War of Ashird cover
War of Ashird screenshot
PC PS4 Switch Steam
Genre: Role-playing (RPG), Strategy, Adventure, Indie

War of Ashird

Development Update #63

[p][img src="https://clan.akamai.steamstatic.com/images/37458749/81889ea1bd2dbe6462cd4d40801dda1a6915a5d1.png"]
Greetings, heroes![/p][p align="start"]Pita here! Over the past month, we have heavily invested our time in polishing the final version and optimizing the game. 

As we patch up the core experience, we have also updated our storytelling system to meet modern expectations.[/p][p align="start"]Here's the summary of our progress since the last update![/p]

■ Game Update

[p align="start"]■ Story:[/p]
  • [p]Added text animations for specific dialogue, such as shouts or loud screams.[/p]
  • [p]Added various new animations to story scenes to make them more immersive.[/p]
  • [p]Smoothed out the audio transition between the "Sad Theme" and "Battle Intro" to prevent jarring audio cuts.[/p]
  • [p]Added walking animations synchronized with the background for better immersion.

    [img src="https://clan.akamai.steamstatic.com/images/37458749/f3a0bcc498e676475c7bd15a88a2bd7040daaf05.gif"]

    [/p]
  • [p]Reduced the intensity of the "Screen Shake" effect during explosion scenes to prevent text from becoming unreadable.[/p]
  • [p]The "Skip Read Text" function now correctly stops immediately when a new CG illustration appears on-screen.[/p]
  • [p]The "Skip Unread Text" option now correctly stops at new branching choices that the player has not seen before.[/p]
  • [p]Improved visual lighting effects for story scenes set in daylight or night.[/p]
  • [p]Changed the font color in the "Backlog/History" menu to improve readability against dark backgrounds.[/p]
  • [p]Improved font size specifically for consoles (Steam Deck / Switch).


    [img src="https://clan.akamai.steamstatic.com/images/37458749/5fde7ba8732ae6a927f64bd19309a6b948545760.png"]

    [/p]
  • [p]Added new SFX and ambient sounds.[/p]
  • [p]Adjusted BGM volume to avoid situations where certain tracks were too loud.

    [img src="https://clan.akamai.steamstatic.com/images/37458749/729244214ce69159c440a5ca4ec1a5051cd209a6.gif"]

    [/p]
  • [p]Flashback Filters: Added a sepia-tone filter to flashback sequences to clearly distinguish them from the present timeline.

     [/p]
[p align="start"]■ Battle:[/p]
  • [p]Added new rewards that are obtainable only in the Arena.[/p]
  • [p]Fixed camera behavior during Area of Effect (AoE) spells and character death sequences.[/p]
  • [p]Improved optimization for larger maps that were previously causing FPS drops.[/p]
  • [p]Fixed an issue where overlapping status effects would incorrectly refresh their duration.[/p]
  • [p]Removed the "Enemy Phase" if no enemies are currently active.[/p]
  • [p]Rebalanced weapon and equipment upgrades regarding their individual stats.[/p]
  • [p]Added a "Wall Fade" system: Walls and obstacles now become transparent when a unit walks behind them, ensuring the grid is always visible.[/p]
  • [p]Accelerated the "Level Up" animation sequence to keep the flow of battle fast.[/p]
[p align="start"]■ System:
  • [p]Fixed a bug where the "New!" notification on the CG Gallery would not disappear even after viewing the image.
  • [p]Improved loading times for Steam Deck and consoles.
  • [p]Refined the "Save/Load" menu to display the Chapter Number and Playtime more clearly.
[p align="start"]
That's all for now. See you in the next dev report!
[p]

Development Update #62

[p][img src="https://clan.akamai.steamstatic.com/images/37458749/ddc9d21aa028e8233b9056cdaf6f43ebc6c7bb4e.png"]

※日本語は下にあります[/p][p align="start"]Greetings, heroes! [/p][p align="start"]Miore here. [/p][p align="start"]We are back from the summer holidays with a new update. Now that our team has gotten a short break, we've regained the strength and motivation to push the game into its final phase.[/p][p align="start"]Here's the summary of our progress since the last update![/p]

