Signature Weapons
16 survivors each wield a unique signature weapon with its own mechanics, upgrade lines, and playstyle from the first second of a run.
Survive the ash. Outrun the horde.
A 2D top-down horde survivor where each run starts with a unique signature weapon, a chosen run aura, and room to grow through XP, evolutions, shrines, and meta progression between deaths.
From survivor selection to extracting gold — the core loop of every Ashrun run.
Pick one of 16 playable survivors in the Game Hub, each with unique stat modifiers and a signature weapon.
Select one of eight auras on Character > Auras — a persistent area effect independent of your survivor.
Configure Ash Level, Run Speed, Run Mutators, relics, and map on the Fight screen, then launch your run.
Your signature weapon auto-attacks from hotbar slot 1 while you move, dash, and survive the growing horde.
Kill enemies for XP orbs, level up, and pick upgrades for your survivor, signature weapon, and standard weapons.
At level 10 and 20, choose two of Bow, Magic Staff, and Throwing Swords to fill out your three-weapon loadout.
Mid-run evolution cards specialize each standard weapon into one of three permanent paths for that run.
Timed elite and boss waves escalate pressure. Optional shrines trade risk for power; map events grant gold and XP.
Push higher Ash Levels and stack Run Mutators on the Fight screen for tougher runs and bonus gold rewards.
Extract at a Depth Gate to bank everything, or die and spend earned gold on Training, Relics, and Weapon Mastery.
Signature weapons, auras, meta progression, and optional challenge layers stack into deep replayability.
16 survivors each wield a unique signature weapon with its own mechanics, upgrade lines, and playstyle from the first second of a run.
Unlock Bow, Magic Staff, and Throwing Swords at levels 10 and 20 — choose two of three standard weapons to complete your build.
Nine evolution paths transform your standard weapons mid-run into specialized forms like Ashpiercer Bow, Storm Staff, or Iron Tempest.
Pick one of eight persistent area auras before each run — from gravity rings and tidal control to risk/reward Blood Moon pacts.
Training tracks, relics, weapon mastery, character XP, and a four-branch skill tree carry power between runs.
Fifty optional difficulty tiers stack escalating pressure and reward. Clear tiers by surviving 10 minutes and slaying trial bosses.
Stack 14 optional mutators for extra run gold — from faster hordes and fragile hero debuffs to economy and progression twists.
Extract safely or descend deeper with stacking curses for higher gold and XP — a risk-reward checkpoint on Ash Level 1+ runs.
Optional shrine bargains and six map-event objective types add risky buffs or combat challenges for gold and XP.
234 in-game achievements and detailed lifetime statistics track survival, combat, meta progress, and run history.
16 playable survivors — each with unique stat modifiers and a signature weapon.
The Ashrunner
AllrounderA balanced ashlands survivor who favors steady pressure and reliable survivability.
The Ironhide
TankA heavily armored frontliner who trades mobility for staying power.
The Shadow Rider
MobilityA swift dasher who covers ground fast at the cost of raw health.
The Falcon Eye
CriticalA precision striker who builds around devastating critical hits.
The Soul Collector
XP / PickupA scavenger who grows faster by gathering more ash and experience.
The Oathbreaker
Elite / BossA hunter specialized in tearing down elite threats and bosses.
The Glass Cannon
Maximum DamageA fragile assassin who trades survivability for devastating early damage.
The Bloodbound
Healing / HPA defensive survivor who gains more from hearts and extra max health.
The Storm Hunter
Attack SpeedA fast striker who attacks with all weapons more quickly at the cost of crit power.
The Gambler Knight
Upgrade ControlA build curator who starts with extra rerolls and banishes but less max health.
The Magnetar
Comfort / ResourcesA slow collector who gathers XP and pickups from much farther away.
The Last Ember
Low-HP BerserkerA dying spark who becomes deadlier as health falls below the danger line.
The Dash Hunter
Dash / BurstA blade dancer who chains dashes into short burst damage windows.
The Ash Arrow
Bow SpecialistA ranger who empowers the bow while weakening staff and sword damage.
The Stormcaller
Staff SpecialistA caster who accelerates staff spells and starts with an extra chain jump.
The Blade Dancer
Sword SpecialistA duelist who begins with an extra throwing sword and faster blade attacks.
16 signature weapons, 3 standard options, and 9 evolution paths per run.
Kael
Melee slashes and movement charge a stride meter; dashing fills it instantly. At full charge, also fires a piercing ash wave in attack direction.
