Genre: Role-playing (RPG), Hack and slash/Beat 'em up, Indie
Ash & Rust
Update 0.8501
Shared Stash re-enabled.
A couple minor quest fixes
A couple minor enemy improvements
Developer console disabled.
Checking in
Hey all! Still hard at work finishing the Campaign mode. I'm currently implementing the Quests/Story of the last few levels. Then I'll be sending a build out to playtesters for bug/gameplay feedback, and finally the big public release! I'm pretty excited for how the Quest System is shaping up, seems to be a pretty unique and impactful twist on the typical systems of the ARPG genre. Can't wait to get it out to you all, thank you for your patience! As always feel free to pop into the discord and checkout the #roadmap channel for details on my progress, or to ask any questions.
Updated Tentative Schedule
Hey there! I haven't been keeping these forums updated as much as I should so just wanted touch base here (the Discord is a bit more updated). I've had my nose to the grindstone working long hours on getting this next huge content update ready.
In the last schedule I had planned to release small chunks of the campaign as I completed them, but I eventually decided that it would be much more efficient to just complete the entire thing and release a more-finished product. So the last few months I've been building the environments, enemies, quests, substantially improving performance, and adding more Quality of Life features in preparation for this release. I hope to have it complete by the end of September or into October, and I'll be sure to update if things are taking longer than anticipated.
Following the release of the finished Campaign, I'll immediately begin implementing the Main End-Game mode. Many of the systems are already implemented and most of the design is complete so I should be able to get it out relatively quickly barring any major hurdles. I'll do an update on how that mode will work and the long-term plans for it when we get closer!
Once that mode is complete and the game is in a stable condition I'll roll out the Multiplayer patch. The game has been built from the ground up with Multiplayer (even now the version you're playing on you're just acting as your own local server host). We'll start with Steam/LAN multiplayer where you can party with any of your Steam friends and progress through the game's content/end-game.
When things are going smoothly and we've whittled down the new Multiplayer bugs, I'll return to working on more content, including the planned Professions/Crafting system, and whole lot of new Augments and Items. I have so many designed and planned augments and gear that I cannot wait to implement to really juice up the amount of customization and builds that will be possible.
Beyond this point the plan is to implement Secure Online Servers in order to implement additional end-game modes such as the Open-world zones, competitive/fair PVP, and Community Systems such as Guilds. Maintaining online servers is a whole different beast and will require substantial investment and cost far beyond the ability of my current one-man team so I'll be constantly assessing our options in this regard. If going Secure Online does not appear to be in the cards, I still plan to implement versions of the aforementioned modes and systems but they will lack the equitable and fair gameplay that Online Servers would provide.
My dream with this game has always been to create challenging encounters that with a well-thought-out build, a mastery of defensive and offensive mechanics, and a few good buddies, can be overcome. With each passing day the game gets closer and closer to my vision and I cannot wait to share it with anyone else who has the same desires. Thank you so much for your interest and support, its getting close!
Patch 0.8022 - QoL and Survivor Mode Perks
0.8022 - 05/22/2022
Improvements:
Keybinds QoL: Hotbar slots (Q-F, 1-5) can now be re-binded (settings>keybinds)
Summons QoL: they’re now tracked with an Icon per Summon ability which shows their average Health, average time remaining, and how many summons are out (or Amalgamated)
Implemented Survivor Mode Perks! Now each time you die, you can choose from a perk that will be applied on that character’s next attempt. Perks are saved on a per-character basis so creating a new character from the Title Screen will allow you to start a completely fresh run with no perks chosen yet.
Added a cooldown timer to Hotbar icons (it can be disabled in settings>gameplay)
Attempted to fix a Unity Engine bug that made lights/particles way brighter than intended under certain situations (may or may not address the issue on a particular pc setup)
Reduced Amalgamation size scaling and max size a bit so as not to block screen
Bug Fixes:
Spell Mastery bug fixed
Fixed Devoid/Weapon stat scaling issue with Targeted Ability.
Fixed a bug that allowed Minor Character Augments from Trader to have two of the same stat.
Fixed a bug that gave player Exertion when their Summons died.
Fixed Ability Property Augments (Effectiveness and Cooldown) calculations.
