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Japanese voice-over + Damage Meter Update is Live

Astral Ascent 1.1.0 is live!

Let's dive into the details of what is new in this new update!

You can see the complete Patch Notes here
https://store.steampowered.com/news/app/1280930/view/3900744344840803063

[h2]Japanese voice-over[/h2]

We just loved the community calling us an "anime roguelite" (some of the late-game cinematics are really inspired by some animes!) and we decided to make a Japanese voice-over version of all the dialogs. It was a lot of work with the 7800+ dialog lines and 27 voiced characters but we assembled a great team to deal with this task and we are super happy with the result. Each character has so much personality and it is an always renewed joy to discover all the dialogs in a different language. You can listen to some of these new recordings below -

[previewyoutube][/previewyoutube]

You will have a launching screen to choose the voice-over language one time now, we were afraid all this work would go unnoticed if we did not add a specific screen for it.


[h2]Brazilian Portuguese Translation[/h2]

Having members of our team from Brazil, we are very happy to have the game translated in Brazilian Portuguese!


[h2]Small Astral Dragon[/h2]

We pay a very close attention to the community feedback about the game and one of the most requested change is being able to have more control over the builds we are creating. With this in mind, we added a new Zim-Zim upgrade named "Small Astral Dragon". (also works in co-op!)


At first rank you have the choice between 2 Common Auras and at last rank you have the choice between 2 Mythic Auras. Everytime, Auras have 20% to be of an higher rarity level so you can sometimes start with an Astral Aura. Though we did not want to encourage what we consider being an unfun behavior - relaunching the game many times to get a different Aura - we made the game remember which Aura should appear.

We placed this Dragon at the very beginning of the first intro room so you can have an aura before taking the level up statue and have an initial target build to focus on. But do not forget, this is a simple first step into your build, if you started with a poison Aura and only find freeze oriented elements you can switch to it! As Bear Grylls said : Improvise. Adapt. Overcome!

As an addition for easier builds, we have added another gambit slot at the merchant in Andromeda's bar. It is not fun to reset many times the choices in order to find the right affinities and it should be a little easier now!



[h2]The Telluric Yalee[/h2]

Another feedback we received was not getting frequently enough the spells you prefer. Instead of garanting certain spells or banning some others, we implemented a Yalee in the Telluric room, this Yalee appears when you defeated the Master once (in Destiny Level 0) and can reset the spells choices for a small amount of Sun Pieces. We kept the amount low so it always feel fine to use and not frustrating.



We have been looking for a moment now on what could we do with extra Sun Pieces collected. It was supposed to be the Small Astral Dragon for a large amount of Sun Pieces but we felt like it was too important to have it unlocked early and to have this starting Aura in all runs so we reworked very recently to implement it as a Zim-Zim upgrade and we will try to find something else to do with the Extra Sun Pieces in the future!


[h2]New Explorations Room[/h2]

We added 10 new exploration rooms level design variations for each world in this update

We have made a poll on our Discord Server to know what you would like to see implemented in the game and the results really surprised us!



We created a Roadmap (see below) to take these feedback into consideration.

  • A - Metaprogression content - making more heroes spells as soon as possible for February 2024 update, we have already created some and we tried to focus on making as many spells as possible focusing on creating gameplay like moving enemies or heroes etc as you feedbacked us.
  • B - Ingame content - nothing planned for now given the poll results
  • C - New games modes - PvP is planned for February 2024 and a new very cool mode is coming for Q4 2024, giving it a low priority given this poll
  • D - Harder challenges - nothing planned for now given the poll results
  • E - Exploration runs variety - 10 new exploration rooms level design variations available now! We made it a priority due to the poll.
  • F - Combat runs variety - we planned an altervative world to come alongside Yamat update on Q3 2024!

Talking a bit more about the future below.


[h2]Damage Meter System[/h2]

This is the most biggest change of this update, it registers all the damage you input to any enemies for your current room and globally (also works in co-op). You can pause the game to open the "Damage Meter" option in the menu to see this -


There is also an overlay option that is "Off" by default and you can activate it to show the top 5 elements of either the global damage of your run or of the current room and it looks like this -



For those worried, it's not overlapping with much elements from the interface, we limited it to 5 elements showcased at once.

