The Harrowing of Ash

An action roguelike where you play a necromancer. Anything you kill can be raised to fight for you, and elites keep their traits when they come back.

Raise what you kill

You are a necromancer, brought back after a few thousand years to a world where souls no longer go anywhere when something dies.

Fights put thousands of enemies on screen at once. Anything you kill leaves a soul, and anything with a soul can be raised. An elite comes back with every trait it had, so the one that nearly killed you can end up fighting for you.

In the screenshot, red outlines are enemies, blue outlines are your army, and green marks souls.

Three doctrines

You choose a doctrine at the start of each run. It decides what your souls are spent on.

Deathlord

You field fewer minions, and each one is much stronger, your champion most of all.

Horde Master

You field a large army of weaker minions. They die often, and you raise new ones faster than you lose them.

Choirmaster

Raising a kind of minion your army doesn’t have yet is cheap. More of a kind you already have costs extra, and the price goes up with each one.

Knowledge costs souls

Between fights you travel across branching campaign maps. Shrines on the map sell what they know about why the world is rotting. They charge souls, the same souls you need to raise your army.

You can finish the game without ever learning why.