Fixed Hotbar Icon deletion bug (caused by right-clicking and dragging an icon)
Fixed a Trader bug that allowed Trade when Output area wasn’t empty
Fixed a Gear stat load error that changed
Fixed and Reimplemented More Bolts Effectiveness reduction (5% per augment)
Fixed a bug that wouldn’t allow the shift+click shortcut to move items from the Trader back into the player’s inventory.
Balance:
Bolt Ability Homing augment can no longer choose the same target twice in a row
Bolt Ability Pierce augment now has a maximum pierces of 3.
Increased Amalgamation Effectiveness and Health scaling a bit
New Game Mode: Survivor! Patch 0.8020 - 05/02/2022
0.8020 - 05/01/2022
New Feature!
New Special Game Mode: O.M.E.N. Survivor! A short replayable roguelike experience. Start a fresh character and survive as long as possible creating a build on the fly with a mixture of Reward and Random loot.
Improvements:
Waves Mode:
More enemy types and number of waves added.
Leaderboard panel now shows top 10 positions as well as Player’s current position.
Devoid Summons now keep their position relative to player’s instead of at their spawn position.
Various minor performance improvements
Balance:
Corrupt Element effectiveness multiplier reduced to 25%.
Various small roll range changes.
Bug Fixes:
Fixed Motion-based Character augment tooltips and various bugs
Fixed some missing Trader Augments like Spell Wager, Decimation, others
Fixed various Tooltip errors
Devoid Summons should now properly alternate their spawn positions instead of accidentally stacking on top of one another.
Can no longer use abilities while jumping/falling
Temporarily removed the effectiveness reduction from “More Bolts” Minor Augment due to scaling/calculation issues.
Fixed Augment Remover bug that would allow certain augments to persist after being removed.
Various Item save bugs where certain stat values wouldn't be saved.
Patch 0.8014 - 04/07/2022
0.8014 - 04/07/2022 Notes
The game's download compression method has been changed: the overall file-size will be larger, but subsequent patches and updates should be much smaller and easier to implement.
Bug Fixes:
Global Unique system now properly tracks Augments. (Ability Augments can generally only be applied once per character. i.e. two different abilities cannot use the same Augment in both Abilities). Characters which already have two Uniques applied will not be affected, for now…
Fixed Nova’s Storm Augment to still apply other hit-based Augments, such as Blackhole. (Just on the initial tick)
Fixed bug that allowed Chastise to proc on secondary hits from strike when it should have only been primary hits. Also reduced its proc chance a bit.
Fixed Motion based Character Augments like Sure Footing not applying to certain Motions, like the Warp/Dash granted from Red Daggers.
After using a Charged Strike attack, you can now proceed straight to normal Striking without having to move or cast an ability first.
Patch 0.8013 - 04/05/2022
0.8013 - 04/05/2022 Notes:
When items/augments get updated, balanced, shape-changes, etc, if they no longer fit in your inventory where they were, they will spawn on the ground next to you
Bug Fixes:
Tons of Trader bug fixes and feedback improvements.
Fixed the cross-character loading bug where under certain circumstances the game would apply a previous character’s inventory to a new character.
Fixed Targeted Ability’s DamageAura and HealAura bug
Fixed audio fade bug when jumping through portal
Fixed augments not applying to abilities (Meditative and Exhaustive on Summon, and others)
Improvements:
Adjusted Player and Enemy pathing AI to favor the player more. The player should more easily move through enemies and reach destinations now. This is an iterative process to find the exact right move “feeling” so please let me know your thoughts as things change.
Small tutorial tips added for various aspects that some players have been struggling with. More on the way.
Tightened up Summon AI movement a bit to help stop them being pushed around by enemies.
Patch 0.8012 - 04/03/2022
Bug Fixes:
The rare issue of no characters found to load after creating a new character should be fixed.
Minor augment fixes
Early Acces Build Patch Notes
New Features!
End-game mode “Waves”. After completing Region 1 you can entertain the Deity of the Day by choosing the Waves destination at your Atlas. Survive as many waves as you can while choosing from tailored rewards as you go. Check the Leaderboard to see how you fared against other players!
Known Bugs:
There’s an Inventory Loading bug that can cause a character to load a different character’s inventory. I haven’t been able to replicate it and find the source but I will keep hunting! The intended character’s items will generally instead spawn on the ground, so hopefully nothing will be lost, but it can be a PITA to get everything organized again. Apologies!
Bug Fixes:
Trader UI should properly close now.
Augments should now save their proper values after using an Augment Modifier item on them