This new system is inspired by mmorpg addons making it possible to see what causes damage at any time in your build. Our goal is to make you fully understand your build, how it works, how it synergies and what deals damage in it.

We think that's not something very common but we have a lot of synergizing elements that we think it's really important in our game. Even if we made our very best during the development, this new tool is probably going to show a lot of unbalanced elements so you can expect changes based on our observations in the coming months.


[h2]Lisibility and Readability[/h2]

Among the reported feedback from the community, lisibility is something that we see a lot, we made so many changes regarding this during the development but we are still not there yet.

Most of games similar to Astral Ascent use a dark background because it makes everything stands out instantly but we really wanted the game to be colorful, it is definitively more work though!

In this update we increased lisibility again, we reduce some visuals FX, we set as many as possible behind everything, add some transparency on elements and so on. We have also added an option to remove Damage Numbers if you don't want them being visible on the screen.



What is next ?

We hope we will enjoy this update, as a reminder here is our 2024 Roadmap if you missed it -


We are going to take a well deserved break for the holidays season! Things have been really intense during 2023 with frequent major updates. You can check this link to see all the newsletters we released on Steam since 2020 to see how much the game evolved and how much we progressed as a team!

For now the game keeps selling well and for now it gives a nice future for the game and for our studio and we really appreciate players following us as developers and not just for a specific game, that goes right to our hearts!

That's the last news of this very intense year, 2024 should be easier for us. I will sound like a broken record but thanks again for following us, sharing and caring about Astral Ascent and we will keep you updated about what is next for the game in January!


Have an excellent holiday season everyone and thanks again!

- The Hibernian Workshop Team

Patch Notes - December 2023 - 1.1.2



Changes inspired by our community!

[h2]Major Features[/h2]

    [hr][/hr]
  • Damage Meter System: See each element dealing damage in real time for current room and for your whole escape attempt
    [hr][/hr]
  • New Exploration Rooms: 10 new Rooms to find in each world
    [hr][/hr]
  • New Zim-Zim ability: Small Astral Dragon: You will be able to interact with the Small Astral Dragon in first room and start your run with one of 2 auras (rarity increases with each tier at Zim-Zim)
    [hr][/hr]
  • Telluric Yalee: If you defeated the Master the first time, you will be able to interact with the Telluric Yalee in the Telluric Ruins, you can reset your starting spells choices if you want to with sun pieces
    [hr][/hr]
  • Japanese Voices: Full implementation of Japanese Voice Over
    [hr][/hr]
  • Implementation of Backup system to prevent losing saves if game quits at a very bad moment
    [hr][/hr]
  • New Translation: Game translated in Brazilian/Portuguese

[h2]Small Features[/h2]

    [hr][/hr]
  • Merchants now have 4 gambits altar instead of 3 to make finding your build easier
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  • Ayla's signature spell now deals instant damage to avoid canceling by mistake if the player moves

[h2]Balancing[/h2]

    [hr][/hr]
  • Balanced Armor Stones/Drinks drop chances
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  • Echoes: Increased cooldown of multiple Echoes:
    - Sova feather tornado
    - Ikki Regeneration Pack
    - Oloon Secret Recipe
    - Yalee's Warm Aura

    - Poetic Pedler's chance: Increased required quartz
    [hr][/hr]
  • Auras: Reduced armor on certain auras:

    - Igneous Shield II-III
    - Scale Armor I-II-III
    - Iron Armor I-II-III
    - Cetus Secret
    - Pink Pulsar

    - Seal of the Storm Lord: Reduced damage for all nimbus active by 20% to 10%
    [hr][/hr]
  • Effects: Nimbus: Slight damage reduction
    [hr][/hr]
  • Spells: Kiran:
    - Twin Dragon Uppercut: Increased damage

    Ayla:
    - Unrelenting Tornado: Increased damage and increased movespeed during the spell
    - Astral Powder: Mana now costs 2 instead of 1 but damage is significantly increased

