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Ash of Gods: Redemption News

DEMO FEEDBACK

Hey, folks!

As you know, we released a reworked demo version of The Way a month and a half ago, and I reckon it is time to sum everything up, to discuss your feedback, to share what we are doing with it right now and to tell you more about the game overall.



First of all, I'd like to thank everyone who has played the game and shared their thoughts with us. To be frank, sometimes developers spend so much time in their games, and it is hard to recognize an issue or a flaw even if you face it every day. And that's where the community steps in, reviewing your ideas with a fresh eye and providing a clear message about what works alright and what doesn't. You are a really big part of the development process, and we are very grateful for your time and consideration. You are making our game way better than we could do that alone. Thank you so much for that.

[h3]So, what do we do with your feedback?[/h3]

Well, I believe it is worth mentioning that there was a vertical slice of The Way in the beginning of this year, a completely different game focused on gameplay with a simple generic story to follow. It was all about regular fights against different opponents with different decks. The reviews were very positive, and The Way even won 'Best PC Game' award on IndieCup but we also knew that some of you weren't that happy about the game.



We do understand that a great deal of players want us to make a sequel to the original Redemption game while we are making a completely different game of a different genre in the Ash of Gods universe. Your feedback changed that. You want us to create interesting characters, to tell stories with moral choices and dire consequences—and we decided to answer that call. We have spent a lot of time reworking the game to make it more complex and more interesting in terms of gameplay and story. And the last demo we published is the result of that hard work.



This extra work is a huge risk for us, to be honest—we never planned those changes, the budget of the game is very limited and we definitely need more money to complete the game. But we wanted to make something you guys will love, and if the game succeeds there's a chance we can make you happy with Ash of Gods 2.



[h3]So, what's the difference between the vertical slice and the new demo?[/h3]

First of all, we've managed to make almost every battle unique adding new mechanics and scripts. We wanted to challenge players, constantly changing rules to create a kind of a puzzle. No more simple fights on the same battlefield with 3 lines. You should be flexible and inventive to end up victorious.



These battles are also justified with the main story. It is not as big and as complex as Redemption's, of course, due to obvious limitations of our budget and time and the game's genre, but we did our best to make it fun both for the fans of the original game and the new players. There are a few familiar characters in the game, some lore, references to Redemption events and more.



We also created a story for every tournament with moral choices and different outcomes. The first tournament is pretty simple though and mostly focused on exposition and explanation of rules and mechanics, so there are only 3 different and rather simple endings. The second one has 6 possible endings based both on the player's skill and choices, the third one has around 8 and I believe it is safe to say that the game itself has a minimum of 7 different finales at the moment but I guess the true number is somewhat like 14-ish. Of course, there are side quests—and some of them can affect the main story.



Another thing worth mentioning is art. In the vertical slice most of the visuals were placeholders from Redemption with a few roughly drawn characters.



We've completely reworked all characters and animated them even better than we did in Redemption (added more movements and breathing).

[previewyoutube][/previewyoutube]
We've also created about 60 battlefields...



3 tournament backgrounds...



and 4 places for camp where you can talk to NPCs.



We wanted to create new battle characters as well but a studio and actors are required to do that, and it was impossible due to COVID-19, so we are stuck with Redemption's units. It is also a certainly costly venture which requires a lot of time, and we desperately need this time and money to rework the game.

Now, back to the demo. Of course, we didn't manage to do everything we wanted in time, there are obvious flaws like the lack of balance and some important features are missing but the goal of the release was to learn more about your experience—what you did and didn't like, is there any big issues we overlooked or some ideas which work different than we expected. That was really useful for us. We gathered enough feedback to make the game better, and now it is time to share what we are doing with it.



[h3]Changes we did due to your feedback[/h3]

The very first reported issue of the demo was expectedly rough UX. We were aware about the problem, and we are doing our best to make the UX curve as smooth as possible. The qualification round is expected to be pretty simple and enjoyable now but challenging enough to be interesting at this point.



