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Ash of Gods: Redemption News

MAJOR UPDATE PLUS


Hello folks!

We continue to work hard to add the features that weren’t included into our recent Major Update, carefully reviewing your feedback and fixing bugs. As a result, we've compiled quite an extensive list of improvements that we hope will make your adventure in Ash of Gods: Redemption much more enjoyable.

ACHIEVEMENTS




First of all, achievements should now work correctly in both the original and the reworked versions. Happy hunting!

BALANCE




We’ve also listened to your feedback and made significant changes to the strixes mechanic, increasing the initial number of shards in the beginning of the game.


These adjustments apply to both the reworked and original versions of the game, but only in Story and Classic modes — the Hardcore mode remains the same, and there your characters may still have to draw the short straw if luck isn’t on your side.

In addition, we've fixed an issue with low level characters who join your party as the story progresses, making it irrational to use them in battles. In the reworked version we want to give you as much freedom as possible to experiment with your party, so now the level of new characters will be a level lower than the maximum level of your party.


Also, as a reminder, all characters in your team now gain a standard amount of experience, even if they don't participate in battle, ensuring that any of them can be useful throughout the game.

BATTLES


As a top priopity, we’ve fixed certain battles where the new rules weren’t working correctly. Let us know if we missed anything or something works wrong. In the meantime, we’re continuing to improve the new combat system, making important adjustments to the existing mechanics.



Now, additional abilities that previously could only be used before the main action can be used at any time — you can first attack an enemy and then, after approaching a group of foes, apply a counterattack or defense to your character.



These additional abilities are marked as 'free actions' in the description.



Special class abilities which were previously almost unnoticeable, are now displayed much better in both the original and reworked versions of the game — the icon is now significantly larger and got a special animation after activation.



During the positioning phase you can now swap characters by holding down the SHIFT key, reducing the number of unnecessary actions. A reminder of this will always be displayed at the top of the screen.



The bug where the enemy couldn’t play a card and use a character in the same turn was also fixed. Now all participants in the battle are in an equal position.

We’ve fixed the problem with the speed of some characters. The improvement of abilities and usage of special items increases characters’ speed correctly now.



We have completely removed the hidden timer from the game, and turns are now passed only manually. The round counter that replaces the timer has also undergone a slight change — it now tracks the progress of all characters on the battlefield rather than being unique to each team.

Additionally, we've fixed the issue with the camera that stucks in certain battles, and the mouse wheel now functions consistently with other screens, zooming in on the battlefield when scrolling forward and zooming out when scrolling backward.

UI



We’ve listened to requests for a larger interface for big monitors and TVs, and we’ve added a special slider to adjust the size of the interface. We hope this solves the problem.



The arrows showing the movement of the Frisian army on the map have returned — you can now once again track the enemy's movements.


The issue with UI elements freezing during interactions with characters is fixed. For example, in the first battle between Lo Feng and Atraakh, the icon “Talk to Pelko Soturi” will disappear.


Another change is the fixed layout in pop-up event windows. The forth line was too squeezed into the third, but now it should look fine and your eye won't be stumble over it.


The display of some item stats is also fixed — their properties are no longer hidden behind the purchase button and won't be a surprise to you.

SAVES


We’d like to note that the 'missing' saves after the update for those who already had progress in the game should no longer concern players. The issue was due to a Steam cloud storage glitch — it simply wasn't copying game files to the correct folder.


If you still have this problem after the update, please copy your saves from

\Steam\userdata\{USER_STEAM_ID}\691690\remote

to

C:\Users\{USER NAME}\AppData\LocalLow\AurumDust LLC\Ash of Gods.

If this doesn’t resolve the issue for any reason, please let us know.

KNOWN ISSUES


We are a tiny team and are unable to test completely all 24 hours of the game, so please let us know if something works wrong. We will fix it in the next update.


At the moment we know that all Lo Pheng's skills except his basic attack put a cooldown on his free skills which shouldn't work this way, so we advise you to use them before the attack.

AND THE MOST IMPORTANT




Please support us by leaving an honest review of the game — it means a lot to us. We also carefully read everything you write and are ready to answer any questions and help — on Steam forums and in our Discord channel.

And for now we go on working on the next update for you to enjoy new improvements which we’ll tell about soon.

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

NEW COMBAT IS HERE



We have finally finished with the new battle system testing — thanks to your invaluable help as well, and now are ready to show the first improved version of Ash of Gods: Redemption!

