1. Ascent of Ashes
  2. News

Ascent of Ashes News

Roadmap Update

Hey guys,

As you recall, in our last update we talked about how our publisher went insolvent and we have to work around a reduced Early Access budget as a result. Today I'd like to go into more detail on what that means for the roadmap, what our plans are for the initial release and what the implications of the new budget are.

As always, you can find the full roadmap over on our homepage at: https://vivid-storm.com/roadmap/

Base Management


This milestone focuses on building a home base and keeping your survivors' needs met. At a basic level, you have your survivors with a basic set of needs: food, sleep, purpose, comfort and beauty. That means you'll need to assign survivors work types they enjoy, provide them with bedrooms and dining areas, and farm crops to turn into meals and clothing. Failure to meet your survivors' needs will lower mood and trigger mental breaks at lower levels. It expands on the base building we had in the demo with additional needs and more fleshed out mechanics.



Currently, the basics of survivor management are done. Survivors have inventory, customizable appearance and a basic framework for skills, needs and traits. We still need to refine some of the mechanics and expand them with additional traits and skills before we check off the milestone completely.

Since last update we finished off the agriculture milestone. You can now designate grow zones for specific crops, assign survivors to plant work and they'll automatically go out and tend to the fields. The crafting system is in its finishing stages, once done you'll be able to build workstations and assign crafting bills to convert raw food and resources into finished meals and items.

The milestone also includes a number of more basic systems, like pathfinding. Right now we're using basic grid-based movement, and survivors have the ability to climb cliffs, stairs and ladders to move to different elevation levels. Long-term we plan to expand on this by adding slopes, climbing penalties and similar systems, but those will have to wait until post-launch. The lighting system has been done for a while and ties into a number of other systems: plants need light to grow, darkness reduces vision range and crafting requires you to see what you're doing.

Still left to do are a number of more advanced mechanics like a structural support grid. Our building system already checks to make sure floors and walls you place are connected to something, but once combat mechanics are introduced we'll need to include checks to see if the thing you just blew up was load-bearing. This can be performance-intensive, so we're planning for some extra development time for optimization here. The other items left are roofs, an electric grid and a framework for rooms and environmental beauty. Depending on how much time we have by the end these may be more or less extensive for release day. We'd rather reduce the scope a bit and make sure the features we do include are properly polished and working than have a slew of half-finished features that don't work.

The original roadmap included a milestone for weather effects that has been cut from the new version. They wouldn't have had much gameplay effect but provided some nice visual ambience. Given that they're not gameplay-critical for now we decided to remove them from the roadmap. Instead we're going to bring them in as part of a larger weather-focused update in the future, along with related mechanics like temperature, fire, etc.

Raid Defense


This milestone deals with combat, vision and stealth. For the initial release we're planning on a basic combat system with melee and ranged weapons, a simple medical framework and some initial faction mechanics. The vision system includes a classic fog of war implementation, requiring map exploration and a detection system for non-static entities.



We already started on a couple related features a while ago, notably the fog of war, but proper work on this milestone is only about to start now. For the combat system, we want to include some basic melee and ranged combat using a variety of weapons. We've experimented with some different approaches in the demo and have some changes planned based on that experience. We also want to include a loadout system to manage equipment: players can assign specific weapons, apparel and items to a survivor and they'll autonomously pick up what they need from storage. This simplifies routine tasks like ammo management and should be familiar if you played some of our previous projects. More advanced mechanics like usable items, artillery, emplaced weapons and so on will follow post-launch.

The medical system is set to include some basic hit locations (arms, legs, torso, etc.) with a chance to hit internal organs. Depending on what is hit it will impart penalties on a survivor, cause pain and blood loss. While simple objects like plants will still use a simplified healthbar, survivors and animals will use this in-depth system for a more complex and interesting combat simulation. Eventually we want to extend this to include things like missing limbs, bionics, disease, etc., but for now we're keeping it simple.

Non-player factions, their relation to the player and AI behavior are planned to be a big part of the game when it's finished. For the initial release we plan to include wandering travelers who can visit the player base and spend some time before moving on. The player can trade with them, gather information about nearby points of interest or try to recruit them into his faction.

