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Three Skies Ascension News

Transformation from Gacha Game to Creature Collector RPG

Hello there, Commanders!


[h2]🔥Today, we would like to talk about the transition from Gacha Game to Creature Collector RPG
How Three Skies Became Three Skies Ascension[/h2]



We first announced *Three Skies* here in 2023 as a gacha-style game, but since then, we've taken the project in an exciting new direction. With the release of *Three Skies Ascension*, the game has fully transitioned into a Creature Collector RPG. This post is for those of you who may have seen us a few years ago, and for anyone curious about how a gacha game can evolve into something hopefully deeper and more dynamic.

[h3]🚫No More Microtransactions. No More Gacha.[/h3]
Unlike traditional gacha systems that rely on "pulls" and currency grinding, *Three Skies Ascension* offers capture-based recruitment similar to Pokémon and negotiation-based hero recruitment for a more organic and strategic experience.

You can still earn valuable Recruit Orders that give you a random hero drop, keeping a bit of that classic gacha-style excitement, but the core experience now focuses on player agency and gameplay-driven progression.

[h3]⚒️Rebuilding Core Systems[/h3]
We overhauled every major system that was designed to support gacha mechanics and replaced them with more meaningful, gameplay-focused alternatives. This includes rethinking how rewards, character growth, and progression work across the game.

We're still brainstorming ways to repurpose legacy systems like banners, battle passes, and event menus into fun and evergreen content. More on that later.

[h2]🆕What’s New in *Three Skies Ascension*[/h2]

[h3]🗺️Campaign Expansion and Difficulty[/h3]
The original version of *Three Skies* featured just five areas. With *Ascension*, we’ve expanded the campaign to twelve unique regions, each with their own visual novel-style dialogue and story-driven content.

Considering that originally we were inspired by games like *Darkest Dungeon* for creating our dungeons, we also wanted to make sure that the gameplay felt challenging while also rewarding players for that challenge.

We now tie player progression to the main story, rather than allowing open-ended grinding, which would otherwise allow the player to trivialize the content by overleveling for every boss. However, there's still a great benefit to grinding content in each zone, as it allows you to earn rewards and prepare your heroes even further.

We also amped up the enemy encounters, bringing more diversity to the style of fights you face, with the intention of keeping players on their toes.

New encounter types include:
  • Hero Encounters – Recruitable heroes through negotiation
  • Handler Encounters – Enemy teams led by powerful AI heroes
  • Elite Encounters - Enemies with higher stats and powerful perks
  • Radiant (Shiny) Variants – Unique palette-swapped versions of heroes or creatures


[h3]☀️The Challenge System – *Order of the Sun*[/h3]
Side dungeons are now repeatable and linked to a new challenge system overseen by the *Order of the Sun*. These challenges let you customize difficulty levels and reward you with currency to spend in a special shop.

You can exchange that currency for rare gear, additional recruit orders, powerful artifacts, and more. This system is designed to give skilled players more control and a clear path to mastering the game.

[h3]⚔️Combat and Skill System Overhaul [/h3]
We’ve made some significant improvements to combat:

Swap Skills
Each hero can now assign one of their skills as a Swap Skill, which can be triggered from the backline to swap them into the fight. This opens up new tactical options and combo opportunities.

Using a swap skill does come with a tradeoff - it applies a 4-round cooldown to the skill used.

EX Skill System
The updated EX system now builds up to 10 charges through spending your hero's MP during a fight. These charges unlock Grimoire Abilities, powerful upgrades that can turn the tide of battle or save you in critical moments.

Skill Customization
We also revamped the skill upgrade system. Each hero skill can be improved by four ranks, and each rank offers multiple modifiers to choose from. This lets you personalize your playstyle and fine-tune your team.

[h3]🧰The Workshop[/h3]
Previously, dungeon supplies could only be purchased beforehand and would convert to gold if unused. Now, with the new Workshop, you can craft upgraded items that stay in your inventory after each run.

The Workshop also allows you to create scrolls and fusion materials to support hero development and progression.

[h3]🎒Expeditions[/h3]
The old real-time expedition system has been replaced with something more integrated. Now, expeditions are actual dungeon runs that your sideline heroes complete based on your own in-game progress.

Expedition time is reduced when your selected heroes have elemental advantages, which ties the system directly to your team-building strategy.

[h3]🛖Barracks Upgrades[/h3]
The Barracks now supports 16 rooms by default, doubling the previous capacity without requiring upgrades. We also added sorting and filtering options based on player feedback to improve quality of life.

