Journey to Ascension
Posted April 13, 2026. Updated April 13, 2026. Played 15786 times for a total of 29029 hours.
description
Journey to Ascension is an active looping incremental.
The game's inspired by Prismatic Adventure and to some extent Increlution. If you like loopers and/or active incrementals, it might be the game for you. If you played either of those games but thought they were overly grindy, you might like Journey to Ascension more.
It includes no idling; the longest waits are maybe half a minute long. The full game generally takes between 10 and 25 hours to complete.
The game is done; both having a full narrative arch, and has been balanced to my satisfaction. I'm unlikely to do any more updates to it now that it is done, other than bug fixes if needed.













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developer response: As I want the game to be essentially entirely active, that's not going to happen, no. Since then it'd be a valid strategy to just leave it automated for an hour instead of figuring out how to best progress.
@ignDevi: One of those differences is that there is WAY less micromanagement of consumables in this game. If you're 100 loops in and still needing to micromanage items, I'd go out on a limb and say you're doing something very wrong. I've completed the game on itch.io, and only at very, very rare points when I was trying to push further than I probably should have did I ever have to do anything more complicated that "one run use no consumables, one run auto-use consumables". Bosses are usually something that you come back to when you're a little stronger, though girlvomit's point about many of them being a one-and-done to grab a perk is also a fair point. You also missed that one of the rewards for killing a boss is "power", which makes your combat speed faster across runs.
I'm wondering if one of the problems you're having is related to this statement: "having to completely disable item automation to save them for the right moment is stupidly annoying". That... shouldn't be the case. You mentioned Scroll of Haste, which is an artifact and isn't consumed by item automation. There are a total of four artifacts through the game, and those you hold until they're pertinent. As for "save them for the right moment"? The bonuses from consumables last the entire run that you use them. You should generally either be consuming everything as soon as you get it, or consuming nothing the entire run if you're collecting consumables for a push. If you are holding onto a consumable with a bonus until you "need" it, then you have wasted a bunch of energy prior to that point.
for example for the goblin warlord just defeating him once & then doing "save the village" once to grab the perk is all you really need to do, you can ignore both of those actions afterwards in every run until you become strong enough that fighting the goblin only takes like 1-2 energy and you can afford to include that bossfight in each of your runs to farm a little bit of extra power
i also don't bother micromanaging item use either, i've been coasting along just fine by doing 1-2 loops with auto-item off, then turning it on for the next run & using everything all at once
developer response: An unlock in the Z20 prestige does change that behavior, since at that point beating bosses on the first reset is feasible. In retrospect though, I probably should have also made it an option. If I end up doing further changes to the game I'll definitely consider it.