Trail of Ayash cover
Trail of Ayash screenshot
Genre: Indie

Trail of Ayash

Devlog 0.9 First Person View Added! New Skill Trees and Combat Systems.

We are steadily approaching the release of the 1.0 version of the game. Before reaching that milestone, we plan to roll out one more update.

Following that, we will dedicate the next two to three months to developing a major update that will introduce changes to certain levels and the storyline in a few chapters. While it will take time to thoroughly test these modifications, we believe the effort will be worthwhile in eliminating some of the more tedious aspects of the game.




    <*> New combat system picker with scroll (no more dedicated buttons)
    <*> Spells have a more intuitive and better menu that works dynamically without changing, and we see a scroll amount
    <*> Versatile execution system
    <*> New Dialogues
    <*> New Collision fixes
    <*> New Rotating improvements for flying characters
    <*> Added Arrow Project Visibility
    <*> Pickpocketing gives a visual update
    <*> Combat system is more responsive (camera work, sfx, decals, particles, and animation smooth/speed)
    <*> Combat has new sfx, camera shakes, and is more responsive (more impact)
    <*> You drop torchlight when you fight
    <*> Added new enemy "Giant"
    <*> Added First person Mode
    <*> Remove weight system
    <*> Completely new Skill system and (visual and mechanically - we reduced the number of skills but made them more effective)
    <*> We started to remove all invisible walls blockers and implement cutscenes to make it more immersive
    <*> Fixed Outline For Items; it doesn't go through movable targets
    <*> Bug with flying insects fixed
    <*> Fixed inverted mini-map bug
    <*> Reduced roll invincibility
    <*> The “Discover-Aura” has too much visual dominance in color and opacity, it fades out too abruptly. It impacts immersion, Now it's fixed
    <*> Tutorial fixes
    <*> Changed obsidian sfx and its models



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Eight Devlog 0.8 UPDATE Some Voice Acting Changed

We also want to survey players' preferences for the game's direction through an online poll.



We've implemented a series of crucial updates, addressing safety concerns, refining AI functionality, optimizing overall performance, and introducing a fresh set of icons. Moreover, we're excited to share that we have exciting new dialogues in the pipeline, enhancing the user experience even further




  • Implemented a series of crucial updates to address safety concerns.
  • Refined AI functionality for enhanced performance.
  • Optimized overall system performance.
  • Introduced a fresh set of icons.
  • Exciting new dialogues are in the pipeline, set to enhance the user experience even further.
  • Repaired and corrected some of the saving issues.
  • The audio system now enforces a fade-in/fade-out effect.
  • Fixed and checked every Achievement that wasn't able to be unlocked on Steam



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Seventh Devlog 0.7 UPDATE Unreal Engine 5 in the Game!

Unreal Engine 5 has brought about numerous additions and alterations within the game, but harnessing its full potential will require some time for now these are some of things added/changed.





    <*> The animal possession skill has undergone a complete overhaul.
    <*> We've introduced new animal models, including bears, wolves, and deer.
    <*> Subtitles have been added to all in-game sequences to enhance storytelling.
    <*> The project has been updated to the latest game engine version.
    <*> Version names have been modified for clarity.
    <*> A new outline button has been incorporated into the tutorial.
    <*> The quit shop button now features an outline for improved visibility.
    <*> The "B" menu has been either unticked from keybindings or changed to a debug key.
    <*> Weapon and armor skills have been scaled on the left side of the UI, with the tooltip now instructing players to "Press RMB to unlock." Outlines on buttons on the right side have been removed.
    <*> The "Fat Warrior" NPC now possesses root motion and guard behavior.
    <*> Radar opacity has been reduced to declutter the screen.
    <*> You can now adjust the minimap's rendering opacity.
    <*> The background has been removed in meditation mode.
    <*> Crafted weapons have been eliminated from the game.
    <*> Quest markers now feature increased brightness.
    <*> The top GUI can be modified using the middle mouse button.
    <*> Item categories can now be changed.
    <*> Border customization options have been added.
    <*> Enemy behavior oddities have been addressed.
    <*> Nav mesh improvements have been made in seaside areas.
    <*> Quest progression now functions correctly with previously crafted extended pickaxes.
    <*> Alchemy recipes have been fixed to resolve issues with white squares resulting from deprecated ingredients.
    <*> Padding for alchemy-related items has been improved, and various descriptions have been updated.
    <*> A bug affecting money transactions with furniture sellers has been resolved.
    <*> The elder character's position in Gabesh has been rectified.
    <*> New home alchemy and shamanism systems have been introduced.
    <*> A bug involving menu and inventory openings simultaneously has been fixed.
    <*> Duplicated descriptions have been eliminated.
    <*> Two new spells, Extreme Dash and Ultra Speed, have been added, along with a circle spell system. New armor and clothing items have been included.
    <*> Enjoy new 3D character models and visit a hairdresser for hairstyle presets.
    <*> The dialogue system has undergone various adjustments.
    <*> New voiceovers have been incorporated.
    <*> Notifications upon creating something now yield x3 rewards.
    <*> Bug fixes and performance optimizations have been implemented.
    <*> The camera system has been updated for better control and visibility.



