Some Development Updates Post Playtest
Hello Ascenders!
It has been quite some time since our last update following the playtest this past December.
So many of you particiapted in the open playtest and shared your feedback, which has been incredible helpful in improving the game. We wanted to take this time to not only thank you, but to also show you what we have been working on. In this notice, we want to share the current improvements and additions that will make their way to Ascend to ZERO! Check out all of the details below! Please bear in mind that the images are development images!
[h2]Difficulty System[/h2]

We're added a difficulty system so that players can experience Ascend to ZERO in a way that best suits them! Soon, both newcomers to the roguelike genre and battle-hardened veterans can enjoy everything Ascend to ZERO has to offer at a level they feel most comfortable
[h2]Handbook Renewal[/h2]

The Handbook system has been completely revamped to make tracking your progress more intuitive! You can check more categories, weapons have been separated by types and grade-levels, and you can also see how many of each item you have obtained and how many of each monster you have slain! We’ve also added bonus stats that you can gain based on what you have filled out in the Handbook thus far, so we hope you enjoy the thrill of completing the Handbook!
[h2]Map Enhancements[/h2]

The mini map and the world map have been renewed so that you can see more information at a glance! Essential information like which rooms are special encounters can now be seen on the maps!
[h2]QOL Improvements[/h2]

We made a lot of improvements based on suggestions collected from the playtest, such as (but not at all limited to) improving the visibility of what item you are selecting, improving the item equip function, increasing the font size of certain screens, and more. One of the notable fixes we made is where items couldn't be drawn at the end of a run when the inventory was full, meaning you no longer have to manually clear space prior to an end of a run!
Beyond the things listed above, there are numerous other improvements and bug fixes in the works. We have been working hard on Ascend to ZERO to address your suggestions and create an even smoother gaming experience. We hope to share more information soon!
https://store.steampowered.com/app/3279910/Ascend_to_ZERO_Demo/
By the way, if you haven't already followed us on our channels...
Discord: Join the community X/Twitter: @AscendtoZERO YouTube: @flywaygames
- Ascend to ZERO Team
It has been quite some time since our last update following the playtest this past December.
So many of you particiapted in the open playtest and shared your feedback, which has been incredible helpful in improving the game. We wanted to take this time to not only thank you, but to also show you what we have been working on. In this notice, we want to share the current improvements and additions that will make their way to Ascend to ZERO! Check out all of the details below! Please bear in mind that the images are development images!
[h2]Difficulty System[/h2]

We're added a difficulty system so that players can experience Ascend to ZERO in a way that best suits them! Soon, both newcomers to the roguelike genre and battle-hardened veterans can enjoy everything Ascend to ZERO has to offer at a level they feel most comfortable
[h2]Handbook Renewal[/h2]

The Handbook system has been completely revamped to make tracking your progress more intuitive! You can check more categories, weapons have been separated by types and grade-levels, and you can also see how many of each item you have obtained and how many of each monster you have slain! We’ve also added bonus stats that you can gain based on what you have filled out in the Handbook thus far, so we hope you enjoy the thrill of completing the Handbook!
[h2]Map Enhancements[/h2]

The mini map and the world map have been renewed so that you can see more information at a glance! Essential information like which rooms are special encounters can now be seen on the maps!
[h2]QOL Improvements[/h2]

We made a lot of improvements based on suggestions collected from the playtest, such as (but not at all limited to) improving the visibility of what item you are selecting, improving the item equip function, increasing the font size of certain screens, and more. One of the notable fixes we made is where items couldn't be drawn at the end of a run when the inventory was full, meaning you no longer have to manually clear space prior to an end of a run!
Beyond the things listed above, there are numerous other improvements and bug fixes in the works. We have been working hard on Ascend to ZERO to address your suggestions and create an even smoother gaming experience. We hope to share more information soon!
https://store.steampowered.com/app/3279910/Ascend_to_ZERO_Demo/
By the way, if you haven't already followed us on our channels...
Discord: Join the community X/Twitter: @AscendtoZERO YouTube: @flywaygames
- Ascend to ZERO Team