    Calie:
    - Topaz Gladius - Onslaught: Increased movespeed during the spell
    [hr][/hr]
  • Void Catalyst: Zodiac's Embleme: Reduced % of charge per tier
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  • Prowess: Weakening symbol: reduced damage on the Ayla mark
    [hr][/hr]
  • Bapy Achievements: Guardian Angel: The number of encounters with the chosen sign has been reduced
    [hr][/hr]
  • Increased the spawn rate for encounter the chosen sign
    [hr][/hr]
  • Stars balancing: astral spirit 4 -> 3
    shadow clones 6 -> 0
    minibosses 8 -> 4
    zodiacs
    - w1 10 -> 8
    - w2 12 -> 10
    - w3 14 -> 12
    - w4 24 -> 18

    aura salvage
    - common 4 -> 3
    - rare 5 -> 4
    - mythic 6 -> 5
    - astral 12 -> 6
    [hr][/hr]
  • Stars balancing: aura salvage
    - astral 6 -> 10 - ☄️ hotfix 1.1.0.2
    [hr][/hr]
  • Armor Drinks/Stones: Spawn chances for drink/stones armor back to values from 1.0 release - ☄️ hotfix 1.1.0.2

[h2]Level Design[/h2]

    [hr][/hr]
  • You fall from less high in the Elite Rooms

[h2]Music & SFX[/h2]

    [hr][/hr]
  • Fire Geysers in the Red Barrens volumes is a bit lower now

[h2]Interface[/h2]

    [hr][/hr]
  • Increased width of many titles (for example it was too small in French for Pavo's title)
    [hr][/hr]
  • Added a new settings choice under gameplay option to disable damage texts
    [hr][/hr]
  • community inspired ⭐ In Destiny Levels 1 or more, you now have a display of current Destiny Level on interface
    [hr][/hr]
  • New launch screen asking you to choose the voice-over language you want - can always be changed in options

[h2]Visuals[/h2]

    [hr][/hr]
  • Reduced brightness when hitting enemies and reduced opacity of visual FX when hitting enemies for better lisibility
    [hr][/hr]
  • Death visual FX on enemies is now behind everything for better lisibility and has some random colors
    [hr][/hr]
  • Reduced some spells/ visuals to make them more visible
    [hr][/hr]
  • Gambits altars at merchants now show their elemental affinity instead of their rarity to make finding the right elements to build easier and faster
    [hr][/hr]
  • Reduced visuals intensity of Ignition on enemies for better lisibility
    [hr][/hr]
  • Kiran Spells:
    - Lightspeed Fist: Visuals have been reduced for better lisibility

    Common spells:
    -Quicksiler: Visuals have been reduced for better lisibility

    Zodiacs summons:
    Virgo: Visuals have been reduced and improved for better lisibility on players basic attacks

    Effects:
    Thunder dash: Visuals have been reduced for better lisibility
    [hr][/hr]
  • Combustions explosion visuals have been reduced for better lisibility
    [hr][/hr]
  • Poison ticks on enemies visuals have been improved and are better for lisibility
    [hr][/hr]
  • Particles on spells for : lifesteal / burn / poison / electrify / pacification and vulnerability have been visually improved and are now always behind everything for better lisibility
    [hr][/hr]
  • Color of critical drink on Andromeda's bar color has been improved
    [hr][/hr]
  • Increased transparency for the all Hit Fx to improve lisibility
    [hr][/hr]
  • Visuals change in the background of ""outline choice"" layout

[h2]Narrative Design[/h2]

    [hr][/hr]
  • community inspired ⭐ Many differences between text and dialogs fixed
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  • community inspired ⭐ Many typos fixed
    [hr][/hr]
  • community inspired ⭐ Improvement of Simplified and Traditional Chinese translations

[h2]Bug Fixes[/h2]

