending real-time and turn-based elements.

독특한 외형의 '아바타' (사진출처: 스팀 상점 페이지)
▲ 'Avatars' with unique appearances (Image Source: Steam Store Page)

Q. What are the differentiating factors of Ascend to ZERO compared to other action roguelike games?

It's the harmony of various elements. There are many emphasised aspects, such as time constraints, progression, and deck-building systems. It was crucial to ensure these systems didn't clash but rather interlocked. For example, roguelikes and RPGs clearly have aspects that don't align. Roguelikes should offer a different experience each run, and a poorly crafted strategy might lead to failure. RPGs, on the other hand, are about accumulation. Harmoniously integrating these conflicting elements is Ascend to ZERO's strength.

We aimed for a difficulty level that would be familiar to a wide range of players. Of course, it won't be easy for everyone. While it was quite challenging in the early stages, we've now made it more accessible to a broader audience. This is complemented by the RPG progression system. When facing a difficult boss, players can also consider the alternative of progression.

Q. What were the key considerations in the overall design and visual style of the bosses?

We felt they needed to be visually imposing and considered thematic consistency. For instance, a desert stage should feature a boss related to the desert. We also designed them to provide a dramatic sense of accomplishment upon defeat. To offer an interesting challenge to players wielding the powerful time-stop ability, we configured them with heavy and slow attack patterns. We judged that their immense size and deliberate patterns would create an engaging experience when combined with the time-stop mechanic.


▲ Growth systems such as gadget and weapon enhancement (Image Source: Steam Store Page)

Q. At the time of release, what is the approximate stage count and overall playtime?

There are a total of four chapters and end-game content. Themes include the Time Research Lab, Desert Zone, and Underground Waterway. On normal difficulty, clearing the main content is estimated to take around 13 hours. Engaging with the end-game content could extend playtime to 30 hours, and aiming for full completion, including all item collection and achievements, targets over 50 hours. The end-game features a hard mode where enemies become stronger, penalties are introduced, and strategies must adapt as the difficulty escalates.

Q. The release is scheduled for July 13th. Do you have any post-release update plans or a development roadmap?

We plan to conduct continuous updates based on user feedback post-launch. The updates will focus on two main areas: consistently improving any shortcomings and adding content that enhances the core fun of action and strategy. While DLC hasn't been concretised, we are internally considering new playable characters or modes that could fundamentally alter the overall gameplay experience.

Q. Lastly, could you offer a final message to the users who have been eagerly awaiting the game?

We believe that games exist because of their players. We are truly grateful to everyone who has been waiting. We will put in a great deal of effort to refine the game based on your feedback and deliver a high-quality product.

▲ Flyway Games PD Tae-wook Heo (Photo: GameMeca)
This news was translated by AI.