Depending on how much time the other features take up we may also include a hosting system allowing the player to provide lodgings to travelers and a basic raid system where hostiles attack the player base to kill what residents they can find or steal valuables from the player's stockpile. Those features are not guaranteed for the initial release though.

Exploration


One of the core ideas behind the game is exploring a wider overworld. While we won't be able to deliver a full-fledged world map with the initial release, we still want to include a basic expedition and progression system for now, using some placeholder UI and mechanics.



The idea for exploration is that the player can send expeditions to various points of interest. These points include various pre-collapse structures filled with useful items needed to progress through the game, and usually guarded by an array of enemies. Our concept for these is built around the idea of "parcels", predefined structures created through an editor and placed procedurally around the map. This way we can combine the benefits of hand-authored structures with dynamic map generation that keeps every expedition unique.

Our focus for the initial release will be on getting the parcel editor up and running, and to set up the map generation algorithm to distribute them, along with various enemies and loot containers. We'll also include a basic placeholder UI to select known points of interest and send out expeditions. In the future we want to replace this with a proper overworld map to traverse, but that is a major undertaking and will likely occupy multiple updates by itself.

The research system ties into this by allowing for the reverse-engineering of items you bring back from expeditions to unlock new structures, crafting recipes, crops, etc. For example while you may be able to research cultivation of basic crop types right away, unlocking more advanced crops would require bringing back sufficient seed material first. Looted weaponry may be taken apart to determine their make and unlock crafting of guns and ammunition, and so on.

Early Access


Finally, after the core gameplay is in we'll need to take care of a number of things to make the game release-ready.



We have some ideas for an extended tutorial scenario, but to realize those properly we'll need to have most of the mechanics already in place, meaning it will have to wait until we're closing in on 1.0. Until then we'll include a basic popup system to teach new players how to play the game.

One of our Kickstarter stretch goals was the inclusion of voice acting, and we're planning to have at least a few basic voices in the initial release. These won't be too extensive as we don't want the gameplay experience to be disrupted by constant talking and repeat comments, but we do want to include a few audio notices for important events like spotting an enemy, being wounded, etc.

Mod support is something we've been planning on since the beginning and the game engine is already designed around it. But to support mods properly, we'll want to include a mod manager to enable and disable mods. In addition to modifying and overriding game data we also want to allow mod makers to load custom DLL's to inject their own code into the game. One thing that won't be possible in the initial release is loading custom assets, that is new models, textures, and so on. That functionality is planned for the first major post-launch update.

Finally, some two months before release we want to lock down on features and shift focus entirely to QA. That includes the usual bug fixes and performance optimizations, as well as improvements to quality of life and usability issues as we find them during playtesting.

Release Timeline and Common Questions


Our current target for Early Access is mid-to-late July 2025, with the exact date to be determined.

I'd also like to take a moment to address some common questions. Many of you have been asking why we don't just get another investment deal, sign up with this or that publisher, etc. Unfortunately, things are not as simple as pitching a demo and off you go with suitcases full of money.

For one, the game industry as a whole is currently experiencing something of a slump, and investors are much less willing to back a project than they were two or three years ago. Those companies that still do invest aren't going to just hand out money for nothing. Be it a financier, publisher, govt grant, they all come with their own set of preconditions and they all want repayment. A typical publishing deal would see the publisher recoup their investment by taking all the game's sales revenue until the initial investment was repaid, meaning we'd potentially have no income for several months post-launch. After that they'd take 50% of all future revenue, meaning only half the funds to get to 1.0. That is on top of whatever other conditions they might have like IP ownership, inclusion of telemetry, and so on. Other investors come with similar conditions. They also generally don't pay out immediately but on a milestone basis, meaning if a single milestone gets delayed we might face financial troubles before the game is even out.

While our current budget is significantly lower than what we'd get in a prospective investment deal, the repayment conditions are far less likely to bankrupt us with hefty recoupment policies, nor do they involve revenue sharing, IP sales or similar. At this point the only thing we'd get out of a publishing deal would be a handful more features in the initial release, in exchange for half the 1.0 budget. That's why we think the current arrangement is our best option, as it provides us with the best odds of long-term success, even if it means making a few cutbacks in the short term.

