Since the last update, I took a hard look at all the various systems and experiences of the game, considering all the great feedback I've received, and organized my future plans into three categories:
1) Good system, just needs more content.
2) Good bones, but needs iteration.
3) Uninspired, needs a full redesign.
So here is the progress I've made in each category and what items still remain before the next update is ready:
Good system, just needs more improvements and content:
- The Inventory Grid system
- MAJOR FEATURE: When you level up, you now receive a 2x2 “Slot Unlocker”. Thus by level 40, your entire Grid will be unlocked. After level 40 you will start to receive a new item each time you level up, a 1x1 “Slot Empowerer” that lets you choose any slot to Empower which increases the Effectiveness of any Augments/Traits overlapping that slot.
- QOL: Added Separate Gear tabs for each of the 5 Gear types, so now you can hold way more Gear and organize it better.
- QOL: Added a button to remove all Unlocked Slots and give them back to the player so you can experiment with your builds more easily as you level. (As well as for the new Empowerer item).
- MAJOR FEATURE: When you level up, you now receive a 2x2 “Slot Unlocker”. Thus by level 40, your entire Grid will be unlocked. After level 40 you will start to receive a new item each time you level up, a 1x1 “Slot Empowerer” that lets you choose any slot to Empower which increases the Effectiveness of any Augments/Traits overlapping that slot.
- Augments and Traits:
- NEW AUGMENTS! Added three new powerful Major Universal Augments: Agile, Charge, and Channel. These are augments that have existed in some diminished form or another since the beginning because I really love how they change the gameplay potential, but they were so incredibly difficult to make modular and fix all the special cases, requiring massive changes to the Animation and State Machine systems. I finally nailed down all the major hurdles and have fully implemented them. There is still some jank in certain combinations due to how transformative they are, but overall I'm quite satisfied with the gameplay. Many new Traits and Gear are in design to compliment these powerful Augments.

- DESIGN IMPROVEMENT: All Minor Traits are now 1x1 but can only roll 1 stat. This fixes the previous Minor power creep and allows the player to more easily fill the holes of their Major Traits in the grid.
- NEW AUGMENTS! Added three new powerful Major Universal Augments: Agile, Charge, and Channel. These are augments that have existed in some diminished form or another since the beginning because I really love how they change the gameplay potential, but they were so incredibly difficult to make modular and fix all the special cases, requiring massive changes to the Animation and State Machine systems. I finally nailed down all the major hurdles and have fully implemented them. There is still some jank in certain combinations due to how transformative they are, but overall I'm quite satisfied with the gameplay. Many new Traits and Gear are in design to compliment these powerful Augments.
- Strike 3.0: The last iteration of Strike seems like it finally resonated well and I'm currently very satisfied with it. Here's some further improvements I've implemented:
- Combo tracking on both the HUD and with a special visual marker on the player to much more easily track what combo number you're on.
- Since many of the animations have movement built-in, I've added a new system which adjusts the distance of the movement based on how far the enemies are, in order to prevent moving through them while also ensuring you can take full advantage of gap-closing animations.

- Combo tracking on both the HUD and with a special visual marker on the player to much more easily track what combo number you're on.
- Previously the Blood Element had no implementation on HEALING abilities. Now, whenever you heal an ally or yourself with a Blood Healing ability, they will have “Ability Refresh” applied to them, which reduces the remaining Cooldown on all abilities by X seconds.
Good bones, but needs iteration:
- Summon Ability: Weapon Element. Previously the Weapon version of Summons created ghostly images attached to the player that copied the player's Strike attack. I liked the unique playstyle potential but it had so many issues. Here's how I've redesigned it:
- Weapon Summons are now individual minions just like normal Summons however they do not have their own AI. Instead, they move to whatever enemy the player is attacking, and use their attacks only when the player attacks with ANY ability. This subtle change fixes so many issues with other Summon Augments, such as Farcast, Totemize, Ranged, and a new LEAP Augment and just overall feels much better in my opinion. It's hard to explain, you'll just have to try it!
- The visuals are much improved as well, reducing the weird ghosts to just a Sword with a nice crunchy swing animation/vfx, and a magic orb for the Ranged Augment versions.