Style: Melee slash with limited target count
Mechanic: Stride charge fills from movement and slashes; full charge fires a piercing ash wave
Brakka
Shield slams deal radial damage; mitigated damage taken is stored for the next slam. Knocks back and stuns normals; slows elites and bosses.
Style: Radial shield slam with target cap
Mechanic: Retaliation stores mitigated damage for the next slam
Nyra
Returning daggers hit on the way out and back. Dashing leaves a shadow echo; the next volley also fires from it; hits from both cause bleed.
Style: Multi-target dagger volley
Mechanic: Shadow echo after dash; dual-hit bleed window
Veyra
Piercing precision bolts with an expanded hitbox. Periodically marks a priority target; the first bolt hit on it consumes the mark.
Style: Piercing precision bolt
Mechanic: Exposed Weakness marks priority targets on interval
Elyra
Homing soul bolts; nearby kills grant charges for bonus bolts. At full charge, Soul Release discharges area damage and briefly pulls XP.
Style: Homing soul bolts on spread targets
Mechanic: Soul Harvest charges and Soul Release area discharge
Garran
Twin piercing harpoons mark foes on each hit, stacking hunt bonuses. Pulls normal enemies toward Garran; elites less strongly, bosses not at all.
Style: Dual spread bolts with pierce
Mechanic: Hunt Mark stacks damage; pull by enemy type
Sable
Blade volleys spawn splinters on every hit; crits trigger extra cascades. Critical splinters can fracture again into second-generation shards.
Style: Multi-blade volley without pierce
Mechanic: Guaranteed splinters; cascade fracture on crits
Mira
Piercing needles build blood reserve from hits, more from elites and bosses. Spending reserve triggers area bursts; full reserve heals or shields.
Style: Piercing needle with target cap
Mechanic: Blood Reserve bursts and full-discharge heal or shield
Torven
Throwing knives pierce and stack static charge on hit. At threshold, overload discharges area lightning and chains to nearby foes.
Style: Multi-knife volley with pierce
Mechanic: Static Charge stacks trigger overload lightning
Rook
Each volley rolls one through six for different effects: bounces, pierce lines, explosions, or guaranteed crits. Repeated low rolls force a better roll soon.
Style: Fortune dice volley
Mechanic: Roll 1–6 per volley with bad-luck pity
Orin
Two of three attacks pull foes inward with magnetic pulses; every third is a repulsion volley with knockback. Pickups and elite hits charge scrap for stronger repulsion.
Style: Alternating attraction pulses and repulsion volleys
Mechanic: Polarity cycle and scrap-charged repulsion
Cinder
Arc slashes apply burn and deal more damage the lower Cinder's health. While below threshold, burning enemies explode on death.
Style: Arc slash with target cap
Mechanic: Final Flare missing-HP scaling; burn death bursts
Fenra
Boomerang blades hit outbound and on return. After dashing, the next volley pierces along your dash path; double hits cause rupture damage.
Style: Returning boomerang blades
Mechanic: Storm Trail dash-line pierce; Rupture on double hit
Aren
Piercing arrows leave ash trails that tick damage and slow. Enemies standing in a trail take bonus area damage on direct hit.
Style: Piercing arrow spread
Mechanic: Ash Wake ground trails and Ash Cloud bonus hits
Vaela
Homing bolts plant conductors that pulse area damage at intervals. Nearby conductors visually link; links deal no extra damage.
Style: Homing conductor bolts
Mechanic: Conductor pulses and Storm Network visual links
Korr
Returning swords seek spread targets; landing every sword builds rhythm stacks. Stacks add more swords and faster attacks on the next volley.
Style: Multi-sword returning volley
Mechanic: Blade Rhythm stacks reward full volley success
Choose your first standard weapon at level 10 and your second at level 20 — two of these three per run. Weapons auto-target enemies.
Fires at the nearest enemy in range. Arrows fire in bursts and ricochet to another nearby enemy.
Chains lightning between nearby enemies from the first target. More chain jumps hit more targets per cast.
Fires a cone volley toward the nearest enemy. More swords widen the volley coverage.
Bow
Marks foes for bonus damage from all weapons.
Bow
+damage and +crit vs elites and bosses.
Bow
First hit per arrow triggers an ember burst.
Staff
Repeated staff hits on a foe trigger a lightning burst.
Staff
Cast faster. Multi-hit chains speed the next cast.
Staff
Longer chains. Final hit deals bonus damage.
Swords
Volleys pulse damage around you.
Swords
Hits apply Bleed over time.
Swords
After dash, your next volley fires behind you.
Choose one of 8 persistent area auras before each run — independent of your survivor.