Challenger battles are way more complex. We do not like the idea of simple hard mode fights where you are playing the same battles but against a stronger deck. The idea was to make them unique but understandable, adding additional mechanics, scripts and rules to the original fights, changing the size and the shape of battlefields to make a new challenge. Thus, the qualification round is the place where you can test your strategies and experiment as long as you want, a sneak peek of the real battles, while the challenger battles are the real test.



Since we are talking about challenger battles, another issue is attempts. The idea was to make an additional challenge for a player and also to add more tension and drama to the narrative, to make a difference between an okay-ish and truly outstanding performance which will impact the result of the tournament. I would like to thank fluxit, vladimir.msg and volvovics for the thorough feedback on that matter. We realized that this feature is not just a limitation but also a punishment—you are feeling uncomfortable and pressured and won't get the reward if you didn't manage to win the fight for a limited number of attempts.



Yet, we needed this feature to determine how good a player was performing. That's why we've changed the original idea. Attempts now are actually the best result of the battle of other tournament challengers. If you beat or repeat it, you get a small bonus in gold and more glory. If you don't, you are still getting the main reward when you finally win the fight. Also, we increased the amount of attempts for every fight to make this challenge a bit more fair.

Another problem is a bit of randomness which affects the experience in some fights which could be much easier if you had the right characters to do the job. Of course, we can't completely fix that because it will totally kill the replayability and challenge of the game but we decided to allow changing one of your cards in the beginning of the fight. Also, at some fights you have a bigger starting hand compared to the standard of three cards for each deck.



We also reworked some of the battles to make them more understandable and less random. Thus, we removed 'an unpleasant surprise' thing where you lose all your characters once you placed someone on the battlefield, and changed the mechanics of 'the duels' fight (thanks, alpasy).



We updated the descriptions of battles to give more information for a player about the fight, thanks to DeadlyDan's feedback. We also added an option to discuss the fight with your mentors to get valuable advice and ability to quickly choose one of your saved decks.



Speaking of changes in UI, we are completely reworking deck management at the moment as well as some other important parts, and also adding new things we need like, for example, a merchant UI.



There are a great deal of other changes: we added drag-n-drop mechanics to the deck manager, changed the map, added an option to remove the card's animation to play faster (thanks to devxx), and reverted the scroll for zooming out the battlefield. Also, we are reworking the tutorials and changing the flow of the game to make the experience even better, to show a player some tips he can use later, reworking card upgrades to make them more interesting, reworking in-game cinematics and more.



Of course, some of these things are a work in progress yet. But once we finish this, make sure we will update the demo to learn more about your experience once again.



Meanwhile, I'd like to thank you once again for being such a great community. My special thanks to the folks from Discord (найк, Ratnik_RUS, KoPLLIyH, res7less) who provided a lot of feedback. You can also join our Discord to share your opinion there or to talk to us, we are always happy to do that.

Please, follow us on Steam, add the game to your wishlist—and we will do our best to make something you guys will enjoy.

Cheers,
A.

New demo of Ash of Gods: The Way



Hey folks!

We are here to show you another version of Ash of Gods: The Way, a demo for Indie Cup Celebration 2021.



As you may know, we released a demo for Steam Next Festival this summer. We gathered a lot of positive reviews, even won a few awards like Best PC Game on IndieCup and Excellence in Visual Art on DevGamm Spring 2021. But we also carefully reviewed the feedback we gathered on these events as well as publishers', streamers' and players' feedback from private testing and decided to change the concept a bit to improve it. Thus, the game significantly changed since, and this demo will show you the new version of The Way.



The new idea behind the game is tactical combats with constantly changing rules for every fight. Now every encounter is a puzzle with original mechanics, scripts, battlefields of different shapes and sizes and, sometimes, very nasty and unexpected surprises. It is not a simple card battler anymore but a deep and entertaining game where you should adapt your strategy and change it on the go to end up victorious.



Another big change is more focus on storytelling. Every tournament is not just a simple bunch of fights now but a small story with a few different outcomes depending on player's success on the battlefields and his choices in dialogues.



The new demo is a bit rough around the edges, it doesn't offer a flawless experience, it lacks a few important things yet and its balance is probably not perfect, but we want to share it with you to get an early feedback which is very important for us.

