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Ash of Gods: Redemption News

REDEMPTION CHARACTERS: 20 YEARS AFTER

Hello, friends!

As many of you may know, the story of The Way begins twenty years after the story of Ash of Gods: Redemption. The Great Reaping and the Last War have passed, but Frisians are planning to attack the kingdom of Berkana.

King Ho and his true subject Eik, the veteran of the Last War, remember the horrors of the past very well, and they understand how crushing the consequences of a new war can be. That's why both of them do all their best to avoid it—each in their own way.

What has happened to the characters for all those years? Have they changed since the time of Redemption? We're going to share their stories with you—and today we'll talk about Eik's way.

[h2]EIK[/h2]



Finn's mentor and the foster-father started as a common soldier. Military science seemed easy to him, and being high and looking tough, Eik stood out from other recruits. He was thought to become Prince Trigg's bodyguard, but he gave Eik another honorable position—Jerana's Guard Master. As some malicious tongues say—because of fear of looking small near such a giant.

The real cause was that Trigg trusted the warrior. He understood clearly that behind the exterior of a simple and rude soldier there is a clever, loyal, attentive and scrupulous man, who trusts nobody without a reason. So even being a Guard Master he treated his subordinates as equals which helped him to be completely aware of everything that the Prince needed to know.



When the Reaping started, Trigg sent Eik to come with Hopper Rouly in search of his son Ho— because he was one of his best and most trustworthy warriors. The situation with the Harvest got worse because of the war with Frisia, and Eik almost died in the fight near Opakum, covering newly crowned King Ho, who got the power after his father's death.

When Eik recovers from his wounds, he refuses to become one of the generals of the Berkanan army. All of those people who he considered close friends died in the war, and the giant feels guilty because he wasn’t with them. Devastated, he follows the Frisian army alone. He finds and destroys the enemy's spies.



On the border of Gellia he finds a small town wiped off the face of the earth by the enemy’s retrieving army. In this town he finds a four-year boy crying over his mother’s dead body. Eik sees the same miserable and lonely soul in the child, Eik takesthe boy with him.



What does it mean to the old soldier—to get a son all of sudden, even if it’s a foster-son? Realizing all responsibility, Eik is returning to Berkana in hope to get the boy a better life.

The warrior becomes a great support for young king Ho, who gives him a position of Master of Surveillance. Eik understands that he has to learn a lot to provide enough help to the monarch and also give his foster-son good education. So he starts to learn himself, studying martial art, history, languages and even etiquette as thoroughly as he can. But even when Eik becomes more well-mannered and moderate, he still prefers to speak discreetly and act decisively. But now this decisiveness is strengthened by knowledge and a lot of experience.



And it all happened thanks to the boy who had become a new reason to live for Eik.



Download a new demo, meet new Eik and king Ho and tell us about your impressions in the comments. And also subscribe to us and add the game to your wishlist.

OFFICIAL STATEMENT



Hello, friends.

As you know, every Friday we talk about fights in our game, but now it seems inappropriate. Today we want to speak on the situation happening in Ukraine.

Perhaps, it should have been done last Friday. But the shock from what had happened was so great that we just went on doing the usual chores. Maybe it’s for the best—we had time to think everything over and speak consciously.

There are both Ukrainian and Russian people in our team, but we don’t divide people by their nationality or some other basis. The only thing that really matters for us is mutual respect. We always try to listen, to understand and to support each other—and we still work together as a team.

All of us have relatives, friends or fellow developers in Ukraine. We worry about everyone who is there very much. And it’s scary for us to understand that we can hardly help them. But at least we are able not to be silent.

We are young, and we know about wars only by hearsay. It’s frightening to watch the things that are happening now. But we can’t imagine how terrified are the people right in the middle of the action.

We want all of us to have future. The future where no one has to be afraid. The future where there is no place for missiles and hatred to each other. And we hope it will come as soon as possible.

AurumDust

ON A NARROW BRIDGE

Hello, friends!

Today we’d like to tell you about the fight that takes place on a narrow bridge. It’s the battlefield that makes it unique—it’s so unusual that you might want to refuse from the tactics you got used to. But let’s get to the details.



[h2]HOW DOES THE FIGHT GO?[/h2]

In the beginning of the fight you find yourself on a short, narrow bridge. Opposite there is the enemy's commander. The task is basic—to destroy him.



It seems that it’s quite handy that the enemy is standing so close—but for the feature of the fight. Every fighter who appears on the battlefield is protected by Charms.



One more peculiarity of the fight is that you will have to take a fresh look at the movement along the battlefield. It’s just two cells wide, so you won’t have too much space for manoeuvres.



So the fighters of the enemy have considerable advantages just from the start. It won’t be easy to bypass them to break to the commander. So what are the options? Eik advises Finn to think about effective bundles and support. But Kleta doesn’t think this situation is worth discussing. It’s interesting whose advice is better.



[h2]DIFFICULTY[/h2]

We decided to collect much more powerful units in the enemy’s deck in the challenger battles than in the qualification round. Combined with charms, it made the fight considerably harder—you can easily lose all your ally units and watch helplessly as enemies come closer and closer to your commander, yawning as they approach.



Conditions for the perfect win also have significant limitations. First of all you can’t use Shooters—no more arrows from the allies’ backs. And you will also have to refuse evident decisions. Secondly, you’re not allowed to use charms—only items. So you’d better double-check your deck!



