• Home
  • Games
  • Guides
  • News
  • Reviews
  • Quests
  • Mystery Box
  • Lists
Xbox Game Pass just got the best Vampire Survivors clone in years
4 sections0%
  1. Home
  2. News
  3. Vampire Survivors
  4. Ascend to Zero Is the Vampire Survivors Clone Game Pass Needed

Ascend to Zero Is the Vampire Survivors Clone Game Pass Needed

Ascend to Zero launched July 13 on Xbox Game Pass, blending Vampire Survivors auto-combat with Hades-style depth and a wild time-stopping mechanic.

Eliza Crichton-Stuart

Eliza Crichton-Stuart

โ€ข

Updated Jul 18, 2026

Xbox Game Pass just got the best Vampire Survivors clone in years

You start every run with 30 seconds on the clock. That is the entire premise of Ascend to Zero, the new isometric roguelike from Flyway Games and Krafton that quietly landed on Xbox Game Pass on July 13 and has been eating time ever since.

For fans of Vampire Survivors, the auto-attacking, number-exploding chaos that redefined the genre, this one lands differently. It borrows the core loop of automatic weapons and escalating enemy waves, then layers in a time-manipulation mechanic that makes every run feel more deliberate than the usual "walk around and watch numbers fly" formula.

How the 30-second clock actually works

Your character can stop time indefinitely. When you resume it, the damage you deal to nearby enemies converts into extra seconds. So that initial half-minute is really just a starting budget, and skilled play stretches it out run after run. The explicit goal is to keep that clock alive long enough to clear a biome, which in the first zone means hitting level 20,000. Yes, 20,000.

Here's the thing: those numbers are not as absurd in practice as they sound on paper. You leap from level 1 to 20 after a handful of kills, then to 70, then 140, then into the hundreds and thousands within a single run. The scaling is theatrical by design. What most players miss on first contact is that the level numbers are essentially a progress bar dressed up as a stat, and the real depth lives in the systems underneath.

Four currencies, one chaotic loop

Ascend to Zero throws multiple currency types at you almost immediately after the opening cutscenes. One funds weapons and armor purchases. A second unlocks playable avatars, each with a distinct special ability. A third upgrades those avatars separately. The fourth is tied to your highest run level and feeds back into starting conditions for future attempts, letting you begin runs at higher levels and earn XP faster.

The feedback loop that fourth currency creates is exactly the kind of roguelike escalation that keeps sessions going well past any reasonable stopping point.

tip
Weapons in Ascend to Zero fall into two categories: run-specific pickups that disappear when the run ends, and permanent inventory pieces you carry between sessions. Managing which weapons become permanent is a meaningful long-term decision.

The combat itself stays approachable. Pick a randomized weapon at run start, and it handles attacking automatically. Ranged options fire from a distance; melee weapons hit harder but require enemies to close in. Armor, accessories, and gadgets slot in and out of your loadout to adjust your core stats. The stop-time mechanic adds the active layer that separates it from a straight Vampire Survivors clone.

The inspirations are obvious and the execution is its own thing

The cyberpunk visual design and the stop-go tactical combat pull hard from Supergiant's catalog, particularly Transistor from 2014. The apocalyptic story setup, where interdimensional plant-demon hybrids emerge from portals and your character gets shoved into a time machine by sacrificial colleagues, echoes the brain-punk energy of Bandai Namco's Scarlet Nexus. None of this feels like copying. It feels like a developer that played a lot of good games and synthesized them into something coherent.

The key here is that the time-stop mechanic gives players a moment of agency that pure auto-battlers never offer. You are not just a character who walks into enemy clusters. You choose when to resume time, which shapes how damage lands and which enemies you prioritize.

What Game Pass subscribers are getting right now

Ascend to Zero is available on Xbox Series X and Windows PC, and it is included in Game Pass at launch with no additional cost. For subscribers who have been waiting for the next roguelike to fill the post-Hades II gap, the timing is solid.

The game is dense at first contact. The currency systems take a few runs to internalize, and the level numbers will look absurd until the logic behind them clicks. But the core loop is immediately legible to anyone who has spent time with Vampire Survivors or similar auto-battlers.

Pro tip: do not try to understand all four currencies in your first session. Focus on the combat and the time-stop mechanic, let the numbers wash over you, and the meta-progression will start making sense by run three or four.

For players who want to go deeper into the auto-battler genre or brush up on the game that started the modern wave, the Vampire Survivors strategy guides at GAMES.GG cover builds, unlocks, and progression in detail.

Eliza Crichton-Stuart author avatar

Eliza Crichton-Stuart

Head of Operations

Announcements

updated

July 18th 2026

posted

July 18th 2026

Related News

View All
Fortnite's The Dane Sidekick Is Free for Every Player Right Now image
a day agoโ€ข3 mins read

Fortnite's The Dane Sidekick Is Free for Every Player Right Now

Epic Games is handing out The Dane, a Great Dane sidekick, free to all Fortnite players via the v41.20 update. No Battle Pass or quests required.

Announcements
Roblox Clones of Meccha Chameleon Are Beating the Original on Player Count image
a day agoโ€ข4 mins read

Roblox Clones of Meccha Chameleon Are Beating the Original on Player Count

Free Roblox copies of Meccha Chameleon are pulling 150,000 to 200,000+ daily active users, outpacing the Steam original which now sits around 55,000 concurrent players.

Reports
EA Exec Says In-Game Advertising Is a Huge Opportunity for Devs image
a day agoโ€ข4 mins read

EA Exec Says In-Game Advertising Is a Huge Opportunity for Devs

EA's VP of advertising says developers should design in-game ads during production, not after, pointing to free-to-play titles like Skate as the ideal testing ground.

Announcements
No, Modern Warfare 4's Gunny loadout assistant isn't a chatbot, but its  developer is using AI elsewhere
4 minutes agoโ€ข4 mins read

MW4's Gunny Isn't a Chatbot, But Infinity Ward Is Using AI

Infinity Ward has confirmed that Gunny, the loadout assistant in Modern Warfare 4, is handcrafted by developers, not an AI chatbot. But the studio openly uses AI in other parts of development.

Announcements
Fallout 3
5 minutes agoโ€ข4 mins read

Bethesda confirms Fallout 3 and New Vegas remasters, Obsidian collab, and Fallout 5 pre-production

Bethesda has officially confirmed remasters of Fallout 3 and Fallout: New Vegas, a new Obsidian-developed Fallout project, and that Fallout 5 is now in pre-production.

Announcements
Magic: The Gathering Kamigawa: Titanbreach Worldbuilding Trailer
5 hours agoโ€ข3 mins read

Magic: The Gathering Kamigawa: Titanbreach Worldbuilding Trailer

Wizards of the Coast drops a worldbuilding trailer for Magic: The Gathering โ€“ Kamigawa: Titanbreach, teasing a massive incursion set to shake up the beloved plane ahead of its June 4, 2027 release.

Announcements