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

January '25 Update

Hey guys,

With the new year it is time we give you another update on the game, where we are development-wise, and how things are set to go forward this year.

On Budgets and Publishers


As you may recall, shortly after our Kickstarter finished, we signed up with publisher Camlann Games to handle the marketing and distribution for the game. After our Unity-related issues they also offered to fund the Godot port, which eventually extended into a larger deal to finance a more extensive Early Access release and additional team members to help speed things along.

With the new budget agreed on, we drafted up a timeline, hired new team members and soon got to work. While the new team members were a major boost to productivity, things unfortunately didn't last very long. Soon after we began work on the Godot port, Camlann ran into severe financial troubles. It started with missed or severely delayed payments. After a while they defaulted on us entirely, forcing us to let off all the new hires, while Ricky and I spent several months essentially working without any income.



While they did eventually sort out their finances and clear their debts with us, the second round didn't last very long either, and they defaulted again back in October. We were forced to terminate our publishing agreement and strike out on our own again. The good news is, while the split did throw things into disarray for a while, we managed to secure an independent source of funding that'll cover our remaining development costs.

State of Development


Internally, things have been very chaotic with constant budget fluctuations and team members being hired only to be laid off a few weeks later. Nonetheless we finished porting our game engine to Godot, along with a number of critical features. A lot of time went into the underlying engine itself and making sure the architecture was sound and stable, so as to avoid a repeat DOTS scenario. While many features are still pending, we finished the frameworks necessary to implement most of them, so we should be able to move forward relatively quickly from here.



Our initial focus was on getting the base building and management aspect up and running, with features like character customization, construction and storage successfully completed. Farming and crafting are in their end stages. With the home base gameplay done, we'll be free to move on to combat systems and exploration. You can expect more details on those soon.

Roadmap Implications


Our new budget not only comes upfront (so no risk of business partners suddenly defaulting on us again), but at very favorable conditions. However, it is also significantly lower than the budget Camlann originally promised us and for which our official roadmap was created. While we still have enough funds to get the most important features done, some things will have to be cut back. This includes mostly visual improvements we had planned to make before release, such as environmental weather, improved outlines, etc. Other features will be in the release, but in a reduced fashion.

This does not mean those features are gone forever, but they will need to be implemented as part of future updates. For the Early Access release we will focus on having the basic gameplay loop of building and managing a home base, sending out expeditions and fighting enemies in tactical combat up and running. Our goal is to implement the basics and polish them into a release-ready state, then flesh them out during Early Access.



One major implication for our international audience concerns localization: Camlann was handling all matters surrounding translating the game, and we don't have the means to fund proper translations ourselves. As such, the Early Access release won't feature any official translations, though they may follow in the future.

To make up for the cuts, we're planning to release the initial Early Access version at a discounted price. As the game comes closer to completion, the discount will decrease until the game reaches its full price near 1.0. We think this will give early adopters a fairer deal, as they may not have a fully fleshed out release but can save a good bit on the final price in return.

Upcoming Content


As many of you noticed, things have been quiet on the dev log and around the game for a while. Camlann was originally handling the promotion of the game to the wider world, but once their financial troubles started most of their staff had to be laid off. As a result, marketing efforts on their part came to a screeching halt. We also had a lot of issues around schedules for blog posts, videos and so on being announced, only to be cancelled immediately after. Given the chaotic internal situation, any kind of schedules proved near impossible to keep, and we eventually decided to limit ourselves to small-scale posts like the dev leaks we regularly post to our Discord community.



With our publishing agreement terminated, we're back in charge of our own PR. Leading up to the release we want to pick up the pace again and release some feature highlights and videos to showcase the game and its mechanics. It is important to us that players buying the Early Access release know what they are and aren't getting, that is a game in development with a vision for something greater in the future. While we are just as hyped as you to see the final game, it is important to understand that there is still a long road ahead of us and players who just want a finished product may want to wait until after a few updates are out at least.

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

Roadmap Progress - Oct 2024

Hey Survivors,

Progress being made on the roadmap to Early Access.



