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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]

A new character!


[h3]Ragnar's Story[/h3]
Ragnar Son of Bjorn was born to an impoverished and struggling family. Bjorn the Ragbearer, as his father was known, was forced to sell Ragnar and his brother into slavery. Fate lead them to the coal mines of Jarl Gosta of the Splinterlands, where they toiled away for 15 years.


[h3]An unlikely hero[/h3]
A violent incident involving the Jarl’s son prompted Ragnar to jump to the young heir’s aid, saving him from a group of hired blades. The Jarl restored Ragnar his freedom as reward, and offered him a position among the Jarl’s Housecarls.

[h3]From thrall to thane[/h3]
Years later, Ragnar finds himself a minor noble, with his own fief and people settled at the border of the Jarl’s territory. His ascension was abruptly cut to a halt soon after a troubling disease made its way among his followers. Troubling reports of the affliction describe a sudden decay of the skin, bubbling pustules, speaking in tongues and irrationally violent demeanour.


[h3]A change in the wind[/h3]
Seeing traditional cures fail abhorrently, Ragnar soon became wise to tales of a distant land, where the blood of giants still boils in the earth. Hearing of an expedition being organised by Aska, Ragnar quickly made all the preparations and joined the voyage. Aska was a chieftain of legend who through her adventures secured the sacred Eye of Odin.

[h3]A new hope in the new world[/h3]
A mythical land, a legendary warrior-woman and an ancient sacred relic seemed to Ragnar to be the best chance he might have of securing a cure and a future for his people.


[h3]Gameplay[/h3]
While the perk system hasn't been fully explored yet in ASKA, our plans are to make each character something akin to a "class". To that end, Ragnar is our first opportunity of giving our characters more character, so they feel more than just "skins".


    [h3]A Workhorse[/h3]
    Ragnar is designed to excel at physical labor, especially when it comes to breaking rocks. His past as a miner and his obsession with Jotun Blood have shaped Ragnar into a rock-breaking workhorse.

    [h3]Perks[/h3]
  • Ragnar starts the game with more Strength than other characters, making him ideal for kickstarting a settlement.
  • His years in the mines also give him a Stonecutting starting bonus. A true rocker.
  • Ragnar’s physical prowess however requires him to consume more food than other characters, making him a bigger strain on the village’s food production.


[h3]About Playable Characters[/h3]
  • Characters will be selectable from the main menu when starting a new game.
  • Each character has its own world, but in the future you’ll be able to join your friends’ multiplayer sessions using any of your existing characters.
  • At the moment Ragnar is still work-in-progress, we’re still in the process of adding animations and fitting existing equipment to his model.

We can’t wait to let you take him for a test drive, as it’s the first time since the start of the project when a character other than Aska is available to play.

[h3]When is the next test?[/h3]
So far we're in the middle of optimizing performance and implementing feedback from our previous Closed Alpha. The merry month of May will most probably be dedicated to this.

By far the most resource intensive aspect of ASKA's development is the multiplayer. We don't have an estimate at the moment for a first playable, but it will definitely be the star of the show for the Open Beta. You can expect at least one more Closed Beta before committing to an Open Beta date.

Although people draw comparisons to Valheim or Medieval Dynasty, the biggest technical challenge for us remains networking our procedurally generated world, as well as all the AI's that are running around. The compact nature of our team also has an impact in terms of development time.



The scope of the game is another reason why we've opted to go for a 4-player format for our co-op mode. We'd rather see it stable in a tighter scenario first, as afterwards we'll be in a much better position to discuss things like dedicated servers or higher player numbers, which have been our followers' major concerns in terms of multiplayer.

[h3]The World Grows[/h3]
Work has begun on new biomes as we get closer and closer to a gameplay loop that involves sailing to other islands. We'll have an update dedicated exclusively to the new environments you can expect from ASKA.

[h3]See Ragnar live![/h3]
We’ve been playing a bit with Ragnar during our last Friday stream, make sure you check out the VOD here.
You can tune in this Friday as well to see us enjoy some more man-action. We do a Dev Stream every Friday.


[h3]ASKA on Discord[/h3]
We're very active on Discord and feature a wonderful community as well, make sure you join us there! All the important news are dropped there first, especially Alpha/Beta opportunities.