Game Update

[p]■ Story[/p]
  • [p]Fixed an issue where character dialogue was not consistent with a major player choice.[/p]
  • [p]Added an optional, skippable tutorial section explaining advanced mechanics such as crafting, blessings, and cards. You can still access the tutorials afterwards in the Camp menu.[/p]
  • [p]Corrected numerous typos and grammatical errors throughout the script.[/p]
[p]■ Battle[/p][p align="start"]
There is no new content in this update, as our sole focus has been on polishing the existing experience before release. This patch is dedicated entirely to resolving bugs, improving stability, and addressing in-game issues. [/p]
  • [p]Fixed an animation bug where units using spears would sometimes slide across the ground during their attack.[/p]
  • [p]Adjusted the EXP curve for levels 20-30 to make progression feel smoother.[/p]
  • [p]Rebalanced the first boss encounters to be more forgiving for new players on "Normal" difficulty.[/p]
  • [p]Fixed a bug where a "Counter-Attack" can cause the game to freeze if it is triggered against a ranged attack.[/p]
  • [p]Corrected a pathfinding error that caused certain large enemies to become stuck and unresponsive in tight corridors.[/p]
  • [p]Fixed a visual bug where an enemy's HP bar would not update correctly after taking critical damage, making it appear as if they were unaffected.[/p]
  • [p]Resolved a calculation error involving abilities that deal damage based on a percentage of the enemy's maximum HP.[/p]
  • [p]Resolved a bug that prevented party members from making unique commentary during several key story moments.[/p]
  • [p]Fixed several battle camera locations on maps with large creatures; the camera would frequently get stuck inside the enemy's model, obscuring actual gameplay.[/p]
  • [p]Fixed a bug where enemy AI would sometimes freeze and not take their turn  if their primary target had the same blessing.[/p]
[p]■ System[/p]
  • [p]Removed an exploit that allowed players to get infinite money by repeatedly reloading a save.[/p]
  • [p]Fixed a bug where key binding changes would not save correctly after closing the game.[/p]
  • [p]Addressed a long-standing issue where changing the game's texture quality from "High" to "Medium" could cause a crash on startup.[/p]
  • [p]Significantly optimized the code for the AI's turn, resulting in faster turn transitions, especially in large-scale battles with over 20 units.[TAG-109]
  • [p]Fixed an issue where the journal text for completed quests would sometimes display placeholder code instead of a proper summary.
  • [p]Clarified the objectives in several side-quests to reduce confusion and improve flow.
  • [p]Corrected several lore inconsistencies between item descriptions and in-game stories.
  • [p]Rebalanced consumable items. Their effectiveness now scales moderately with the user's primary stat, making them more viable in the late game.
[p align="start"]That's all for now. See you in the next dev report!
 [p align="start"]Miore

Development Update #61

[p][img src="https://clan.akamai.steamstatic.com/images/37458749/2ec5485ecafc80c3ea53839359f063d55ea30312.png"]
※日本語は下にあります[/p][p]Greetings, heroes! [/p][p]Miore here. It's been another packed month with lots of bug fixes, and a new face has joined the team to push the development forward. Welcome aboard, Peter![/p][p]There's still plenty to do, but we're moving forward one step at a time. Thank you for your patience, and please hang in there just a little longer.[/p][p]Let’s now share our summary of last month's progress.[/p]