Focus is on getting to a core gameplay loop of:

Build -> Explore -> Fight -> Loot -> Upgrade

More to come as we head into Nov...

ROADMAP TO EARLY ACCESS

Hey Survivors,

This is Tom with the publishing team at Camlann Games. Not gonna bury the lede here – Ascent of Ashes is successfully ported to Godot and I’m here to officially announce our updated release window.

We plan to release the game into Early Access in 2025. We’ve secured this crucial round of funding through the end of next year, which is beyond our expectations from a few months ago. It’s been a process, but it has enabled Max and the team at Vivid Storm to elevate the game’s performance, cosmetics, and further features which you’ll get more details about later this summer. The TL: DR; here is:

We only have one chance at a first impression, and with this extra money, we want our Early Access to be as feature-full and as polished as the wilds of Acheron will allow it to be. This early version of the game will include more content to play, improved mechanics, and more detail than we thought we would have in April. With development ongoing, you can expect bi-monthly dev logs in-depth on our features, like combat, cosmetics, management, and a few surprises. We also have a progress bar for you to track where we are and see when we hit our developmental milestones:



Put simply, this progress bar will show our place on the roadmap, and when we hit each major milestone. Here, you see that “Survivor Management” under our “Base Management” milestone is currently in-progress. As tasks are completed, the progress bar will be updated, to keep you up-to-date.

Everyone at Vivid Storm and Camlann appreciates your feedback. We speak often about your thoughts, feelings, and suggestions about AoA and how we can take it to its full potential. We are eager, hungry, and excited to share more updates with you in the coming weeks. We appreciate every single one of you — the game isn’t possible without you.


Until next time,

TomAKAFiresandwich

April 2024 Update and What's Next



Hey Survivors,

It’s time for an update on the game, where it’s currently at, and how we’re going to proceed from here. If you followed our previous posts you’ll know that after the issues we’ve had with Unity DOTS, we decided to switch engines in order to fix the instability and constant crashes DOTS was causing. While the port is largely finished now, because of how fundamentally different DOTS is to normal programming paradigms we essentially had to rewrite the entire game from scratch.

The UI was completely redesigned and reworked for higher efficiency and better visuals.


Reproducing over a year’s worth of work in less than half the time is a pretty big thing to ask for, but the fact we managed to do it (and while maintaining higher levels of quality/stability to boot) is a good sign that ditching DOTS was the right choice to make. While the rate of progress is much faster, it still took us a considerable amount of time, meaning we didn’t have any time left to work on new major features as compared to the demo.

Taking stock of our starting position and assigning work priorities through the new interface.

Our original plan was to port over the demo features and release it with some minor additions, along with the added polish and improved stability of no longer relying on DOTS. This would have made for a very rudimentary initial build with very little content, which would have felt very underwhelming for a lot of players when it first dropped.

Using the new designation system to mark grown trees for chopping.

That’s why over the past month we’ve put some work in behind the scenes to secure an additional round of funding. We’re still ironing out the details, but as of right now development funds have been secured for at least another year. Instead of being forced to rush out a sub-par version for lack of money, we’ll be able to take this time to make sure the first launch is a success.

[h2]What’s Next[/h2]

Since we’re no longer putting all of our resources towards recreating what we had before, and we’re largely done with the basic engine architecture, going forward we’ll be able to concentrate on implementing some of the major features we have planned for the game. You can expect more dev logs with updates coming soon as a result.

A simple shelter being laid out.

While we think getting the extra dev time for a fleshed-out release is necessary and will benefit the game in the long run, we also understand that many of you were pretty excited to finally get to play it in April. We’re already working on some ideas for how to alleviate that, but the details depend on how certain things shape up within the next few weeks. We’ll announce specifics as soon as we can on that front.

Using the resources we harvested to build.


We hope that despite the delay, you’ll understand why we chose to do things this way. After all, quality can’t be rushed and you only get to make first impressions once. That’s why we want to make sure when you first get to play AoA, your experience will be a good one. Stay tuned for more progress updates soon.

Until then, stay safe and keep surviving!

-Max and the AoA team