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Friday Dev Stream

[h3]Today's Stream[/h3]
Friday is stream day, so tune in, chill with us and walk into the weekend axe in hand!

Make sure you tune in at 8:00PM CET on our Twitch channel!


[h3]Last week's stream[/h3]
You can still check out last week's stream on, you guessed it, our Twitch channel.

[h3]New to ASKA?[/h3]
ASKA is a survival tribe builder, meaning that the game largely revolves around commanding and expanding your tribe of Villagers to survive in the harsh wilderness.


[h3]Build, Lead, Grow[/h3]

What separates ASKA from other survival games is the Villager system, the procedural world and the village building mechanics.

ASKA's building system is similar to RTS/City Builders, meaning you have buildings with clearly defined roles that need to be operated by workers. These range from resource harvesting buildings, production buildings to defenses and social structures.


You set up production lines and the endgame is about automation and fulfilling your villagers needs as you move from micro to macro, from second to second crafting and fighting to larger scale planning and expansion.



Do what you like, delegate the rest
The wonderful part about the Villager System is that you can always ask your Villagers to do what you don't feel like doing. Sometimes survival game tasks tend to be tedious, repetitive, grindy - this is exactly where the Villagers step in.

  • Don't like chopping wood? Build a Woodcutter and assign a Villager to do it.
  • Building takes too long? Have your Villagers do it.
  • You don't care much about combat? Build walls, towers and rely on Villagers to defend you.


These are just some basic examples, but ASKA is here to allow you to play your favorite genre exactly as you want.



[h2]Join our Stream[/h2]
[h3]... and see the game in action![/h3]

ASKA Multiplayer Stream

[h3]Today's Stream[/h3]
Friday is stream day, so tune in, chill with us and walk into the weekend axe in hand!

Make sure you tune in at 8:00PM CET on our Twitch channel!


[h3]Last week's stream[/h3]
You can still check out last week's stream on, you guessed it, our Twitch channel.

Watch us play ASKA!

[h3]What's new in ASKA?[/h3]
This week has been mostly about stabilizing multiplayer, so basically a lot of under the hood work, and fewer flashy content updates.

At the moment the bulk of our effort is focused on bringing the multiplayer version on par with the singleplayer one. Previously they were separate branches.

Fellow tribe leaders, don't be dismayed by the lack of content showcases, the Villagers are hard at work in the underground.


[h3]Today's Stream[/h3]
Today we're going for a good ol' multiplayer session, so expect a lot of running around, starvation and overall state of chaos as we try to get a bunch of Vikings to come together and design a settlement.

Make sure you tune in at 8:30PM CET on our Twitch channel!

[h3]Last week's stream[/h3]
You can still check out last week's stream on our Twitch channel.

Dev Log: The World of ASKA

[h3]The World of ASKA[/h3]
ASKA is a survival tribe builder where you command AI villagers to help you build a lively Norse settlement. It’s a beautiful and dangerous world and the way you manage to organise your growing village will make all the difference. But a lot of what made ASKA what it is closely tied to our past projects and the many lessons we’ve learned over time.

In this series, I’ll try to share with you our process and our journey. For that, we have to start from the beginning…

[h3]Why survival? [/h3]
ASKA is our third title as Sand Sailor Studio, and probably the most relevant project to ASKA’s development is Bossgard, our 2nd game, where in the latter stage of the project we came up with the idea of an open-world survival level.



Bossgard was a 5v1 asymmetrical boss-battler. One player would play a boss, and the other 5 would team up as Vikings. The bosses were a bit unorthodox, taking the shape of a huge and evil slice of bread, a plunger, a jackhammer, and the like. We had great fun creating all these characters and we were exploring alternate game modes besides the 5v1 arena fights.



We found our models to work pretty well in a 3rd person perspective and wanted to try our hand at making a 3rd person mode. The problem is, arenas would be too small to justify a standalone 3rd person mode. Thus the need for an open (or open-er) world level popped up.



We called the level “Jotunheim” and the deal was simple: you would enter a frozen wasteland where your fire would diminish as time went on. You had to explore the land, slay a number of mini-bosses, each of them holding a key to opening the final boss fight.

The level was challenging to explore because the player would have to navigate a constant blizzard and everything was white from the snow. Locating landmarks and building a mind map of the level was key.

We learned A TON from what was essentially a mini-game, a side adventure to our main game. But we saw so much potential in this game mode, we basically prototyped all the essentials to a survival game: the diminishing resources, the weather, the hostile environment and combat.



At the end of Bossgard’s development we were already tinkering with our next idea and we knew it had to be Boassgard’s survival mode but cranked to the max.

The first ideation rounds remained very “Bossgard” and it had a very different name. Our studio history was made of sharp low-poly stylized games, so for a while we stayed in the same vein.



At the same time Cristian, our studio owner and creative director started exploring Unity’s High Definition Render Pipeline, while Hyperg (Răzvan), the studio’s senior and lead programmer, started working on world generation tools.