Looking ahead, we are committed to continually enhancing your gaming experience. In future updates, you can look forward to more character customization options, allowing you to personalize your in-game avatar to an even greater extent. To make combat more dynamic and engaging, we'll be introducing a range of exciting kill moves, adding a thrilling dimension to battles. Additionally, we're working on UI improvements that will feature dedicated icons, making it easier than ever to navigate the game's interfaces and systems. We're excited about the journey ahead and can't wait to bring you even more exciting features and improvements in the near future. Thank you for being a part of our gaming community!



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We are upgrading the engine to Unreal 5!


We're excited to share that we're moving to Unreal Engine 5. It will take some time to fix the issues caused by this transition in the game, but eventually, we'll make significant improvements to most of the game's features, including mechanics, models, and graphics. We're also thrilled to give you a sneak peek of these improvements in GIFs.



Totally fresh set of movements and animations for animals.




This is a comparison with the previous version.




It'll take a bit of time to fix the problems from the transition, but the good stuff we'll get from it will be much better than the trouble, and the next version of the game will be really better in almost every way



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Sixth Devlog 0.6 UPDATE (Bug fixing and performence)


Game Updates and Improvements:



1. Achievement Counter Enhancement:



Improved tracking and display of achievements earned.
Enhanced visibility of achievements for players.



2. Normal and Marker Testing:



Conducted tests on normal gameplay modes and map markers.
Explored variations in map markers to offer diverse in-game experiences.



3. Enriched Lootable Elements:



Introduced more interactive elements in the game world that players can loot.
Enhanced AI behavior to include looting activities, adding depth to gameplay.



4. Balance Tweaks:



Adjusted game mechanics to achieve better balance in gameplay.
Refined various aspects to ensure a fair and enjoyable experience for all players.



5. Mesh Collision Fixes:



Addressed collision issues with certain mesh objects.
Improved the interaction of characters with the game environment.



6. Enhanced Possessed Scroll Animals:



Rectified issues with attacks of possessed scroll animals, specifically addressing the wolf's root motion attack.
Ensured smoother and more accurate animal behavior in combat.



7. Werewolf Quest Invitation Fix:



Resolved an issue related to the werewolf quest invitation mechanics.
Players can now seamlessly progress through the werewolf questline.



8. AI Collision Refinements:



Continued efforts to improve AI pathfinding and collision interactions.
AI characters navigate the game world more effectively, avoiding obstacles.



9. Economy and Wampum Adjustments:



Made tweaks to in-game economy for a balanced resource distribution.
Adjusted wampum values to align with the overall game progression.



10. Dialogue Enhancement:



Removed duplicated dialogues and enforced more contextually appropriate dialogues.
Players will experience a smoother and more immersive narrative.



11. Extended Tooltip Duration:



Increased the duration tooltips are displayed on-screen.
Players have more time to read and comprehend tooltips for various in-game elements.



12. Scalability UI Option:



Added a new scalability option to the display menu.
Players can now fine-tune visual settings for optimal performance on different hardware.



13. Localization Fixes:



Corrected errors in localized texts for better language accuracy.
Improved overall language consistency and clarity.



14. Alchemy Calculation Rectification:



Fixed calculations related to alchemical processes within the game.
Alchemy mechanics now provide accurate and expected results.