Pay attention that it’s not Redemption 2.0 yet — we keep working on voiceover, translations and other improvements, and will also attentively study your feedback to make corrections.

We hope that this update will give you a lot of positive experience, so please support us with reviews on Steam. It’s very important for us — especially if you had left a negative review about the original battle system.

So what’s in the box?

[h2]VERSION CHOICE[/h2]



First of all, we considered the requests of those who would like to be able to play the classical version of Redemption. So the first tough choice awaits you right in the beginning of the game.

[h2]NEW TURN-ORDER SYSTEM[/h2]



One of the biggest changes is the new order of turns which was requested by many players. Now smaller squads will not get the advantage over bigger ones: all the characters must make a move to start a new round. There's a tiny advantage for a small teams left, though, as they are always the first to start a new round.

The exclusion is Blance — being a strong character who is able to destroy enemies all by himself, he can act after every enemy’s turn. The same is also true for Lo Pheng in his first battle against the Reaper.



On the top of that, we have finally disabled 300 seconds per turn limit, and made this space fail-safe timer more useful. Now it shows the number of a round and its progress — based on how many characters made their move and its number.

[h2]NEW MOVEMENT SYSTEM[/h2]



Another major change is an entirely new character movement system that we borrowed from our secret developments on an unannounced game.

In the original version, the hero could only make one movement, and using a skill immediately ended the turn. Now characters have more freedom: they are only limited by movement points and can move after using abilities.

It provides more opportunities for tactical planning — you can now break the distance with an opponent after attacking, hide a weak character behind the backs of allies, or change your decision if you make a wrong move.



It is worth mentioning that you can plan your moves from the very start as we have also added the ability to check your enemies and their skills during the positioning phase.

[h2]NEW CARD SYSTEM[/h2]



We have literally destroyed and rebuilt the combat cards to make them more useful and interesting — some were removed, and others were reworked. Additionally, the player now starts the journey with fewer cards in the initial deck (two instead of five).

The cards themselves no longer require a separate turn — you can play a card and then act with the chosen character.



We also got rid of the mechanic of obtaining cards by collecting their fragments — no more worrying about missing them and spending gold on them. Now, cards are awarded for key battles and can also be obtained in story dialogues. This way we've added an additional progression to the game, introducing stronger cards gradually, and you won't be stuck with the same options through out the whole game.



The UI of the cards has been improved as well: available cards are shown by default during combat when you can use them and are hidden when they can't be played.

[h2]SKILLS REWORK[/h2]



It’s also worth mentioning another problem from the original Redemption that annoyed many players — the use of powerful skills requiring a substantial health sacrifice from the character.

We have significantly reduced the cost and effectiveness of such skills for most classes and completely removed them from archers as they did not make sense either tactically or narratively. However, we decided to leave these abilities for assassins, who can restore health when killing enemies.



We may get back to this issue and completely remove such skills for regular classes, making players pay for powerful abilities with energy, thus reducing their mobility in the new movement system — but for now, we await your feedback.

[h2]EXPERIENCE REWORK[/h2]



Party management was another pesky problem of the original game. As you can take only up to six characters to a fight, the 'benched' party members did not get any experience, gradually and hopelessly falling behind in progress, which made their use in the future significantly more difficult.

New version of the game fixes the issue. Now even those who do not participate in fights receive a standard amount of experience. But it is also worth mentioning that characters on the battlefield can earn additional experience points by last hitting opponents.

[h2]OTHER IMPORTANT CHANGES[/h2]


Firstly, the game now supports 60 FPS instead of 30, making it feel much smoother and more pleasant for the eyes.

Secondly, we have improved the enemy AI — they will no longer ignore you, hiding in the corner of the map.


Thirdly, we made quite a few improvements to the UI — adjusted item management and tooltips, added an indication of receiving new cards, and indication for save slots with mode labels and Reworked version is marked with 'NEW' banner.

Additionally, we seem to have fixed the issue of supposedly disappearing saves — previously, this was resolved by re-logging into your Steam account, but it shouldn’t occur anymore. Please let us know if this is not so.



Meanwhile, we continue to work on new improvements — there are still things in our list, so expect more changes soon.

A huge thanks to everyone who participated in the testing — many changes were made possible thanks to your help and prompt feedback. Remember, you can always contact us in our Discord channel and leave your opinion in the #feedback section.

And please support us with an honest review on Steam if you like what we do — it's most valuable to know that our players appreciate our efforts in improving the game.

