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

War of Ashird

Development Update #52



Pita here! Welcome to another update!

We've received many messages regarding changes of address and did our best to reply to everyone. If you have not yet heard back from us, please do reach out to us again to make sure we didn’t miss your message!


■ Game Update



■Story:


  • Wrote the story script.
  • Added sub-character events.
  • Fixed writing issues.
  • Adjusted the details in the script.


■Battle:


  • Balanced the finance aspect from the mid to late point of the game.
  • (Improved the scale of income from land management and ranking.)
  • Corrected character development/growth.
  • (Adjusted some units to emphasize their character and expected role in the game, along with how they grow with each level)
  • Slightly changed in the cooking system and bonuses.
  • Boosted enemies level and difficulty in the middle game (normal difficulty)


■System:

• Adjusted controller compatibility (Tested on Xbox controller and PS4 game pad)
• Resolved 119 bugs from report console (We're sharing a sum total here because writing out all the error fixes we've done over the past month would be too much!)
• Reworked the save/load system, auto-save and added a backup option.
• Improved synchronization of animations with sound effects.

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

Development Update #51




Pita here! While our team accelerates out progress to successfully complete the year, I'll give you a quick update.

We are currently testing build 0.9.6, which I mentioned in the last update. It will be released for testing next week.

Our current playtesters will be informed about this individually, but I wanted to let our backers know this was taking place to illustrate how far we’ve come.

■ Game Update



■Story:


  • English script updated, mistakes fixed and adjusted.
  • Maid events script updated.


■Battle:


  • Improved sound effects for skill attacks. Sound in some cases weren’t timed correctly with animation.
  • A small change in some character skills to better reflect the characters.
  • Fixed an issue wherein the character relation system might suspend the game at random during the battle.


■System:



  • Added an option to rewatch events in the game, such as your favorite character events or moments. (Available after finishing the game)
  • Added Illustration Gallery
  • Added Card Collection Gallery


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

Development Update #50



Greetings!

Miore here, welcome to another update!

Today we will provide in-game developer footage of the city management system. That system is implemented in the build 0.9.6 - next beta version, together with the card system presented in the previous update.

This in-game footage comes from the development version, and it will present important information on how to begin your land management adventure:



- In starting levels, there will be a limited number of squares on which you can build new structures. To unlock the next upgrade, your city will need to grow in population. Notice how, in the footage, each new building increases population size! Your maid will notify you once your town is ready to level up.

There will be 4 levels (Lv1 to Lv 4) in total, and each level unlocks new categories of buildings, along with visit options and events. Level unlocks will be accessed by visiting your mansion from the visit menu.



- Your chosen maid will be the one to guide you through your management journey. We picked Clarissa for our video, but players will be able to choose between her and three other maids.

Game Update

■Story:


  • Several mini story events added.


■Battle:


  • Skills adjustment + balance for some characters.


■System:


  • In-game card system integrated.
  • New card added into the system.
  • Implemented the Stretch Goal “10 hidden items for observant players to discover.”
  • Updated Backer's Adventure Pack for General tier and above.


Our next step is to post development trailers together with in-game footage on our YouTube channel and X .

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

Development Update #49



Greetings, backers!

Miore here, welcome to another update! We are excited to talk about our progress and discuss changes in character development and combat.

■ Game Update



■Story:


  • English script updated, mistakes fixed and adjusted.
  • Land management casual events script updated.
  • Maid events script updated.


■Battle:

Our combat system has undergone many improvements from version 0.6.1 to 0.9.6 with many additional mechanics to make grid battles more varied.


  • Blessings: Each character is born in Ashird under the blessing of a particular star: Agia, Rokar, Goi or Sraoh.




Agia: A crimson star shining in the northern sky. It represents passion, pride, rhythm, and reminiscence.

Sraoh: A blue star shining in the eastern sky. It represents purity, progress, truth, and intoxication.

Rokar: An emerald star shining in the western sky. It represents strength of mind, friendship, respect, and majesty.

Goi: A golden star shining in the southern sky. It represents good fortune, longevity, humility, and hope.

The player will be able to pick Deegan's blessing at the start of the game. Blessings will function similarly to the four elements of matter, wherein each blessing will have stronger and weaker counterpoints.

Example: Agia deals 1.5x more damage to a person with Rokar blessing.




