Q&A with the Devs №3
Greetings, adventurers!
Thank you for all the questions you left for us on Steam and Discord for Of Ash and Steel. Welcome to Part 3 of the Q&A Session!

Q: How is Ancient Knowledge in your game different from the magic we're all used to seeing?
A: Traditionally, magic is about casting fireballs left and right. In the Of Ash and Steel universe, magic is a very delicate matter that isn't used casually for combat. Every use of magical arts is a significant event. Ancient Knowledge allows the wielder to draw just a fraction of the power of the Seven.
Q: Approximately how long will it take to complete the game?
A: We estimate about 30 hours for a quick playthrough, and twice as much for a more detailed one.
Q: Will there be Xbox controller support?
A: Most likely, yes.
Q: Will there be visible damage from hits and/or blood on melee weapons?
A: Blood remains on both the enemy and the player.

Q: Will all equipment (clothing, rings, etc.) be visible on the character model?
A: Everything except necklaces (though we might add those as well).
Q: Have you considered the option to fully or partially disable the HUD?
A: For screenshots, we have a photo mode that disables the HUD, but we may add this as a general option in the future.
Q: Will there be helmets, shields, bracers, boots, etc., or is the armor unified?
A: There will be helmets, upper body armor, lower body armor, slots for two rings, and a necklace.
Q: Will there be adventure stats displayed numerically?
A: Yes.

Q: Will there be underwater enemies/combat?
A: No, but the underwater world can be explored for treasures.
Q: Will damage and injury depend on body parts hit?
A: A headshot with a bow is always a critical hit, and a backstab cannot be blocked.
Q: Will quests be logged in a modern-like system with written objectives, or will it be old-school, like in OG Gothic?
A: Something in between. We display current objectives on the screen, but they are meant as reminders. For example, if you need to find a character, the task will simply say, "Find Crimson." Details can be found in the journal or by carefully listening to what characters say.
Q: Will there be SteamDeck support?
A: We've already conducted some tests, and everything works well. We'll provide a final confirmation later.

Q: Will there be shields?
A: Enemies will have them, as well as spears. For the protagonist, swords, hammers, axes, daggers, rapiers, maces, etc., will be available.
Q: Why are longswords so slow?
A: The sword's speed depends directly on its weight. You can find both heavy and light swords. As we’ve mentioned, damage numbers aren’t everything—sometimes a weaker but faster sword might better suit your build.
Q: Will there be a release on PS5 and Xbox?
A: We’re not ready to comment on that yet.
Q: Will the combat system, as well as movement and facial animations, be refined further?
A: We will definitely polish some elements, but for the most part, things are finalized.

Q: Will NPCs fight each other? For example, will creatures attack people or bandits attack travelers?
A: Absolutely. In some cases, you can observe conflicts escalating into full-blown fights.
Q: Does it make sense to pray to the gods? Will there be bonuses?
A: Absolutely! The more gold you offer, the more beneficial bonuses you’ll receive.
Q: Will there be weapon effects like bleeding, poison, or lightning/fire rune damage that stacks on the enemy or the hero?
A: Unique weapons have their own effects, including semi-magical ones. In the survival skill tree, you can learn several levels of the bleeding skill. And you can even coat your weapon with poison!
Q: After the ending, does the game finish completely, requiring a new playthrough to re-enter the world?
A: At the end of the game, the island will change to such an extent that it will simply be impossible to continue the game.

Once again, thank you for your questions and interest in the project!
Thank you for all the questions you left for us on Steam and Discord for Of Ash and Steel. Welcome to Part 3 of the Q&A Session!

Q: How is Ancient Knowledge in your game different from the magic we're all used to seeing?
A: Traditionally, magic is about casting fireballs left and right. In the Of Ash and Steel universe, magic is a very delicate matter that isn't used casually for combat. Every use of magical arts is a significant event. Ancient Knowledge allows the wielder to draw just a fraction of the power of the Seven.
Q: Approximately how long will it take to complete the game?
A: We estimate about 30 hours for a quick playthrough, and twice as much for a more detailed one.
Q: Will there be Xbox controller support?
A: Most likely, yes.
Q: Will there be visible damage from hits and/or blood on melee weapons?
A: Blood remains on both the enemy and the player.

Q: Will all equipment (clothing, rings, etc.) be visible on the character model?
A: Everything except necklaces (though we might add those as well).
Q: Have you considered the option to fully or partially disable the HUD?
A: For screenshots, we have a photo mode that disables the HUD, but we may add this as a general option in the future.
Q: Will there be helmets, shields, bracers, boots, etc., or is the armor unified?
A: There will be helmets, upper body armor, lower body armor, slots for two rings, and a necklace.
Q: Will there be adventure stats displayed numerically?
A: Yes.

Q: Will there be underwater enemies/combat?
A: No, but the underwater world can be explored for treasures.
Q: Will damage and injury depend on body parts hit?
A: A headshot with a bow is always a critical hit, and a backstab cannot be blocked.
Q: Will quests be logged in a modern-like system with written objectives, or will it be old-school, like in OG Gothic?
A: Something in between. We display current objectives on the screen, but they are meant as reminders. For example, if you need to find a character, the task will simply say, "Find Crimson." Details can be found in the journal or by carefully listening to what characters say.
Q: Will there be SteamDeck support?
A: We've already conducted some tests, and everything works well. We'll provide a final confirmation later.

Q: Will there be shields?
A: Enemies will have them, as well as spears. For the protagonist, swords, hammers, axes, daggers, rapiers, maces, etc., will be available.
Q: Why are longswords so slow?
A: The sword's speed depends directly on its weight. You can find both heavy and light swords. As we’ve mentioned, damage numbers aren’t everything—sometimes a weaker but faster sword might better suit your build.
Q: Will there be a release on PS5 and Xbox?
A: We’re not ready to comment on that yet.
Q: Will the combat system, as well as movement and facial animations, be refined further?
A: We will definitely polish some elements, but for the most part, things are finalized.

Q: Will NPCs fight each other? For example, will creatures attack people or bandits attack travelers?
A: Absolutely. In some cases, you can observe conflicts escalating into full-blown fights.
Q: Does it make sense to pray to the gods? Will there be bonuses?
A: Absolutely! The more gold you offer, the more beneficial bonuses you’ll receive.
Q: Will there be weapon effects like bleeding, poison, or lightning/fire rune damage that stacks on the enemy or the hero?
A: Unique weapons have their own effects, including semi-magical ones. In the survival skill tree, you can learn several levels of the bleeding skill. And you can even coat your weapon with poison!
Q: After the ending, does the game finish completely, requiring a new playthrough to re-enter the world?
A: At the end of the game, the island will change to such an extent that it will simply be impossible to continue the game.

Once again, thank you for your questions and interest in the project!