Please, join our Discord to tell us what you think about the demo or post your feedback to Steam forums. We are really appreciate it. Thank you.

Vagrus - The Riven Realms Launching on Steam!

[h3]Our friends at Lost Pilgrims have just launched Vagrus - The Riven Realms into full release here on Steam.[/h3] Vagrus is a turn-based, open-world, dark fantasy RPG. The game moves out of Early Access with well over a hundred hours of playable content . Vagrus and its haunting world were born from decades of tabletop RPG campaigns played by the founders of Lost Pilgrims, which adds vastly to the game’s unique atmosphere and the richness of its setting.
[previewyoutube][/previewyoutube]

Vagrus is an award-winning roleplaying game with a narrative focus, open-world exploration, and strong elements of strategy. The player takes the role of a vagrus - a caravan leader who strives to survive in a strange and dangerous dark fantasy world by leading a traveling company on all kinds of ventures.

[h2]Feature list[/h2]
  • A DARK REALM
    A vast realm is yours to explore, filled with unique locations, strange factions, lurking dangers, and a slew of characters you can interact with.


  • BRANCHING NARRATIVE
    A large selection of longer and shorter stories make up the game’s narrative in the form of events and quests. The choices you make in these can significantly affect the characters and the world around you.


  • TURN-BASED COMBAT
    Take part in turn-based, tactical combat that involves your characters and a large variety of enemies, both humanoid and monstrous. Use a range of character skills and abilities to succeed. Fight against outlaws and monsters commanding your whole traveling company in pitched battles for resources.


  • RESOURCE MANAGEMENT
    Most journeys have to be planned and prepared for carefully, lest they end in disaster. Manage your supplies, cargo, and crew effectively to survive. Take on contracts and follow rumors or trade opportunities.


  • UNIQUE COMPANIONS
    A wide variety of companions can work for you in versatile caravan roles, such as scoutmaster, guard captain, treasure hunter, or beast handler. Each companion comes with unique combat skills, background stories, and personal quest lines that can upgrade them further when you complete them.


  • POWERFUL FACTIONS
    Ally yourself with mighty factions that shape the Riven Realms with their influence on commerce, brutal wars, and constant scheming. From prosperous Trading Houses to criminal syndicates and religious organizations, these groups offer powerful rewards and boons to those loyal to their cause. But take heed - befriending a faction will more than likely antagonize others.


[h3]Centurion Edition[/h3]
A special Centurion Edition of Vagrus released alongside the full game. This special edition includes the base game, the original soundtrack, and the Patronage Pack at a special launch price during launch week. Those who already own the base game can also purchase the DLCs individually.

Try your hand at Vagrus to see if you can make profit while surviving in the wastelands!



https://store.steampowered.com/app/909660/Vagrus__The_Riven_Realms/?snr=1_5_1100__1100

[h3]Vagrus also has a FREE Prologue available here on Steam[/h3]
If you are interested in getting a glimpse of Vagrus, check it out here.

65% OFF SUMMER SALE



Hey folks!

Steam Summer Sale is here, and we are glad to announce 65% OFF Ash of Gods: Redemption, both the original and Deluxe version with a beautiful soundtrack from Adam Skorupa, The Witcher's composer, and our nicely composed digital artbook.

Have a nice Summer, everyone!

https://store.steampowered.com/app/691690/Ash_of_Gods_Redemption/



That's The Way demo!



Hey folks!

The demo for Ash of Gods: The Way is finally available for everyone on the store page.

Ash of Gods: The Way is a single-player story-driven tactical game with constantly changing rules for every fight. Original mechanics and scripts, battlefields of different shapes and size, six factions with two unique decks for each of them—adjust to the circumstances to be victorious.

Keep in mind, that's still work in progress, there are a lot of placeholders and other small issues in the game. We are also experimenting with fights, mechanics and balance, so a lot of that will be reworked on the release. Please, share your feedback via our Steam forums or join Discord community.

We are also going to make a stream for Steam Next Festival to show you The Way as well as to highlight the game to other Steam players. Join us on Monday, June 21th, 10 am Pacific to take a sneak peek at the demo or try it for yourself.