15. Tooltip Display Fix:



Addressed issues with tooltip display for various in-game items.
Players will now receive clear and accurate information from tooltips.



16. Map changes Fix:



We've worked on improving three levels of our game, making them look even better and run smoother than before. Get ready to enjoy a more beautiful and performance-friendly gaming experience in these upgraded levels!



17. New Viking Models:



We added new realistic models to the game. In the next update you can expect new indigenous models with lipsync and face morphs.



18. New dialogues and sfx



We added new dialogues for patrols, guards, and working spots to make worlds more living. There are more ambient noises and environment sfx placed on the map.



These updates reflect our commitment to delivering an engaging and seamless gaming experience. We appreciate your continued support and look forward to providing more exciting improvements in the future. Thank you for being part of our community!



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Fifth Devlog 0.5 UPDATE (New map System/New voice acting in many NPCS)


In this update, we made significant strides in enhancing the map system, ensuring better visibility for players. Additionally, we addressed the issue of lackluster voice acting for certain NPCs by introducing new and improved performances. Numerous quality of life improvements have been implemented, along with the customary bug fixes to enhance overall gameplay experience.







    <*> We have created handcrafted maps for our levels that will greatly outperform our previous versions

    <*>More Special Attacks for the AI
    <*> Monster Colision fixes
    <*> New Voice Acting for NPCS with terrible VA
    <*> Fixed Dual minimap icon bug
    <*> New bow SFX
    <*> Dialogue system have been revamped in some places
    <*> New Climbable Objects
    <*> We fixed the bug with 2 soundstracks playing while cutscene
    <*> The bird particles have been added to the levels
    <*> Now you can see name of the NPC during the dialogue
    <*> More destructible barrels and chests for players to destroy and claim loot
    <*> Now we have another option to not drink with chatta which will turn on new cutscene we added
    <*> New tutorials on the map
    <*> Now npcs will throw more taunts towards players during combat
    <*> New Wendigo cutscene during the "Beast" Quest
    <*> The graphics on Gabesh Land should look better now
    <*> New rewards for the main questline
    <*> More natural lighting added during nights
    <*> New Achievements
    <*> New dialogue banter beetwen NPCS
    <*> New Consumables and new effects
    <*> Some balancing have been fixed on the levels
    <*> New soundtrack during the siege of wildmen town
    <*> And much more minor bugs which we won't even mention here




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Fourth Devlog 0.4 UPDATE (New objects, new lands, polishing the gameplay)


In this update, we have dedicated our efforts to several areas, including optimization and bug fixes. Additionally, we have introduced a range of new authentic-looking objects that align seamlessly with the game's setting, providing a more immersive and accurate experience.

Furthermore, we have made significant changes to the Gabesh Lands. We have eliminated many empty spaces and replaced them with camps that offer exciting new quests, items, recipes, and enemies. We are thrilled to announce the inclusion of the final level in the game, the swamp lands, which will feature one of our most intricate side quests.

If you have any suggestions regarding the game's direction, please don't hesitate to share them with us. We greatly value your input!







    <*> - [x] Plenty of New locations with loot, recipies and enemies!

    <*> - [x] Swamp lands that will be playable in the final release of the game!

    <*> - [x] Many quality of life improvements added into the game
    <*> - [x] We have added some new monsters roaming the land (We will keep on balancing their stats and places of spawns)
    <*> - [x] Optimisation in the Gabesh lands should be much greater but it's still work in progress
    <*> - [x] Simpler magic system (integrated into inventory drag and condensed with spells from one place)
    <*> - [x] Added a new giant monster in the arctic areas for the veteran players
    <*> - [x] Add new placeable particles
    <*> - [x] Add new AI spells
    <*> - [x] Reduced some small textures resolution for the better performance
    <*> - [x] changed ladder climbing animations ( Still WIP)
    <*> - [x] Fixed travelling points that caused players to fall thru the map
    <*> - [x] quest fixes
    <*> - [x] map fixes such as player rotation icon
    <*> - [x] added new sfx for animals and monsters




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Third Devlog 0.3 UPDATE (Consolidation of levels)

The work on the game continues; we tracked many of the bugs, and we keep on adding more content to the game. Some of the landscapes may shrink in size, but overall the levels will feel more alive and full than before (keep in mind it's still a work in progress).