[h2]IN SEARCH OF PERFECT BALANCE[/h2]

The key feature of the fight—a narrow battlefield—already makes it pretty hard. We wanted that not only the territory would turn this fight into a severe challenge, but at the same time any extra condition could make it unpassable. Strengthening the enemy’s fighters with Charms seemed like a good decision to us.



Nevertheless, playtests showed at once that in combination with some definite fighters—like the Enforcer—Charms make the fight almost unpassable. That’s why we reconsidered the enemy characters’ deck.



We’re waiting impatiently for your feedback about the fight on the bridge. Share your impressions, follow us and add the game to the wishlist.

NO COMMANDERS

Hello, folks!
This Friday we’re going to tell you about the fight with adjutant Mirina. This is quite an amusing fight which is considerably different from the others. Let’s look at how it works in detail.



[h2]HOW DOES THE FIGHT GO?[/h2]

The first thing to mention is that there are no commanders in this battle. That’s why the one who kills all the enemy's units first is the winner. In the right upper corner there is a counter which shows how many units are still alive.

The next important condition is the central bodrer of the field. Neither your nor opponent’s characters can cross it. As soon as we summon a character and equip him, he rushes at once to the border on the other side of which enemy’s fighters line up.



The fight with Mirina can remind the duel—the fighters also stand in line and exchange blows. But you can see considerable differences.



Summoned fighters can change lines—as in a usual fight. Besides, you can organize their support if you place an archer, a spearman, a monk, a warlock or any unit you consider necessary.




Mirina’s deck consists of strong melee characters and the ones who are good at support. Cards from the second deck are also quite powerful, but if you find a proper tactic. you will win easily. But things are not so simple in challenger battles.



[h2]DIFFICULTY[/h2]

To begin with, in the beginning of the challenger battle there is a guardian on the battlefield. There is a monk behind. Thus, you need to destroy not ten but twelve of the enemy's characters.



The guardian is equipped with the Veteran’s ring. It means that every turn his attack will increase in two points.

On both sides of the scene there are walls. On the one hand, it’s a limitation—now a player has considerably less space for maneuvers. On the other hand, there are a couple of interesting variants for how to turn this limitation into your advantage.



The most interesting thing in this battle, though, is the condition for the perfect victory. Your task is to win using not more than three characters. And it’s not that easy!



[h2]IN SEARCH OF PERFECT BALANCE[/h2]



The first hard question we faced was the balance of the cards. As it was mentioned before, Mirina summons only melee fighters, and we were thinking if we should make the same condition for the player. But we decided that the freedom from limitations opens up a lot of variants for elegant victory.



The next question was how we can make the fight harder. We wanted to place a vivacious but not unkillable character which will be pretty dangerous for the player’s units. That’s how we came up with the bundle of the Guardian and the Monk. The Guardian has quite a big amount of health points, and has protection from the objects that are put on him. A low attack is compensated with the Veteran’s ring, step by step into a real problem. The monk behind is always ready to heal his comrade if you wound him.



We hope that you will like this fight as well. Download our demo, share your impressions in comments and press the follow button on our page. And don’t forget to add your game into your wishlist.

GETTING DOUBLED

Hello, friends!

We’re going back to telling you about fights and mechanics we’re using there. Today we want to show you the battle against adjutant Tork. He likes fighting in a big way, so be ready for something epic.



[h2]HOW DOES THE FIGHT GO?[/h2]

The first feature of the fight is that players have more freedom. Contrary to the rest of the fights, here you can play two cards of characters and two cards of support at a turn. That’s why for the fight not to end too fast we doubled all the cards in both decks.



Secondly, six of Tork’s fighters are already standing on the battlefield—he will try to protect himself from the first moments.



Thirdly, what catches the eyes at once is a gigantic battlefield with some obstacles. However, they don’t archers' shooting—and in addition they protect them from melee fighters.



[h2]DIFFICULTY[/h2]

To make the challenger battles harder, we considerably increased the quantity of the obstacles on the battlefield. Barrels and boxes block most of the direct ways to the enemy’s commander, so the characters will have to move along a kind of trenches which makes them less movable.



Besides, according to His Majesty Hing Hoda, you’re forbidden to move his characters between the lines more than once at a turn. You also have to finish the fight in seven rounds.



By the way, it may be a good opportunity to try your bandit deck if you have already got one. You can use such advantages as an opportunity to fill the battlefield fast with your units and the bandits’ skill to make each other stronger.

[h2]IN SEARCH OF PERFECT BALANCE[/h2]

There were some really hard moments in this battle. We spent quite a lot of time experimenting with obstacles—especially in the challenger battles. We asked ourselves a lot of questions like how many barrels and boxes should be on the battlefield, where to place them to make the player’s mission harder but not to totally block his way to the commander. And, as a main thing, not to lose the central idea of the fight—an opportunity to use many characters.

Finally we managed to come to the view of some kind of a labyrinth where players have to think properly about every move. And you should also watch the units not to block each others’ ways, use the battlefields’ advantages correctly and remember that the enemy can use his spells.



Estimating the perfect number of enemy’s units and what abilities they have became a real challenge for our team. Finally, after trying a lot of variants we decided that there should be units with quite many health points and with archers’ support. So in spite of the length, the fight feels dynamic and seizes your attention from the very beginning.



We hope you will like the fight with the adjutant Tork. Try to fight him by downloading the demo and share your opinion in the comments. So follow us on Steam and add the game to the wishlist.