[h3]🌟Passive System[/h3]
As you explore dungeons, you may come across encounters that grant or alter passive traits on your heroes. These passives can be beneficial or harmful, and vary in duration from temporary to semi-permanent, adding depth and unpredictability to dungeon crawling.

[h3]🛕Fusion Tower[/h3]
The Fusion Tower replaces the old Arcane Library. Previously used for skill research, which now lives in the hero menu, the Fusion Tower now allows us to reimagine the building as a hero creation and alteration system.

With Fusion, you can combine two heroes or creatures to create a new one, using modifier items to influence the outcome.
With Alteration, you can directly change aspects of a hero, such as nature, talents, passives, and even visuals. It’s a robust system for players who enjoy refining their roster.

[h3]🐺Encounter Expansion[/h3]
Encounters have been greatly expanded. Every zone now features thematic props and obstacles with different outcomes depending on your interaction choices. You can also now use any item from your inventory on encounters, often triggering special results.

The wildest example of this is our new Alchemy Table, which can take up to 15 different items to produce varying results for your team during a dungeon run.

[h3]📓Journal Expansion[/h3]
The Journal has been overhauled to include not only heroes and creatures, but also celestials, artifacts, and scrolls. You can also now track your collection progress in one dedicated space.

[h3]Looking Ahead [/h3]
As mentioned, some of the old systems, like event banners and battle passes, are currently on hold. We’re exploring ways to reinvent them as permanent features that enhance long-term play, rather than short-term grinds.

In the meantime, our focus is on:
  • Quality of life improvements
  • Endgame content
  • Additional platform and localization support.
  • Offline mode


[h2]Final Thoughts [/h2]
*Three Skies Ascension* is no longer a gacha game with RPG elements. It’s a full Creature Collector RPG shaped by player choice, meaningful progression, and flexible systems.

We appreciate anyone who has followed us on this journey and welcome both new players and returning fans. The world of *Three Skies* has grown, and there’s still more to come.

Thanks for reading!
~Chris, Shiny Box Games

Dev Blog: Inside the Fusion System

[h2]Hey adventurers![/h2]

Today we’re pulling back the curtain on one of the most exciting mechanics in our game—The Fusion System! Found within the Fusion Tower, this feature is a cornerstone of deep hero customization and team-building strategy. Whether you're looking to create a brand new hero or fine-tune your favorite warrior, the Fusion System gives you the tools to shape your barracks like never before.



[h3]🧬 What is Fusion?[/h3]

The Fusion Tower has two major functions:

1. Fusion – Create an entirely new hero or creature based on two selected "parents."
2. Alteration – Modify certain aspects of an existing hero instantly with special items.

Let’s break them down!

[h3]🧪 Fusion: Forge a New Hero[/h3]

Fusion allows you to combine any two heroes or creatures—your chosen "parents"—to create a brand new being. The outcome depends heavily on the power level and attributes of the parents, so mix wisely!

But there's more to it than just throwing two characters together. You can also use **modifying items** to influence the result. These items give you control over what traits might be passed on, such as:

🔹 Preserving a parent’s Nature
🔹 Preserving a parent’s Talent
🔹 Inheriting two additional attributes from the parents
🔹 Passing down a specific attribute

Once your selections are made and modifiers are applied, your new fusion hero begins to take form—but you’ll need to progress through dungeon exploration to complete the process. This makes the fusion not only strategic, but something that evolves with your gameplay.

[h3]✨ Alteration: Redefine Your Heroes[/h3]

Sometimes you don’t want to start from scratch—you just want to tweak a hero you already love. That’s where Alteration comes in.

Using special alteration items, you can instantly change parts of a hero, such as:

- 🔁 Swapping their Nature
- 🎯 Changing their Talent
- ❌ Removing unwanted passives
- 🔧 Boosting specific attributes
- 🎨 Applying special palettes for a visual refresh

Unlike Fusion, Alteration happens immediately, allowing for quick experimentation and fine-tuning of your roster.

[h3]🔮 Why This Matters[/h3]

The Fusion System is more than just a mechanic—it’s about player expression and strategic depth. Whether you’re crafting a hero that fits your playstyle or customizing your squad to overcome tough challenges, this system gives you the flexibility to build your dream team.

So dive in, experiment, and discover the endless possibilities hiding inside the Fusion Tower. And don’t forget—sometimes the strongest heroes are the ones you create yourself.