    [hr][/hr]
  • In Coop, player 1 would always have priority when being over stone altars
    [hr][/hr]
  • In Coop, player 2 interacting with a stone altar while player 1 was also on stone altar would equip the stone to player 1
    [hr][/hr]
  • community inspired ⭐ Softlock possible when double interact on Papa Yalee's interface
    [hr][/hr]
  • community inspired ⭐ You could get stuck by dashing at the beginning of an Elite Room
    [hr][/hr]
  • community inspired ⭐ Void Catalyst descriptions had codes elements in Russian
    [hr][/hr]
  • community inspired ⭐ Lava Scorpios in the red barrens red feedback would not disappear if they were interrupted before launching their attacks
    [hr][/hr]
  • community inspired ⭐ Aries could get stuck in the ceiling if player was too high during her grab attack
    [hr][/hr]
  • community inspired ⭐ Brazilian/Portuguese didn't have last version update - ☄️ hotfix 1.1.0.1
    [hr][/hr]
  • community inspired ⭐ Re-increased Armor Stones/Drinks chances a little - ☄️ hotfix 1.1.0.1
    [hr][/hr]
  • community inspired ⭐ Using the Small Astral Dragon could make you loose all your Sun Pieces - ☄️ hotfix 1.1.0.1
    [hr][/hr]
  • community inspired ⭐ Removed Sun Pieces counter when being near Small Astral Dragon - ☄️ hotfix 1.1.0.1


- The Hibernian Workshop Team

2024 Roadmap + December Update

Hello everyone!

Today we celebrate our 1 month anniversary since the 1.0 release ːzimzimSmileː

We are still overwhelmed by all the positive feedback we receive, thanks so much for that!

This reception motivated us to keep improving Astral Ascent so we decided to publish our 2024 Roadmap that was influenced by the answers we received from a poll we made on our Discord server.



The Roadmap can still change but will remain similar to this. But before all this new content we would like to focus a bit more on what is coming up next week, on December 21st - the Damage Meter Update!

  • A new Damage Meter system so you will know exactly what deals what damage at anytime.
  • Full Japanese Voice-Over, "anime roguelite" is becoming real
  • Translation of the game in PT/BR
  • 10 new exploration rooms per worlds
  • A mini dragon in first Intro Room giving an Aura choice right away to orient your build (Zim-Zim upgrade)
  • Possibility to reset Telluric Ruins spells with Sun Pieces
  • A lot of debug and balancing


Complete damage meter menu

Small damage overlay of either global damage / current room damage or turned off.

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We think this system is something very interesting to implement for people enjoying making builds. We are having tons of fun playing with it to see what is making damage and how synergies/builds work together but of course this is also going to show what is too weak or too strong so you can expect a lot of balancing to happen after this update!

We are reading all your feedback about the game, we saw a lot of feedback about lisibility and we improved a lot of things regarding it (including a new option to turn off the damage numbers) and the difficulty to create coherent builds (we added some elements above but we have also added one more gambit altar at the Merchant for example)

[hr][/hr]


Thanks a lot and have a fantastic day!


- The Hibernian Workshop Team

1.0.15



Changes inspired by our community!

[h2]Small Features[/h2]

    [hr][/hr]
  • Added brief tutorial explaining the intent of Gemini challenge
    [hr][/hr]
  • Tutorial loot spell cannot have a gambit anymore now

[h2]Balancing[/h2]

    [hr][/hr]
  • Gemini time between attack has been slightly increased
    [hr][/hr]
  • Heroes dialogs played while sitting on a bench are triggered more often

[h2]Music & SFX[/h2]

    [hr][/hr]
  • Reduce Spirit Sword spawn sound
    [hr][/hr]
  • Shadow Clones death SFX was saturated

[h2]Interface[/h2]

    [hr][/hr]
  • Increased window size for Key Chests

[h2]Visuals[/h2]

    [hr][/hr]
  • Gemini falling clones attack visual for the right clone has been increased

[h2]Narrative Design[/h2]

    [hr][/hr]
  • Typo of ""damages"" instead of ""damage"" fixed in several cases
    [hr][/hr]
  • ""Shooting Star"" at Aura Refiner was not translated in several languages

[h2]Miscellaneous[/h2]

