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Ascent of Ashes News

v0.1.1 Hotfix

[h3]New Additions[/h3]
  • [p]Added a version string to the main menu for easier bug reporting.[/p]
  • [p]Different types of bed now define a rest quality stat, with lower quality beds filling the sleep need slower.[/p]
  • [p]Added a popup dialog when saves fail because of an error. Previously saves would encounter errors mid-save, causing the save to fail with no feedback, leading to a lot of lost save files and making it hard to find these issues in testing.[/p]
  • [p]Survivors now initialize with a default assignment of work priorities based on their work preferences.[/p]
[h3]Changes[/h3]
  • [p]Survivors now prioritize sleeping more during night-time.[/p]
[h3]Fixes[/h3]
  • [p]Fixed an issue with sleep recovery speed, causing survivors to refill their sleep need way too fast.[/p]
  • [p]Drafted survivors didn't give the option to tend injuries while drafted. They can now tend regardless of drafted state.[/p]
  • [p]Fixed various save game related errors that would prevent a game from saving properly.[/p]
  • [p]Inventory UI no longer shows on animals.[/p]
  • [p]Fixed dead or incapacitated survivors showing an option to drop items from inventory.[/p]
  • [p]Fixed survivors being unable to pick up items when preparing for an expedition.[/p]
  • [p]Cancelling a building while a worker is trying to haul resources to it will properly cancel the task now.[/p]
  • [p]Switching weapons mid-reload would result in the new weapon receiving the other's ammo. Survivors now put the new magazine into the correct gun.[/p]
  • [p]Crafting bills will no longer try to use reserved ingredients in crafting.[/p]

Video Log #1

[p]Hey guys,[/p][p]We've released a new video update talking about the state of the game, Early Access and future plans.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]An important point to note concerning the release date: unfortunately we've encountered a number of critical bugs in QA that took longer than expected to resolve. Because of this, we've decided to move the release day from Monday the 21st to Friday the 25th. While we don't like to delay the launch, we'd rather not release the game in a dysfunctional state. The new release date is fixed and there won't be any more delays beyond that. While we understand that many of you are keen to get your hands on the game, at the end of the day we want to deliver a functioning product, even if it is "only" an initial Early Access version.[/p][p]That’s it for today. Until next time, stay safe and keep surviving![/p]

May 2025 Progress

Hey guys,

Let's talk about some progress.

Visual Improvements, Wall Optimizations


Following up from last month, we wrapped up our work on the game's visuals. The new outline algorithm we were working on ran into some unexpected engine bugs. While we could fix or work around those bugs, doing so would have taken an indeterminate amount of time. Given that it's a relatively minor feature we decided it's not worth putting in what could well be multiple weeks of dev time at this point and went with a stop-gap fix to Godot's built-in outline shader instead. It's hardly perfect, but fixes the most glaring problems with the default outline and will hold us over until we can put some time towards addressing those engine issues.



Walls and floors received some visual improvements as well. Previously every wall mesh was rendered individually, leading to missing corner pieces, performance problems and other issues. We've overhauled the way walls are rendered. They're now calculated as one solid mesh per section, meaning we can calculate corner pieces dynamically to account for intersections and save potentially hundreds of draw calls, reducing CPU load significantly.

Map Gen, Loot and Asset Expansion


This month had us mostly finish the expedition map gen. Our generation algorithm now supports several types of road and parcel placement, allowing us to generate a variety of points of interest with procedural layouts. Lootable items are distributed dynamically through each parcel.



To support our new map generation, we expanded our library of buildable assets with new types of walls, floors, roofs and furniture. This provides parcels with more visual variety and gives the player more freedom when constructing their home base as well.

Coming Soon: Combat, Factions, Events


With base building and expeditions more or less established, the final piece to complete the game's core loop is combat. This month we've completed the basic framework for combat, implementing melee and ranged weapons, projectile collisions and the required animation systems. With the foundations in place, we are now working the medical system: tracking of individual hit locations through hitboxes, bleeding, death, etc.



Combat requires enemies to fight against, and so the NPC system is getting some love as well. We've implemented a new archetype system that allows us to specify starting gear and items for NPCs. The placeholder faction system was replaced with a more extendable framework that allows for different NPC factions that may or may not be hostile to each other as much as the player. To use these new features we're in the process of adding a dynamic event system that can periodically trigger various types of events, from wandering scavengers and raiders to abnormal weather conditions.

Release Date and Roadmap Progress


We've locked in July 21st as our release day. So far we've been making good progress and hitting milestones according to our timetable. If everything proceeds to plan, we should have most of our Early Access features complete before the end of June, leaving about 4 weeks for dedicated QA and polish.

That’s it for today. Until next time, stay safe and keep surviving!

April 2025 Progress

Hey guys,

Let's talk about last month's progress.

Rooms, Rocks and Visuals


As we're nearing our release date, we want to get some more promotional material out. We've been picking up the pieces since our publisher's bankruptcy and while we don't have the resources to do a full-blown PR campaign we do want to put out at least one or two brief videos showcasing gameplay before July.