We’re the kind of team that likes trying out new stuff with each project, we don’t really have a history of doing sequels. Our engineers enjoy building bigger and better tools, and our artists won’t say no to a completely blank canvas, it’s one of the things that keeps us together as a team, we share the same kind of curiosity, but catered to our own professional domains.



We started looking more and more towards a realistic style, or how we call it, a semi-realistic style. There’s still a strong level of stylization in ASKA. The reasoning behind this choice is the same behind us deciding to go for a procedural world - realistic scope. Our team was under 10 members in size, so we had to make sure we made sustainable decisions.



A semi-realistic style allowed us to keep art pipelines in check and procedural generation takes a lot of weight off level design. Instead of designing “areas”, we’d design habitats and biomes that would then blend together according to world generation rules we would define afterwards.



[h3]The Village[/h3]
So far so good, we knew we wanted to make a survival game, we largely knew how it was going to look, we knew how we would make the world, but the cherry on top was an untapped ambition of ours - strategy games. More importantly, city builders and more importantly - colony sims. We wanted to be able to build intricate and functional settlements that would make full use of this world we were making. We wanted this world to be a functional one above all else and this remains a core principle in ASKA - most of what you see in the world is interactable, usable, harvestable, craftable, refinable. Apart from a few rocks, grass and bushes, the world and its resources are interactable.



Geography must really come into play when picking a place to start building your village. Some areas are good for farming, others are good for fishing, hunting, or mining.
What applies to resources, applies to village building as well - everything has to be practical, buildings must be clearly made out of the materials you actually have access to at a given moment during gameplay.



A building can’t be held together by iron nails if you don’t have iron.
A building can’t be made of planks if you don’t have the tools to process wood.
And so on. You want houses made of planks? Find mines, extract iron, smelt it, make blades. This goes for everything.



You’ll see that the first tiers of buildings in ASKA seem improvised, makeshift - they use extremely raw materials, like unprocessed bits of wood, sticks, bark, rough rope and so on, the kind of materials someone finding themselves in extreme survival conditions might make use of. We’ll dive deeper into architecture and technology trees in future dev logs, but this is the main takeaway - ASKA is about representing realism in key areas.



[h3]Creative Liberties and Why Vikings?[/h3]
That is not to say we don’t take creative liberties. It doesn’t take long to see that our Vikings are more fantasy Vikings than historical Vikings.



This isn't a lack of understanding of historical facts, we actively chose to go down the fantasy route. We like to think we’re representing Vikings as they saw themselves, or as others saw them, rather. Adventurous, intimidating, impetuous warriors, raiders and pirates that share tall tales and rely on intimidation and a notorious reputation.



The tattoos, the bare chests, the leather attire, we are full aware this is not how 9th century Scandinavians looked like, but it’s how the Viking lives in the common imaginarium.


It also gives us a lot of freedom when designing. I’ll go deeper into the design process in a different dev log, but what I can say is that we always look at historical facts first, afterwhich we “gamify” and “fantasy-fy” our findings.

For instance building materials, or building proportions, these have to cater to the game’s reality. For instance when designing a house, we have to take into account the 3rd person perspective. It’s not just the character going inside the house, it’s the character and the “camera crew” as well. This alters proportions, and everything in ASKA has to answer these challenges.


[h3]In Conclusion...[/h3]
That's it for today, remember that you can see weekly gameplay of ASKA on our Twitch
This is one of many upcoming devlogs and hopefully it manages to provide you with a wider perspective into the whole creative process behind a game like ASKA.

And if you have any burning questions you can always join our Discord and start the conversation directly with us devs!

Friday Dev Stream!

Stream Day!

Friday is stream day and we're back for another stream to mark the end of the week.

[h2]What you can expect[/h2]
Adi and Ștefan (SadSnail) and will be your guides, showing you how to gather resources, build a camp and grow it into a settlement. We'll be recruiting Villagers, trying to house, feed and shelter them from harm, all while slowly building up farms, woodcutters, carpenters, metalworkers and much-much more!



Join us, watch ASKA gameplay and ask all the questions you can think of!

[h2]Before you head out into chat, here are some FAQs [/h2]
[h3]When is the next alpha/beta?[/h3]
There is no set date for the next test yet. We still have a bit to do before we're ready to announce the next test.

[h3]When will the game be released?[/h3]
The game will be released this year! Exact date is TBD.

[h3]What engine is this?[/h3]
Unity HDRP (High Definition Render Pipeline)

[h3]How many players will multiplayer support?[/h3]
Up to 4 players!



[h3]Will there be dedicated servers?[/h3]
Probably not at launch, but it's definitely not off the table

[h3]Will the game be moddable?[/h3]
We'd love to, depends if we manage to hit performance goals (FPS), we might be required to use IL2CPP. But we're fighting to keep it moddable.

[h3]How much will this game cost?[/h3]
The price is still TBD

[h3]Will there be character customization?[/h3]
We currently have a male and female character, which will be pre-defined and act as "classes". We'll add some minimal customization like skin tone and some hairstyles. Future characters are still TBD.

Hope to see you in the stream chat!

[h3]Don't forget to join our Discord![/h3]