Over 100 people are working on the game right now in their developer team, and this is expected to grow to 200 people before the end of this year.
New gameplay video showcasing the new action combat system
Castle siege mode is shown
Horde mode - city siege is shown
Alpha 1 Phase 1 stress test phase begins this week! A selection of Alpha 1 backers will be drawn randomly.
Alpha 1 backers will be testing each of the 3 battleground modes first for about a month, but then anyone with a registered account can also test the battlegrounds!
Alpha 2 confirmed to begin in Q3 2019
40 000 signed up for alphas and betas
The team: Akil Hooper (lead technical designer), Jeff Bard (lead game designer), Steven Sharif (CEO, creative director), Mat Broome (lead character artist), Micheal Bacon (lead environment artist). ...
Intrepid Studios was back with another livestream yesterday, giving us some new info on what they are working on, answering questions from the community, talking about Stevens birthday, baconfirmedTM (patent pending) and more. Also, what's a livestream from Intrepid without some mic static and video/audio problems? Feels like home <3 So let's dive into the details of the stream!
New combat system in the works - will be featured during their next stream
Steven and Jeffrey opened up talking about the team being "knee-deep" in design and implementations of the combat systems, in preparations for Alpha 1. They are trying to make it feel good, be reactive, and making it seem like a an extension of you. Takes a lot of work obviously, but making good progress. Steven did then announce that during their next livestream, we will get live footage! As right now, it is extremely early, and not ready for...
What a great livestream last night! The stream, which lasted for about 1 hour, featured Steven, Jeffrey and Bacon. We first got a brief introduction, where they talked about bacon stuff (of course!), their Kickstarter office bet (Tristan cheated!) and how their team has increased from 30 to 70 in the last year. Very impressive! They are currently working on housing and environments, and we have some images shared which you can check out bellow.
The gang ready for another live stream!
First PvE raid video and Alpha 1 build ahead of schedule
We got shared a video from a recent Alpha 0 test, where they focused on PvE raid mechanics. The current size for raids was confirmed to be 40 players, but being alpha this can obviously change later. Steven also mentioned that they are impressed by the Epic engine, and their progress for the networking, bringing vast improvements compared to the state of the game 1 year ago. The game looks...
Yesterday Dungeon Crawler Network shared their recent interview with Intrepid Creative Director Steven Sharif. If you haven't seen the "From The Ashes" podcasts by DCN, you should definitely check them out. In addition to Steven Sharif, we also have the podcast hosts Aggelos, Alpha Soul and Stormzlord. In this article you will find most questions and topics that they talked about, and if you want to check out the whole video there is a link at the bottom.
The podcast panel during yesterdays episode of From The Ashes
PAX and Alpha 0
Steven mentioned that they received a lot of feedback after PAX, and of course some of it related to the combat mechanics. Steven and his team believes in transparency during the development process and wants the community to be a part of the process. The game is still in a pre-alpha state, they really haven't spent any time on combat. The next milestone will be the Alpha 1 phase, with a big focus on...
The first day of PAX East is over, and it is time to recap! For the first hours of the stream we got to see the PAX visitors playing the PAX demo. Some of you probably recognized parts from the dwarf dungeon, which we have been shown footage from on a previous live stream. As a great way to finish off Day 1, Steven and his colleagues decided to play through the demo with us!
We start off by seeing a level 3 node at the village level. The last time we saw this node, it was being attacked by a boss, which had come out from his mountain cave to attack the node. One of the many great things about Ashes of Creation is that the game world will react to the player actions, in this case the node upgrade triggered the boss to attack the node. The villagers then had to defeat the boss to keep the node safe.
Sidebar: Notice the hilarious bug when one of the party members tried to mount a horse. Steven said they tried to get horses ready for the PAX demo, but as you can see it...
Yesterday IGN released a hands-on article featuring Ashes of Creation. Over the course of about 2 hours, creative director Steven Sharif and lead designer Jeffrey Bard, guided their reporter through the wonderful world of AoC. Now who wouldn't want that job!
They talked a bit about the nodes, that most cities have to be grown by the players, through harvesting, monster slaughter, and economic trading with caravans. Also pointed out was that the size of the Underrealm, the network of beautiful caverns we were shown in the last trailer, was about the size of the world in Skyrim. Even more shocking, when completed, this area will still only account for about 1/30th of the total game world size!
"We’re much farther along than many other Kickstarter-funded projects at this phase," he says.
He was also quick to point out that the early quests of the classic formula of "kill x10 boars", are work in progress and probably won't be like that when launch arrives. The IGN reporter also got...
Another developer journal has been published, and this time Steven is focusing on the most important building in the node: City Hall. Players are able to make choices about which buildings within the walls of the Node get built. Leaders of a Node will decide which buildings they want to build, expand (level up), or eventually demolish. Are you in an economic Node where most of your citizens are only interested in gold? Then perhaps try expanding the marketplace by allowing more kiosks, or instead use those resources to build an auction house. These are decisions that change not just the literal landscape of the Node but the political landscape as well.
By giving options to the players, personalities will eventually become more apparent and unless leaders play the political game well, that well-oiled bureaucratic machine may begin to break down.
The full developer journal
The rustling and bustling of the city envelops you. From your home in the lower end of town, a...