Game Update

[p]■ Story[/p]
  • [p]Updated Luna event. [/p]
  • [p]Revised dialogue in the final chapters to improve pacing and clarify story details.[/p]
  • [p]Implemented a portion of the story script.[/p]
[p]■ Battle[/p]
  • [p]Added additional effects on battles based on choices made during the story.[/p]
  • [p]Fixed an issue where enemy units set to prioritize "healing" will fail to use healing items.[/p]
  • [p]Ranged enemy units will now try to keep their distance more intelligently.[/p]
[p]■ System[/p]
  • [p]Organized and assigned BGM. We plan to expand our soundtrack library with several new songs.[/p]
  • [p]Fixed a critical issue causing the game to freeze when opening the inventory with more than 200 items.[/p]
  • [p]Fixed a bug where game settings would occasionally reset upon launch.[/p]
  • [p]Resolved a rare save file corruption issue that could occur if the game was closed improperly in the middle of saving.[/p]
  • [p]Fixed a bug where music would stop playing after a long session.[/p]
  • [p]Improved loading times when entering or leaving facilities.[/p]
  • [p]Fixed an animation issue where characters would slide instead of walk if an action is performed too soon after moving.[/p]
  • [p]Improved the visual effect for critical hits to be more impactful.[/p]
  • [p]Resolved an issue where players could get stuck on objects on the battle map.[/p]
  • [p]Fixed a major bug where quests later in the game sometimes would not update correctly.[/p]
[p]Peter wrote this round of bug fix reports, and he's done a great job. Everything is clear, detailed, and easy to understand. It's a huge help. With such a reliable new member on the team, we're staying motivated and will keep pushing development forward!



[/p]

Development Update #60

[p][img src="https://clan.akamai.steamstatic.com/images/37458749/693270c10bb778f26525d7cdc420958350a35a33.png"]
※日本語は下にあります[/p][p]Greetings, backers! [/p][p]Miore here. Welcome to another update! Before I start, I wish to share some information about the IgrasilStudio account on X. Some of you probably noticed that in February, our account was suspended. We're still not sure of the reason behind the suspension, but after months of contacting support, we managed to restore the account. [/p][p]A small message from Pita-san about the delay of this update and about his condition: [/p][p]Sorry to worry you guys about my sickness… on my, ahem, symbol. But I’m back and fully recovered. It’s been a rough two weeks for me, but thanks to the doctor I made it through and I’m ready to fight once more! Big thanks to everyone who sent me kind words! You guys are the best. Also, don’t get into an untrustful pool!

Let’s now share our summary of last month's progress.

[/p]

Game Update

[p]■ Story[/p]
  • [p]Updated main story content. The update concerns the content of the late game, and the choices that you make over the course of the campaign.  [/p]
  • [p]Implemented a portion of the story script.[/p]
[p]■ Battle[/p]
  • [p]Added a new challenging side mission map. You can only complete it once!

    [img src="https://clan.akamai.steamstatic.com/images/37458749/2819b2a4e0d05768b8cb481d4d5c057ebf9b30d2.png"](These maps aren't solved just by killing everyone. The player will have to figure out how to complete the stage on their own, but it's worth a try!) 
    [/p]
    • [p]We managed to fix and improve nearly all boss fights, so expect a big follow-up in the next updates.
       [/p]
    • [p]As boss HP gets lower, its AI will switch its battle strategy. We wanted to make the flow of battle feel as real as possible.[/p]
    [p]■ System[/p]
    • [p]Improved the visual effect of terrain and fixed map glitches.[/p]
    • [p]Corrected archer units animation and damage calculation.[/p]
    • [p]Improved compatibility with Steam Deck. The game is running smoothly without any issues in the current version![/p]
    • [p]You can no longer stack more than one buff from consuming food. The game will block you from eating indefinite dishes.[/p]
    [p]We expect to release a statement in the next month or two about publishers. We ask for your continued patience, as everyone involved in our talks have great care and trust in this project.[/p][p]Miore
    [/p]

Development Update #59




Greetings, heroes!
Miore here. Welcome to another update where we’ll summarize last month’s progress.

Game Update

■ Story


  • Updated and proofread main story content.
  • Implemented a portion of the story script.



■ Battle


  • In missions with specific objectives, a battle condition pop-up (e.g., "Stay alive for 10 turns") will now always be visible.





  • Corrected animations for generic units and NPCs.
  • Improved visual design for maps in the Boss battle and unique events.



