Ascendant
You are summoned by a mysterious figure to The Stygian Abyss, a dangerous dungeon world imperiled by the beast Typhon. To save this world, and yours, you must find your way through the Abyss, uncover lost secrets and overcome many challenges. KEY FEATURES DEEPLY IMMERSIVE WORLD Explore a fully-realized dungeon realm, from the outpost of Marcaul to the depths of the Vault of Nyx. Interact with useful flora and fantastic creatures, while surviving dynamic enemies and a degrading world state. HERO OF YOUR OWN Tailor your skillset with over 75 combat, stealth and magic skills. Craft over a hundred different spells using the runic spell crafting system. LOOMING THREAT Set out on more than 70 quests and numerous Side Bounties that reward you for avoiding detection, going unarmed and more. UNIQUE REWARDS SYSTEM Earn rewards and unlock skills through resourceful, unboxed gameplay and ingenious performance. Solve challenges in unique ways and push yourself to experiment.
Steam User 2
I recommend this only for super-mega fans of old Looking Glass studios games (Thief 1/2, System Shock 1/2, Deus Ex) who can look past some jank. It isn't anywhere near the quality of their classic titles but there is an interesting and (barely) functional game here. Technical problems still exist but this is in a playable state and has some unique mechanics. I get that they were going for "realism" with the physics, but they are quite buggy and you can often take damage or die from things like running into a crate or door with too much momentum, and climbing on stacks of multiple objects usually sends the whole stack careening across the room. The leveling system consists of completing "feats" and/or side-missions which is rather un-intuitive but once I leveled a bit and collected higher-level equipment this all started to click. Overall this feels like an experimental Thief fan-mission collection with a rudimentary RPG system bolted on, it's not great but I've somehow been enjoying it.
Steam User 0
A very nice looking game. But not easy to get into. Clunky GUI. The world feels a bit limited. You can't walk everywhere. Lots of locked doors. If you love to solve smaller puzzles then this game is for you for sure.
Steam User 0
good work, this game is dark and fun with much possibilities of forward, in this kind of games im sure.. i also can recommend other similiar gamein this style into the dark on pc/smart mobile,.
Steam User 0
I enjoyed this game from the first time I started playing it, even with the starting bugs. It has the atmosphere I like in a dungeon game, and things waiting around each corner. It didn't quite remind me of the old Ultima Underworld game, but it is close enough.
Steam User 5
Underworld Ascendant is an ambitious attempt to resurrect the design philosophy of classic immersive simulations, aiming to give players a high degree of freedom within a reactive, system-driven world. Developed by OtherSide Entertainment and published by 505 Games, it draws direct inspiration from the legacy of Ultima Underworld, prioritizing experimentation and player-driven solutions over linear progression. The intent is clear from the outset: this is meant to be a sandbox of possibilities where creativity is rewarded, and where problems can be approached from multiple angles rather than solved in a single prescribed way.
Set within the Stygian Abyss, the game places you in a sprawling underground realm filled with competing factions, hidden secrets, and environmental hazards. Instead of pushing players down a fixed path, it encourages exploration and improvisation. You are given a wide array of tools—melee weapons, ranged attacks, environmental interactions, and a rune-based magic system—and left to figure out how best to use them. This open-ended structure is where the game’s vision shines. There are moments when solutions feel genuinely personal, when you succeed not because you followed instructions, but because you experimented and discovered something on your own.
The magic system, in particular, stands out as one of the more interesting components. By combining runes to create spells, players can craft abilities that suit their preferred playstyle, adding a layer of customization that reinforces the game’s emphasis on freedom. Similarly, environmental interactions allow for creative problem-solving, whether that involves manipulating objects, setting traps, or finding unconventional routes through obstacles. These systems work together to create the kind of emergent gameplay that immersive sims are known for, where the world feels less like a series of scripted events and more like a space to explore and experiment within.
However, this freedom often comes at the cost of clarity. The game provides minimal guidance, which can lead to confusion, especially in its darker, maze-like environments. Objectives are not always clearly communicated, and navigation can become frustrating when visual cues are limited. Instead of feeling like an intentional challenge, this lack of direction can sometimes make progress feel uncertain or arbitrary. The sense of discovery is present, but it is occasionally overshadowed by moments of disorientation.
Combat and general interaction further highlight the gap between ambition and execution. While the game offers multiple approaches to encounters, the mechanics themselves can feel inconsistent. Melee combat lacks weight and responsiveness, and interactions with the environment do not always behave as expected. This inconsistency undermines the otherwise strong design philosophy, as the tools meant to empower creativity do not always function reliably. The result is a system that feels conceptually rich but mechanically uneven.
The narrative is similarly understated, relying heavily on environmental storytelling and scattered pieces of lore. The Abyss is filled with factions and backstory, but much of it is left for the player to piece together. This approach can be rewarding for those who enjoy uncovering hidden details, but it also means that the story lacks a strong, immediate presence. Characters and events often feel distant, making it difficult to form a deep emotional connection to the world.
Technical issues further complicate the experience. At launch, the game was widely criticized for bugs, performance problems, and incomplete features, and while some improvements have been made over time, remnants of those issues persist. Animations can feel rough, systems can behave unpredictably, and the overall presentation lacks the polish needed to fully support its ambitious design. These shortcomings make it difficult for the game to maintain immersion, especially during longer play sessions.
Despite these flaws, there is a clear sense of potential throughout Underworld Ascendant. Its commitment to player agency and systemic interaction is evident, and in its best moments, it captures the spirit of the immersive sim genre. It offers a kind of freedom that is increasingly rare, allowing players to approach challenges in ways that feel organic and unscripted. For those willing to engage with its systems and overlook its rough edges, it can provide a uniquely satisfying experience.
In the end, Underworld Ascendant is a game defined by its ideas rather than its execution. It succeeds in presenting a compelling vision of what an open-ended RPG can be, but struggles to deliver that vision in a consistent and polished way. It stands as both a reminder of the strengths of classic design philosophies and an example of how difficult they are to implement effectively in a modern context.
Rating: 5/10
Steam User 0
I really really like this game, it deserves much more positive reviews.
Steam User 1
Needs more direction on where to go next.