Gravity Ring
The outer edge of your aura strongly slows enemies that linger in the danger band, while the center stays calm.
Breathing Tide
Your aura pulls enemies inward for several seconds, then releases a forceful push pulse.
Linked Horde
Nearby enemies are tethered together. Damage to one linked foe echoes to its partner.
Soul Chorus
Deaths inside your aura gather souls. Enough souls trigger a radial damage burst.
Status Spread
When a marked enemy dies inside your aura, a weakened status jumps to a nearby foe.
Borrowed Tempo
Dense hordes charge your aura. At full charge you gain attack speed while nearby enemies slow down.
Crimson Pact
Enemies inside the aura take more damage and deal more contact damage in return.
Standing Ground
Standing still gradually strengthens your aura radius and pulse power. At full charge it releases periodic damage pulses.
Horde archetypes escalate into elites and bosses — timed waves that test your build.
Elites are empowered variants of horde archetypes: Champion (from Normal), Pouncer (from Fast), and Bulwark (from Tank). They appear in timed waves after the elite unlock time.
Standard horde enemies that press toward you with baseline speed and contact damage.
Quicker but weaker horde enemies that close distance faster than normals.
Slow, tough horde enemies worth more XP and harder to burst down.
Keeps distance and shoots projectiles at you instead of only chasing.
Splits into smaller enemies on death, multiplying the horde.
Buffs nearby enemies with speed and HP while alive; priority target in dense packs.
Telegraphs a red warning circle, then calls down a meteor strike. Up to five can be alive at once; unlocks mid-run.
Boss-wave enemies that spawn in a ring around you and drop magnets, hearts, and a large XP burst.
Optional shrine bargains and 6 map-event objective types add risky buffs or combat challenges for gold and XP.
Six shrine types with 30 total bargain options — trade risk for power mid-run.
The ash remembers every coin never spent.
Power drawn from pain and sacrifice.
Lightning answers those who dare channel it.
Steel hungers for a wider arc.
Every arrow finds a crueler path.
The next choice may rewrite your future.
Slay the marked pack of green-tinted enemies.
Seal the rift by slaying its spawn pulses.
Defeat the colossal Mega-Boss.
Slay the guards, then secure the caravan.
Catch the fleeing goblin before it escapes.
Destroy the totems and their guards.
Gold, training, relics, skill points, and achievements carry power between runs.
Weapon damage, crit chance, and elite/boss damage.
Max HP, armor, heart healing, dash invulnerability, and low-HP damage reduction.
Pickup range, XP gain, run gold, dash cooldown, and attack speed.
Extra upgrade rerolls, locks, and banishes per run, plus longer shrine and map event interact range.
20 permanent gold tracks across offense, defense, utility, and quality-of-life stats. Standard tracks reach rank 25; five Legendary tracks (Damage, Crit Chance, Crit Damage, Slayer, Phoenix) reach rank 50.
Equip up to three of 18 relics before each run.
Increases pickup range. At max level, Magnets briefly increase XP gain.
Every few kills grants a temporary damage boost.
Reduces contact damage. At max level, taking damage grants brief armor.
After dashing, gain movement speed for a short time.
Kill streaks grant small run-gold bonuses.
Magnets pull faster. At max level, Magnets grant attack speed.
Critical hits have a small chance to heal the player.
Deal increased damage to elites and bosses.
Gain bonus XP until a target run level is reached.
A portion of armor increases Sword damage.
Staff chains have a chance to jump one additional time.
Bow gains bonus crit chance when firing multiple arrows.
After dashing, the next Sword volley is empowered.
Gain more gold, but enemies deal more contact damage.
Improves upgrade rarity.
Bosses have more HP but grant extra rewards.
Shrines appear more often.
Gain all-damage bonus, but heart healing is reduced.
234 achievements across 14 categories.
Ash Levels, Run Mutators, and Depth Gates let you dial risk and reward every run.
Ash Levels are optional difficulty tiers from 0 to 50, selected on the Fight screen before a run. Higher tiers stack enemy HP, contact damage, spawn pressure, faster elite and boss waves, and fewer hearts on the field. Each Ash Level above 0 grants bonus run gold. Clear a tier by surviving 10 minutes and slaying all trial bosses spawned by that mark.
Stack 14 optional mutators on the Fight screen for bonus run gold.
Enemies move 12% faster.
Enemy HP increased by 20%.
Enemies spawn about 15% more often.
Every elite wave spawns one extra elite.
Elite HP increased by 35%.
Every boss wave spawns one extra boss.
Boss HP increased by 35%.