■ System



  • Fixed several issues that disrupted gameplay.
  • Improved loading times between story and battle scenes, particularly on weaker hardware, where the game previously paused briefly after loading the map to allow all elements to load.
  • Resolved an issue where some assets were misaligned at certain minor resolutions.
  • Fixed a memory crash issue.
  • Addressed a graphics rendering bug reported on the Unity forum, caused by texture size.

Development Update #58





Greetings, heroes!

Miore here. Welcome to another update where we'll be summarizing all of last month's progress.

Game Update



■ Story

Implemented the part of the story script.


■ Battle



  • Introduced two new battle maps designed for boss encounters.
  • Improved camera functionality, particularly for boss battles.
  • Refined animations and visual effects.
  • Enhanced battle sound effects for a more immersive experience.
  • Updated the "Fog of War" mechanics on the grid-based battle map: movement can no longer be undone once an enemy is revealed from the fog.
  • Fixed indicators to accurately show when a unit enters an enemy's attack range, now including special attack ranges.


■ System


  • Added soldier backers' names to the game system. (Note: We’re still missing submissions from three backers who haven’t completed their surveys. If you’re one of them, please contact us at contact@igrasilstudio.com.)
  • Implemented Backer’s Adventure Pack items.
  • Added new options, including 30/60 FPS or unlimited, graphics settings, and customizable button bindings.
  • Fixed a bug in land management that prevented access to the store at level 3.
  • Introduced several new animations for land management.
  • Continued efforts to enhance turn-based combat based on feedback and address remaining issues.



Miore

Development Update #57



Greetings, heroes!

Miore here. Welcome to another update where we'll be summarizing all of last month's progress.

Game Update



Battle

  • Added two new types of enemies.
  • Optimized character deployment points to ensure balanced battles. (We limited the amount of characters you can use in Hard mode.)
  • Fixed an issue where units affected by AOE (area-of-effect) skills sometimes did not take damage.


System

  • Adjusted the quantity and quality of the Guild missions.
  • Expanded the game with new items, potions, and ingredients that you can discover and use in your adventures.
  • The Arena System has undergone a complete redesign. More details will be revealed soon!
  • We focused on improving turn-based boss fights; in addition to correcting bugs and animation errors, we're working on improving the camera work and designing unique locations for each boss.


We plan to present video footage of the new gameplay soon.

That's it for now. Last month, more than half of our team members were sick with influenza, and things got pretty rough for a while... but we've since recovered and returned to normal operations.

We hope to share news about our publisher by the next update. Take care until then, everyone!

Miore

Development Update #56




Greetings, heroes!

Miore here, welcome to another update where we'll summarize all of last month's progress.

Our studio is still in talks with a publisher, and we will provide more information on that front as soon as we get the green light. Thank you for your patience until then.

In the meantime, we're excited to share the latest development update!

Game Update




■ Story


  • Several improvements to the script.
  • Updates to Patty's character events to ensure consistency with future content.
  • A note for anyone who played the demo: The current version of the game will have a fresh, different start to the game.


■ Battle


  • Adjustments the balance of AGI that always allows you to make a second attack to an enemy.
  • Adjustments the level of difficulty of challenges in the arena.
  • Side objectives added to existing several missions and side event battles, and rewards have been added upon completion.
  • Refinement to some old animations.
  • New sound effects for certain physical attacks.


■ System


  • Steam Cloud will be enabled (as requested by multiple users)
  • Improved crash system report. Reports will now automatically generate information about which stage the crash happened in the game, along with the player's PC information (GPU and Windows version).
  • Newest version of examinations with questions have been added to the renowned rank system (which will be available in an upcoming beta update).
  • Depending on whether you finish missions by clearing all objectives, you will get a rank from D to S which will result in different rewards.


See you all in the next update!

Miore

Development Update #55



New Year's Greetings



Welcome to another update! We'd like to take this time to address the current situation and what matters most for us.

We sincerely apologize for the extended development timeline, the prolonged wait, and the concerns we have caused.

Despite the repeated delays, we want to make this absolutely clear: we will complete this project and deliver it. Cancellation is not an option. We promise without exception to release the game and deliver it to you as pledged. No matter the challenges, this commitment will not change.