This is what we changed/added







  • - We added two new monsters (Elder Aglembu, South Demons)
    <*> - Some landscape changes in Gabesh (Some locations were added, some were removed; now it's more concentrated, but it is only the beginning; we will keep on adding quests, NPCS, and items for players to plunder)
    <*> - We started works on one of new levels for one of our major side quests in the game
    <*> - More loot from enemies
    <*> - Added FOV option for stretched displays
    <*> - Many new buffs added
    <*> - fixed invisibility, freezing spells, shockwave spells, movement spells, and added timing interpretators
    <*> - fixed trap spells
    <*> - added new spells (prison, ai debuffers)
    <*> - fixed companion spells
    <*> - fixed bags misc and added new ones
    <*> - some quest hints were added for clarification
    <*> - Fixed some of the armor pieces bug
    <*> - Some User Interface tweaks, in the future we will merge more bookmarks and condense the content, for now you can find spells under the character in the inventory's tab
    <*> - Work on pickpocketing skills has started. (you can find it more frequently in the dialogues)
    <*> - Other bugs related to markers, management, and tweaks





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Second Devlog 0.2 UPDATE (quality of life improvements)

We keep working on the game, fixing many bugs and adding many quality-of-life improvements. We also work on the performance issues. In future updates, we will focus on completely revamping armor sets (So that they'll be unique). We will also focus on adding more enemies on the map and more loot, more points of interest, etc. Some of the landscapes might shrink a little bit in size, but in content, they'll only get bigger and bigger. If you have any future suggestions feel free to leave them below, we are reading the comments.



This is what we changed/added






    <*> We added plenty of scrolls on the sea side and great forest (This is Work in progress, in the future they'll be on all maps
    <*> Scrolls now are of just one use
    <*> Added new recipies which can be found on the maps
    <*> New locations on sea side added
    <*> More loot on the sea side added
    <*> Fixed few issues with performence
    <*> Wudie shamans now deal more damage
    <*> Enemies and the Ayash will show signs of tiredness when not having stamina
    <*> Now when trading, you'll be able to sort your items just like in inventory
    <*> The bug with certain bow not having animation have been fixed now
    <*> Leveling up will be better signaled now
    <*> Equiping item from sub folder of items wont switch equpment widget to main invetory folder
    <*> More loot in the dead enemies
    <*> We added confirmation when player wishes to leave to main menu as we heard it was a problem
    <*> We made it so that during the dialogue player cannot be damaged.
    <*> Fixed issues with saving on the burned land






First Devlog 0.1 UPDATE (gamepad support and more)

First of all, we are thankful for any kind of feedback, be it positive or negative. The work on the game continues. If you have any suggestions or reports, feel free to post them below or in the suggestions tab in the discussions.



This is what we changed/added




    <*> We added an option for auto-targeting enemies (You can turn it on/off in the menu)
    <*> We added plenty of new sounds for animals, be it wolfs, rats, deer, or many more.
    <*> Initial gamepad support (still experimental, some simulates gamepad)
    <*> We have fixed an issue with saving. Previously you could get items from the chest, reload, and the chest would respawn with the same things.
    <*> Issue with music fadeout has been fixed
    <*> We deleted the rats in pit fights because people were locking on them instead of enemies.
    <*> Health and mana regeneration has been nerfed
    <*> Animals now have fixed collisions ( some of them)
    <*> Fixed some grammar, keep in mind that it's still WIP
    <*> Fixed colisions of some objects
    <*> We added some combat tweaks, NPC's now will also have stamina, and they won't be able to block for eternity. The same applies to players. Now it'll take stamina to block.
    <*> New monsters added
    <*> Added more default discovered recipes and reduced teachers' amount.
    <*> We have added take all button
    <*> A lot of new loot to plunder in the Sea Side/Great forest
    <*> Some performence fixes in the Sea Side
    <*> Added few new locations in the Sea Side
    <*> Now player will be able to find spells in certain places around the map (Sea Side for now, but in the future it'll be on all maps)
    <*>Added new buildings models for immersion (we will implement more of them on the maps in the future)
    <*> Some of the minor bugs mentioned in the discussion were fixed
    <*> Mining Ore now just take one hit