- Weapon Summons are now individual minions just like normal Summons however they do not have their own AI. Instead, they move to whatever enemy the player is attacking, and use their attacks only when the player attacks with ANY ability. This subtle change fixes so many issues with other Summon Augments, such as Farcast, Totemize, Ranged, and a new LEAP Augment and just overall feels much better in my opinion. It's hard to explain, you'll just have to try it!
- Gear:
- The role of Gear is very specific: provide MUTUALLY EXCLUSIVE power. As opposed to Traits which you can try to shove as many of in your Trait Inventory, your Gear slots are much more limited and generally only fit one or two pieces in them, thus giving me the option to create very powerful transformative items that I know can't be abused since they can't be combined with other ones. Gear is the least developed of the three power systems (Augments/Traits/Gear) and so far I have not utilized its capabilities. But no longer!
- I have designs for 125 different Gear pieces, each with their own powerful stats (and unique appearances of course). I will try to launch with as many complete as I can but some will probably be pushed to subsequent updates.
- The overall design philosophy is as follows:
- Blues and Yellows are “stat sticks”. Blues have up to two MASSIVE stat increases. Yellows have up to five less-massive stats.
- Reds have an Augment that applies to ALL your abilities, and up to two small stats.
- Purples have a powerful Trait that you either can't get via the normal Trait system, or has a more efficient version of it freeing up valuable Trait slots. And up to two small stats.
- And lastly Orange gear always grants a new Ability, and up to two small stats.
- In AnR, the colors are not to distinguish rarity, but rather Type, with my hope being that every Color can serve a role in end-game builds. If you have a build that scales really well with a certain stat, then perhaps utilizing the power of Blue gear to get a massive increase to that stat will be most effective. Or perhaps your build is very strong but lacks a bunch of baseline defenses, then you could use a Yellow or two to gain multiple defensive stats up to their Diminishing Returns. And then of course with the remaining colors it will be up to you to see how you can best utilize their unique aug/trait/ability.
- Blues and Yellows are “stat sticks”. Blues have up to two MASSIVE stat increases. Yellows have up to five less-massive stats.
- The role of Gear is very specific: provide MUTUALLY EXCLUSIVE power. As opposed to Traits which you can try to shove as many of in your Trait Inventory, your Gear slots are much more limited and generally only fit one or two pieces in them, thus giving me the option to create very powerful transformative items that I know can't be abused since they can't be combined with other ones. Gear is the least developed of the three power systems (Augments/Traits/Gear) and so far I have not utilized its capabilities. But no longer!
- Crafting: Overall I like the basic structure of crafting, where you obtain special crafting items through enemy drops that you can use on your Augments/Traits/Gear to improve them. But it needed a ton of refinement and additional features to really make it shine, and here's what I've come up with and implemented!
- DESIGN IMPROVEMENT: All items now have a chance to drop with up to 4 Reforge Points, based on the Enemy level. Every Crafting Item costs Reforge Points to use, ranging from free for the “Stat Rerollers” to 3 for the more powerful items such as a “Gear Socketer”.
- The goal of the system is to have meaningful choices on how best to adjust your items to increase your build's power. For example a “Reshaper” doesn't directly increase the power of an item, but allows you to change the shape of it which can unlock completely new builds and combinations. Alternatively for the same Reforge Point cost, you can use a “Socketer” which lets you put any Minor Trait into a Major (and is affected by the previously mentioned new “Slot Empowerers”!) And of course if your item drops with enough Reforge Points, you can do both actions!
- You can “undo” a Craft using a special Crafting item to re-gain the Reforge Points on the target item.
- I have so far implemented a handful of these types of Crafting Items, with more designs in the pipeline for future updates.
- DESIGN IMPROVEMENT: All items now have a chance to drop with up to 4 Reforge Points, based on the Enemy level. Every Crafting Item costs Reforge Points to use, ranging from free for the “Stat Rerollers” to 3 for the more powerful items such as a “Gear Socketer”.
- UI: Greatly improved the feel and flow of many of the game's UIs.

- Icons, colors and cleaner panels.
- Better tabs and button feedback and visuals.
- The Hub's Atlas UI has been redesigned and improved.
- Icons, colors and cleaner panels.
Uninspired, needs a full redesign:
- The World:
- MAJOR REDESIGN: I've changed the world from linear paths into “open” zones. The current linear designs will be saved for a new End-game system outlined below: “Dungeon Builder”. I believe the open zones are more suited to the campaign and leveling up process, allowing for the joy of discovery and world-building. However this change comes with many new needs:
- NEW FEATURE: Minimap has been added. The previous linear paths and campaign system allowed me to skip this feature since it was hard to get lost or miss quests, but now that's not the case so the we'll need more guiding.
- NEW FEATURE: Region Map has been added. In addition to the minimap this helps mark quests and guide the player.
- NEW FEATURE: Developed a Destructible Environment system which allows me to implement lots of various Destructible objects to the world to increase the feel and responsiveness of combat.