Reasons for Development Delays


  • Vague initial specifications
  • Excessive desire to add new game elements
  • Delays and revisions in game scenario writing
  • Insufficient manpower for the project’s scale
  • Unforeseen incidents, illnesses, and other setbacks


When we launched our campaign on Kickstarter, the elements that were proposed as additional inputs were not yet fully defined. While the team knew what we wanted to achieve, we were stuck at the stage of trial and error during the phase of introducing new elements to the game - adding and removing features which were then understood to be a mistake or could have had a negative impact on gameplay.

Frequent revisions during the development of the game caused delays. In addition, delays in writing and changes in scenarios had a huge impact on the overall progress of the work.

As development continued, it became clear that our team lacked sufficient manpower for the project’s scope. In a small team, even a single person's absence can disrupt progress. For instance, delays in programming tasks by a staff member who also oversees script coding can cause a domino effect, slowing the entire process.

Furthermore, temporary absences due to illness or passing of family members have repeatedly contributed to these delays.

At the heart of these challenges is our lack of experience and overly optimistic initial planning.

To address these issues, we brought in an editor and transitioned to a multi-writer team for the scenario last year. We’ve also expanded our programming staff. While our progress still falls short of expectations, we are steadily moving forward.

Future Schedule

While we are eager to provide a specific release date, we can currently only commit to a 2025 release window. This cautious estimate is to ensure we can provide accurate information once the development timeline is more certain. Additionally, we are in negotiations with publishers, and if a partnership is secured, release details will be finalized collaboratively. We ask for your patience as we finalize these discussions.

To clarify, these publisher negotiations are not intended for additional funding. Thanks to your generous support in the crowdfunding, we have all the necessary resources to complete development. Instead, we are seeking assistance with distribution, marketing, and console releases. By maintaining financial independence, we aim to establish a balanced and collaborative relationship with the publisher.

■ Game Update



■Story:


  • Story has been adjusted to accommodate variations in game endings



■Battle:


  • Applied a few new skills to enemies' units
  • Updated the AI so they will be more intuitive on the battlefield. Boosted the chance that AI would target units rival blessing for extra damage. More about blessing in this previous update.
  • Slightly adjusted EXP gain during battle.


■System:


  • Following the report, we increased the player's gold income per chapter.
  • We replaced some tree and grass assets because reports say there is a big drop in performance on larger maps.
  • New items will now spawn followed by progress in the game, not by Deegan's level.
  • Deegan's luck stat will now be applied to his cooking outcome, giving you a chance to create dishes of the best quality.
  • In low-quality settings, the game will hide miscellaneous decorations on the battle map to keep stable performance on low-end computers.


After the New Year's break, the team has quickly resumed development at full speed! We sincerely appreciate your continued support this year as well.

- Miore


Thank you, Satchely!

Development Update #53



Pita here! Welcome to another update!
Last month was hard for us - especially for me, as I had to say my last goodbyes to my father who passed away - but the rest of the team did their best to continue making great progress!

■ Game Update



■Story:


  • Fixed writing issues
  • Adjusted the details in the script
  • Added a swimsuit mini episode


■Battle:


  • Added an additional battle map for an event.
  • Corrected animation and script for death sequences. In rare cases, the game would show HP as 0 while the character is still standing upright, only dying after the end of the turn.
  • Corrected critical hit damage rates. Right now, critical damage will be calculated as x2 normal damage.
  • Fixed camera control on maps with small areas.


■System:


  • Fixed an error on Windows 11 version 24H2 where the game would crash during loading. (The Game loaded and shut down without any error.)
  • Fixed a bug where the crafting system shows that crafting failed but didn’t take minerals.
  • Adjusted scripting for crafting (Thanks to backer Gonzo for the help!)
  • Fixed bug for infinite money glitch.
  • Added more interactions with characters on the world map. More on that along with gameplay in the upcoming update!


Thank you all for your attention. See you in the next update!