Until next time,
~ The Dev Team

Patch Notes 3.2.1 (April 7th 2025)

[h3]⚔️ Hello Commanders! ⚔️[/h3]



Today, we're rolling out Patch 3.2.1 to address some of the most important issues:

  • 🐑 Fixed bad texture on polymorph
  • 🔄 Fixed cooldown issue when swapping skills in the arena
  • 🌧️ Fixed softlock after battle caused by weather damage
  • ❗ Fixed quest tracking for kills using elemental effects
  • 💀 Fixed passive abilities misapplying status effects after cast
  • ➡️ Added arrow key support on the world map


🐞 We're still working on a few more bugs, which should be addressed in the coming days!

🙌 Thank you for all your support and feedback!

~ The Three Skies Ascension Team

Three Skies Ascension is officially LIVE

[h3]Hello Commanders![/h3]

[h2]Three Skies Ascension is officially LIVE![/h2]



To celebrate this occasion, we are having -15% promotion for our game!

With Three Skies Ascension going live today on Steam, our Devs will follow suit and will be hosting a live stream on Steam.

Join us at 10 AM CDT as we dive into gameplay, share behind-the-scenes insights, and talk about all things in Three Skies Ascension!

https://store.steampowered.com/app/3197690/Three_Skies_Ascension/

Thank you for all of your support, and we hope you will have a lot of fun playing Three Skies Ascension!

~Three Skies Ascension Team

Art Style and Music Devlog

[h2]Hello Commanders![/h2]

In today’s devlog, we will share some inside information about Art Style and Music Inspirations, a crucial element that makes Three Skies Ascension what it is. Let’s jump right in and explore it together!



[h3]Crafting the Art Style[/h3]

When we first started developing *Three Skies Ascension*, our artistic direction was inspired by a combination of anime aesthetics and stylized cartoon visuals in games like *League of Legends* and *World of Warcraft*. We wanted to create something visually appealing yet accessible, and this blend of influences helped shape our distinctive style.



[h3]From 3D to 2D[/h3]

Originally, we had considered making the game in 3D, as our main artist had a strong background in that area. However, due to scheduling constraints, our primary 3D artist was busy with another project, while our concept artist, who specialized in 2D, was available. This led us to pivot towards a predominantly 2D style, allowing us to fully leverage the talent we had at hand.



[h3]The Evolution from Pixel Art to Cartoon Style[/h3]

In the early stages of development, we experimented with pixel art. However, as we progressed, we realized that we felt more comfortable with a cartoon-style approach. One of the major considerations in refining our art style was deciding how to handle shading and details. Initially, we debated whether to use gradient shading, but we ultimately opted for a simpler style that relied on clean shading and highlights. This decision also made it easier to implement a palette-swapping system, which gave us more flexibility in creating variations of assets.



[h3]Challenges in Unifying the Art Style[/h3]

A unique aspect of the cartoon style we chose is its unforgiving nature when it comes to consistency in anatomy, facial expressions, and proportions where any mistakes become immediately noticeable. One of the biggest challenges we faced was ensuring a cohesive visual identity, especially while working with multiple artists. Keeping character designs consistent across different hands was a meticulous process, but it was essential for maintaining the quality and integrity of *Three Skies Ascension*.



[h3]Pushing the Boundaries of Character Design[/h3]

One of the most exciting aspects of our art style is the freedom it gives us to push character proportions and designs beyond conventional limits. This is best showcased by the contrast between characters like *Fogran*, the towering demi-giant, and *Veneficus*, the diminutive halfling wizard. This level of variety allowed us to create a visually diverse world while maintaining an overarching stylistic cohesion.



[h3]Crafting the Soundscape[/h3]

A game’s art style sets the visual tone, but music and sound design are just as critical in creating an immersive experience. For Three Skies Ascension, we collaborated with Red Forge, an incredibly talented audio studio that played a key role in defining the game's auditory identity.

[h3]A World Brought to Life Through Sound[/h3]

Working with *Red Forge* was an incredible experience. They composed a total of **27 unique tracks** and designed **hundreds of sound effects** to bring the world of *Three Skies Ascension* to life. The music seamlessly complements our various environments, from epic orchestral themes that accompany intense battles to serene melodies that enhance exploration and storytelling moments.

Beyond just the soundtrack, the sheer variety of sound effects they created helped add depth and immersion to every action, whether it be the clash of weapons, the crackle of magic, or the ambient sounds of bustling towns and wild landscapes.

[h3]Conclusion[/h3]

The artistic and musical choices behind *Three Skies Ascension* were shaped by both creative aspirations and practical constraints, leading us to develop a distinct cartoon-style aesthetic and a richly immersive soundscape. Despite the challenges, our team’s passion and dedication, along with the incredible work of *Red Forge*, allowed us to craft a game that feels both visually and aurally engaging. We can't wait for players to experience the world we've built, and we hope that our art and music will leave a lasting impression!