    [hr][/hr]
  • Wrong description for steam achievement ""Beyond Horizon - Success an escape at Destiny Level 15+""
    [hr][/hr]
  • Japanese is now displayed 日本語 instead of 日本 in Main Menu
    [hr][/hr]
  • Updated Credits for backers names

[h2]Bug Fixes[/h2]

    [hr][/hr]
  • Steam achievement ""Multi-Classed"" would not trigger correctly when buying Andromeda's drinks
    [hr][/hr]
  • Aquarius hit ground fury attack FX were not well positioned
    [hr][/hr]
  • Bellators would incorrectly target Ophiuchus during their special attack
    [hr][/hr]
  • During specific actions players could get locked outside of the fight arena in the last boss fight
    [hr][/hr]
  • Octave's shadow clone Bellator could follow the player during Andromeda's challenge.
    [hr][/hr]
  • Kiran's ""Double Whammy!"" perk, which cause it's counter to play twice, would trigger the effect incorrectly when being casted as player 2 during co-op
    [hr][/hr]
  • Steam achievement ""Pushing Limits"" would not unlock after upgrading a spell to level 15.


- The Hibernian Workshop Team

Patch Notes - 1.0.14



Changes inspired by our community!

[h2]Small Features[/h2]

    [hr][/hr]
  • Added ambient SFX on The Void room
    [hr][/hr]
  • Readjusted tutorial about NG+ content to hint the player what should be done after finishing a run
    [hr][/hr]
  • Increased number of Auras loot in Exploration Rooms
    [hr][/hr]
  • Removed Steam Achievement : Stubborn Prisoner because it was forcing to play not in Destiny Levels to get it and was unfair for good players

[h2]Balancing[/h2]

    [hr][/hr]
  • Auras balancing: Guardian Shield I: Reduced duration of shield by 3 to 2 seconds and increased CD by 17 to 25 seconds
    Guardian Shield II: Reduced duration of shield by 3 to 2 seconds and increased CD by 15 to 23 seconds
    Guardian Shield III: Reduced duration of shield by 3 to 2 seconds and increased CD by 12 to 20 seconds

    Advanced Wizardry III: Reduced Attack speed buff by 6 to 4 seconds

    Nimbus Revenge III: Reduced Attack speed buff for each Nimbus by 5 to 3%
    [hr][/hr]
  • Increased HP for Astral Spirits
    [hr][/hr]
  • community inspired ⭐ Wooden Guardian in World 1 can spawn maximum 2 Black Seeds (instead of 3 maximum) when launching crystals while in Destiny Level 1+
    [hr][/hr]
  • Cancer has now 2 invulnerability moments and recharge his Ultimate faster from 55 seconds to 45 seconds
    [hr][/hr]
  • Balanced Sculptor that was too hard compared to other Star Guardians

[h2]Level Design[/h2]

    [hr][/hr]
  • Modified Level Design in end of Areas
    [hr][/hr]
  • community inspired ⭐ Modified level design of one Exploration Room where you could get stuck when spawning and dashing very fast.

[h2]Music & SFX[/h2]

    [hr][/hr]
  • Balanced sound volume for ""Thousand Knives"" and some Taurus attacks
    [hr][/hr]
  • Oloon first dialog with Kiran had an unmixed line of dialog
    [hr][/hr]
  • Polished sound of Heroes Clones defeat

[h2]Interface[/h2]

    [hr][/hr]
  • Polish of some Auras descriptions

[h2]Narrative Design[/h2]

    [hr][/hr]
  • community inspired ⭐ Aries had sentences not matching voice acting

[h2]Bug Fixes[/h2]

    [hr][/hr]
  • Following Steam Achievements were not unlocking correctly: Guardian Angel, Maximized Friendship and Perseverance.
    [hr][/hr]
  • community inspired ⭐ Several texts fixed in Simplified Chinese
    [hr][/hr]
  • Game could mistakenly save multiple times in Andromeda's bar while entering and exiting the interior multiple times
    [hr][/hr]
  • Libra challenge would not work correctly while playing as Player 2


- The Hibernian Workshop Team