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

Ash of Gods: The Way: New Demo



Hello friends!

Great news — a demo version of Ash of Gods: The Way is now available on our page. It’s fully up-to-date and includes all the changes the game has received since its release. If you hesitated about buying or were planning to do it later, now you can try it absolutely free and purchase the full version if you like it.



To make this offer even better, we’ve added a special 50% discount to all versions of Ash of Gods: The Way and its DLC.



You will be able to:
  • test yourself in the puzzle battles of the first championship;
  • master two decks, the powerful Berkanan and the full of tricks Bandit deck — and create as many of your own as you want;
  • forge beneficial alliances that will help the main character in his deadly mission;
  • enjoy the stunning art and voice acting;
  • try all three difficulty levels — Story, Classic, or Hard!

The button to download the demo version is available on the game's page:



We also remind you that we are releasing the mobile version of Ash of Gods: The Way soon, and you can help us a lot by pre-registering and adding the game to your wishlist:

https://play.google.com/store/apps/details?id=com.aurumdust.ashofgods.theway



Be sure to try the demo if you haven't purchased the game yet, and join our Discord to share your feedback, ask any questions and stay tuned!

Redemption battle system: we need your opinion!



Hello folks!

We go on working on the new alternative battle system of Redemption and are ready to demonstrate first changes and get your honest feedback. The new build is already available in Steam’s beta-branch and is waiting for everyone who is ready to test it.

To get access to it, please, join our Discord — you can get all the information there in the #announcements section.


What changes did we manage to make?

First of all, the order of turns has been changed — now small squads no longer have an advantage over large ones: all characters on the field must take a turn for a new round to begin.

The exception is Blance — being a powerful character capable of destroying enemies single-handedly, he can act after each opponent's turn. The same applies to Lo Pheng in his first battle against the Reaper.

The next thing we did was significantly change the combat cards.

First of all, they don’t require a separate turn anymore — you can play a card and then act with the chosen character. This should significantly improve the dynamics of the combat.


Secondly, many cards have been significantly modified to make them more useful. Because of this, the player now starts the journey with fewer cards in the initial deck (two instead of five).

Thirdly, we gave up the mechanic of obtaining cards by collecting their fragments, which were available from merchants or as battle rewards. Sometimes, the necessary parts wouldn't appear until the very end of the game, which noticeably frustrated players.



Now all cards are issued as a whole — usually as rewards after important battles that you won’t miss.

Another change is cosmetic. Available cards are now shown by default during combat when you can use them, and hidden when they cannot be played.

Changes also touched on some combat skills that require health expenditure to use — we did not have time to thoroughly discuss this mechanic, so for now, they require fewer resources but are also less effective.



Small fix came to items management as well. Now you can drag and drop an artifact to the character who's already chosen for a fight, not just via team section as that was before.

The enemy AI has also been improved — enemies no longer stand idly, skipping turns, but actively participate in the battle.

The last important change is that the game now supports 60 FPS instead of 30. We have already tested this in Ash of Gods: The Way and know that even our frame-by-frame animation looks significantly smoother in this mode. We hope you will like it too.


We also remind you that all future changes will also be applied to the mobile version of Redemption, which is already available for purchase on Google Play. Additionally, we will soon release its spin-off — Ash of Gods: The Way — on Android. We would be delighted if you follow the link and add the game to your wishlist (pre-registration):

https://play.google.com/store/apps/details?id=com.aurumdust.ashofgods.theway

That’s all for now, friends. See you and thanks for your support!

The Way on Android: pre-registration is open!

Hey friends!

We have finally released the mobile version of Ash of Gods: Redemption and while we are working on the updated version, we're starting to port The Way on Android!


Pre-registration has already begun, and you will help a lot if you follow the link and add the game to your wishlist by clicking “Pre-register button”. This way you will not only support us but will also be notified when the game becomes available:

https://play.google.com/store/apps/details?id=com.aurumdust.ashofgods.theway


Of course, we plan not only to port the game to mobile devices, but also adapt the battle and dialogue UI to make the gaming experience more comfortable for you. Our special goal is to ensure accessibility for Russian users — we’re planning to find the variant that will suit everyone.


Soon we plan to start closed testing of the mobile version. If you want to be the first to evaluate the game and help us improve it, join our Discord channel. You can also give your feedback and ask questions here.

That’s all for now, friends — we’ll keep you updated about our progress. Pre-register on Google Play and join closed beta testing. We’re really grateful for your support and for staying with us!