- QOL: Added a Quest Tracker to the HUD
- IN PROGRESS: Flushing out the new zones with more details, Points of Interest, Quests, and polish.
- MAJOR REDESIGN: I've changed the world from linear paths into “open” zones. The current linear designs will be saved for a new End-game system outlined below: “Dungeon Builder”. I believe the open zones are more suited to the campaign and leveling up process, allowing for the joy of discovery and world-building. However this change comes with many new needs:
- MAJOR FEATURE: “Discovery System”. Any time you pick up a new Augment or Trait, you will gain a permanent “Proficiency Bonus” in one of 10 categories depending on what type of Aug/Trait it was. You will also be able to re-craft that Aug/Trait anytime for very cheap.
- This comes with a new UI to manage the system, accessed from your main inventory window.
- The Goals of this system are several: For one it makes getting ANY augment/trait more exciting even if its not good for your particular build, since it will still at least grant some power. And then through the new UI, you can supply unwanted items and roll for a new random aug/trait from a category of your choice.
- Throughout the new open-world you'll come across many Points of Interest which will grant you a new undiscovered aug/trait from a category of your choice.
- This comes with a new UI to manage the system, accessed from your main inventory window.
- ENDGAME MODE – FREELANCE:
- With the new Open-zone design outlined above, I've been able to completely redesign the Freelance mode.
- Now when you embark on a Freelance mission from the Hub, the zone you choose to go to can have one of several different scenarios randomly applied. Upon successfully defeating the scenario, you will be rewarded a specific predetermined Ingredient(s) based on the difficulty you selected.
- Additionally, before you begin the mission, you can choose to input items into the Atlas inventory in order to increase the rewards.
- I hope to launch with up to five different Mission types for each zone, and will continually add more and more with each update.
- This mode is designed to be one of the primary End-Game loops. Thus it needs to be highly replayable and fun. To accomplish that, in summary I have implemented:
- Randomness/variation generated from the multiple scenario types for each zone.
- Randomness on the spawn locations of players/enemies/mission goals.
- Multiple tiers of difficulty with increasing rewards and achievements.
- Ability of player to modify their rewards through the Atlas Gamble system.
- Timing and mechanics of the various scenarios: short and sweet but open to strategic decisions based on player build.
- Special secrets for each scenario...more info may or may not be coming.
- Open to further improvement with new scenarios/mission types and iteration.
- Randomness/variation generated from the multiple scenario types for each zone.
- With the new Open-zone design outlined above, I've been able to completely redesign the Freelance mode.
- ENDGAME MODE – DUNGEON BUILDER:
- This mode is intended to be the PINNACLE content of Ash & Rust. It is designed to be tackled by a squad of friends (but will scale down for single player). When I dreamed of creating this game so many years ago, this mode was at the core.
- It will replace the current “Build a Boss” mode where you re-open the Basement door and defeat the final boss for specified loot.
- Instead it will generate a random “Dungeon”, aka a linear-designed zone with strong enemies and bosses.
- The Ingredients you collect from the FREELANCE mode are the "keys" to generating the Dungeon and determine what type of loot/rewards you get.
- This mode is intended to be the PINNACLE content of Ash & Rust. It is designed to be tackled by a squad of friends (but will scale down for single player). When I dreamed of creating this game so many years ago, this mode was at the core.
Bug fixes and other Improvements:
- NEW FEATURE: Random Elite Enemies. I know, I know, I'm very late to the game on this feature. Enemies can now spawn as Elite versions, empowering them with specific stat increases and/or unique extra abilities. They grant increased Experience and/or Loot when defeated.
- NEW FEATURE: Hardcore mode! If your character dies, you cannot play that character anymore. The Off will not save you this time!
- Massive load-time improvement by re-architecting the player, ui and manager load systems.
- I *think* I finally fixed that pesky Gear Ability re-ordering bug where the Abilities granted from your Gear would get re-orderered on your bars when you reloaded.
When to expect this update? The main items I'm still working on is flushing out the new world and implementing all the new Gear items. I'm aiming to launch by September and I intend for this to be the final content update of Early Access. Following this update I will resume working on Multiplayer and when that's ready, that will be the last update of Early Access and I will begin preparing for 1.0 Launch!
Thank you to everyone who has supported this project and for providing feedback! I know it's taken a long time to progress but as a solo dev, slow and steady is the only path forward for such a massive endeavour. I'll provide another update when we get close to launching this patch!