You start with 25% less max HP.
You move 10% slower.
Dash cooldown increased by 35%.
Natural hearts no longer spawn. Boss heart drops remain.
Magnets appear 50% less often.
Level-ups require 15% more XP.
Level-ups offer one fewer upgrade card.
End your run safely at a Depth Gate and keep all gold earned. Ideal when you want to bank progress without risking a death.
Bank your current gold, pick a Depth Curse, and push deeper for higher gold and XP while enemies grow tougher.
On Ash Level 1+ runs, Depth Gates appear after you survive key milestones and clear the chapter boss. Extract to end the run successfully and keep all gold earned. Descend to bank your current gold, pick one of three Depth Curses, and push deeper for higher gold and XP rewards while enemies grow tougher.
Raises the enemy cap and makes spawns faster.
Enemy HP increases.
Fewer hearts can rest on the field; heart healing is reduced.
XP required per level increases.
Elites gain HP and deal more contact damage.
Bosses move faster and their contact damage ticks faster.
One fewer normal upgrade card on level-up screens.
Fire zones spawn near you dealing max-HP damage per tick; stacks add more zones and larger radius.
Each minute you lose a portion of max HP per stack.
A random standard weapon (Bow, Staff, or Swords) is sealed until the next gate. Signature weapons are never sealed.
Normal enemies grant less XP; elites and bosses grant more XP.
Rerolls cost tokens; upgrade picks skew toward rarer tiers.
7 distinct arena backgrounds — Map choice affects the arena background only. Random picks one of the seven arenas at run start.
The default ash-scorched training ground.
Twisted woodland swallowed by cursed growth.
Open wastes blanketed in drifting embers.
Cracked headstones and forgotten graves under ashfall.
Stained earth where old rites still smolder.
Shattered ruins stretching across the horizon.
Murky bogs where ash mixes with stagnant water.
Pause (ESC) opens the pause menu and is not rebindable. All other gameplay actions listed below can be changed in Settings → Controls.
| Action | Default | Notes |
|---|---|---|
| Move | WASDorArrow keys | — |
| Dash | Space | Short burst while moving; has a cooldown. |
| Open Upgrades | Q | Manual upgrade mode only, when a pick is waiting. |
| Interact | E | Shrines, map events, and Depth Gates when in range. |
| Reroll Upgrades | R | Upgrade modal only. |
| Lock Upgrade | F | Toggle lock mode, then click a card to pin it across rerolls. |
| Banish Upgrade | B | Toggle banish mode, then click a card to remove it from this run's pool. |
| Zoom In | 7(also mouse wheel) | — |
| Zoom Out | 6(also mouse wheel) | — |
| Run Speed Down | 8 | Adjust speed 1× to 5× during active gameplay. |
| Run Speed Up | 9 | Does not change your saved Fight screen default. |
| Pause | ESC | Not rebindable. |
Screenshots and gameplay trailer from Ashrun Survivors.
Gameplay trailer — press play to watch.
Quick answers about weapons, depth gates, persistence, and difficulty options.
Three weapons total: your survivor's signature weapon from the start, plus two standard weapons chosen at level 10 and level 20. You pick two of the three standard options (Bow, Magic Staff, or Throwing Swords) each run.
Signature weapons are unique to each survivor, always active in hotbar slot 1, and cannot be sealed by Depth Curses. Standard weapons are shared across survivors, unlocked mid-run at levels 10 and 20, and can evolve into one of three specialization paths.
Evolution cards appear on the level-up screen once you meet run level, run time, and weapon-upgrade thresholds for that weapon. Each standard weapon can evolve once per run; the pick is permanent for that run and cannot be rerolled into a different path.
On Ash Level 1+ runs, Depth Gates let you Extract to end the run safely with your earned gold, or Descend to bank gold, choose a Depth Curse, and continue for higher rewards. Banked gold is safe; at-risk gold earned since the last gate is partially lost on death.
Meta gold spent on Training, Relics, and Weapon Mastery persists. Character XP, skill points, achievements, statistics, unlocked survivors, and banked gold from Depth Descends carry over. On death you keep all banked gold but only a portion of at-risk gold from after your last gate.
Yes. Movement, dash, interact, upgrade actions, zoom, and run-speed keys can all be rebound in Settings → Controls. ESC pause is fixed and cannot be rebound.
Ash Levels are difficulty tiers (0–50) selected before a run; higher tiers add enemy pressure and bonus run gold. Run Mutators are optional challenge toggles on the Fight screen that stack freely for extra gold via a risk score — separate from Ash Levels.