While our publisher's marketing made heavy use of mockups based on future plans and what the game is meant to look like someday, we believe it is important that we give you guys an honest presentation of the game and what Early Access is going to look like. That's why last month we put some effort into polishing up the game's visuals. Before we rework store page screenshots, press kits and videos we want to get the game looking more or less how it will on release, so when we show off new features you'll know what you see is what you get.



Among various minor graphical improvements and fixes, we implemented a tile blending system similar to what we had on our Unity version so terrain no longer looks like a checkerboard. We updated our cliff edges so edge tiles have natural-looking edges instead of being perfectly cut squares. The terrain generation was also updated to distribute rocks of various sizes across the map. These not only add to the visual variety, but can also be used as cover in combat or broken up to use as a building material.

On the subject of building materials, we also expanded the selection of resources in the game. As we are finishing up the remaining mechanics we want for Early Access, this month we dedicated to fleshing out the existing mechanics with content. We added various new resources like leather, steel, components, etc. to expand on the variety of buildings and crafting recipes the player has access to. Some of these new resources can be found on your home map, others you will need to send out expeditions to gather.



Another new addition is the wall cutaway effect. It was tedious having to turn the camera around to see inside rooms all the time, so now you can toggle between a set of different fade effects, allowing for walls to be cut down in size to reveal what's behind them. This effect uses a newly implemented room grid which will form the basis for other gameplay features in the future such as room ownership and environmental beauty.

Parcels, Roofs and Deconstruction


Our expedition system starts with the player choosing a particular destination, like a hunting lodge in the woods, an abandoned quarry, or a small town pharmacy. Once a destination is chosen, we generate a map and spread appropriate buildings around. While procedural placement of structures is fairly easy, actually generating random structures that don't look like a tangled, illogical mess can be difficult. That's why we're opting for a hybrid approach where we use a library of hand-authored "parcels" that get distributed across the map. This month we finished the parcel editor we'll be using to create these parcels.



In order to make buildings that actually look the part we also implemented some basic roofing options. These currently use something of a placeholder implementation, being based on the floor system. Our long-term plan is to expand this into proper slanted roofs, but that would require a lot of fairly complex logic to make it look good and we'd rather spend the time on other features for now.

Finally, we added a deconstruct work type, allowing the player to remove previous construction, reclaiming some of the resources and freeing the space up for new things.

What's next


A few more graphical improvements are still in the works and not quite done yet. We want to improve the outline system by porting over the custom algorithm we were using under Unity. While Godot's built-in outline effect is serviceable it has some major issues around hard edges and we want to fix that before release. Walls will also receive some attention to improve both their appearance and performance.

With the parcel editor done, we're now working on integrating our parcels into the map generation process, and work on the combat system continues as well. We're hoping to have both done by the end of the month, followed by some miscellaneous features before moving into pre-release QA mid-June.

That’s it for today. Until next time, stay safe and keep surviving!

March 2025 Update

Hey guys,

Time for another progress update.

Finishing up base building


On the base building side of things, we finished the crafting system: you can now build crafting stations, assign and manage bills, and survivors will carry them out. We added a number of new crafting stations and recipes, as well as some new floor and furniture options. We also implemented the last couple survivor needs, finalizing that part of the game.



In addition to new features, we did an initial QA pass, fixing various bugs, performance problems, UI and quality-of-life issues, with a total of over 50 bugs squashed.

Combat, stealth and expeditions


With base building in a decent state, we’re now moving on to combat and exploration mechanics. Since combat requires weaponry, we’re starting with the loadout management system. Survivors in AoA need to carry all kinds of gear in their pockets, from food and ammo to consumable items like grenades. Keeping your guys topped off manually would get tedious quickly, that’s why the loadout system is here to automate the process: you simply assign a survivor a set of gear to carry, and they’ll make sure to grab it from storage whenever they’re low.



We’ve implemented the skeletal framework for the detection system and are now refining the formula for calculating vision ranges. One of our design goals for exploration is an unleveled world that doesn’t arbitrarily scale to the player. This does mean that it’s possible to encounter threats you’re not ready for. To make sure you don’t round a corner and suddenly get obliterated by a surprise tank round we’re implementing a detection system allowing survivors with high perception to spot silhouettes and outlines beyond their normal vision range. Eventually we plan for more in-depth simulation of sound and other factors, but for now we’re keeping it fairly simple.



The expedition system is now up and running, with the player able to assign a target, supplies to carry and survivors to send. Target selection works on the basis of a simple list for now. This is a temporary measure we’re planning to eventually replace with a proper overworld map, but given the time constraints we’d rather implement a placeholder and give the map the development time it needs as part of a future content update. Our next step is to finish the parcel editor we’ll use for creating building presets, before adding them to map generation to populate expedition maps with small towns and other locations.

That’s it for today. Until next time, stay safe and keep surviving!