  • Hit rate: Another important update is to follow our idea of fast pace combat. For that reason, we decided to remove the hit rate. That means characters will hit every time with no chance to miss. Bandits no longer evade attacks in their cozy grass!




■System


  • Card System: We are excited to announce a new element that has been implemented in our game. The card system brings the option for characters to equip 3 cards from the 100+ you can find in the Ashird world.


Each card comes in different tiers group from ⭐ to ⭐⭐⭐ and each has a unique bonus.



Such a large number of cards will provide plenty of fun to every player who seeks to create unique and powerful combinations.

Let us know what you guys think about it! Maybe you want to hear more about it? Please comment and we will reach out to you.

Character development:During the process of balancing the game, we could not leave out character development.

In the end, the team decided to change our character development process. In the new system, each character will develop according to the specific development that is assigned to it.

The player will no longer have the ability to assign stats to characters, because it had the potential to seriously disrupt the balance of the game and destroy the enjoyment of the gameplay.


(Example damage value for Deegan's character development progress. Damage increases with each level.)

We believe that our changes will be perceived as changes for the better, as we all care deeply about ensuring the game feels properly balanced and fun to play.

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

Development Update #48



Greetings, heroes!

Miore here, welcome to another update! We are excited to talk about our progress along with comments by Pita, who led the development of the game

So let's get started!

Welcome back, it’s me Pita!
Since Miore allowed me to take part in this update, I'll take the opportunity to summarize our work and share my thoughts from the past months.

When we started working on War of Ashird, we knew that it would be an ambitious and demanding project. The work we would have to put into it would be much greater than the projects we have encountered before, especially for a small team such as ours. Each of our team members has an important task in the creation of the game, you can say that these people are irreplaceable. No one else knows the code better than the people who created it.

During development, we focused on creating solid gameplay with a character-driven storyline, and with your help and support we managed to exceed our own expectations. After a successful Kickstarter, we began the process of implementing our ambitious plan to expand the game with additional elements and mechanics. The team strongly believed that the game could become even greater than we planned, but little did we know, the execution of those plans would end up being very time-consuming.

Implementing the sheer number of new elements, retakes, changes, and improvements to deliver with the best and most professional quality pushed us to the point where we exceeded the capabilities of our small team, and it even cost the health of some members. I do not say this to justify our delays, because our naivety and belief is our own fault.

I hope my long monologue helps you to understand my feeling about the whole situation, which is that we are not perfect and never will be. But one thing is for sure, every course of action we took was for the sake of making a good game. I believe that every game developer truly loves their game and will want to do their best, just as we did.

Now onto the update!


■ Game Update



Story:


  • English script updated, mistakes fixed and adjusted.
  • Aquitania character event updated.


Battle:

Over the past few months, we have been constantly working on updating our animations and visual effects. We are paying attention to the quality and performance of each animation to ensure each attack method is accurate for each type of weapon and body physics.
We improved the texture and in-game looks of our characters.


(devs mode)

The heart of WoA is combat, and our job is to create unforgettable battles, so we've gone to great lengths to refine each and every story map and side event. We now have 43 unique maps. Each map requires something new from the player, and each objective is different.

Our map development began from concept art that followed the story, along with the guiding principle of making it interesting for the player, as opposed to the traditional method of pushing forward and killing enemies indiscriminately.



After working on the map, it’s time to work on modeling.

Once the modeling is done, it's time for the most fun but time-consuming part of development: scripting. By scripting we mean adding all sorts of enemies, plot events, battle chat, and surprises that will appear during the battle.


(devs mode)

After the whole process is completed, we assign team members to playtest the map. Usually, we try to pick someone who is playing blind and doesn't know what to expect.

Examples of fully-scripted story maps:





In addition to fighting on land, you will also be able to fight at sea and more…



In the next update, I'll talk more deeply about all changes in the battle system compared to the first release, along with character development, equipment and more! So stay tune for the next big update.

Peace out and you all soon!

Development Update #47



Greetings, heroes!

Miore here, welcome to another update where we summarize all the progress we made last month.

Just like before, I'll be presenting our progress in an easy-to-digest list format.

In May, we spent much time polishing elements in-game mechanics that are not available or visible to the player at first. These small elements, such as side quests, land management, and academy exams that come with a renown system, will unfold over time - giving you plenty of activities to enjoy as you explore each chapter of the game.


So let's get started!

Game Update



■ Story


  • Several improvements in the story branch.

■ Battle


  • Double attack calculation has been corrected.
  • Mini-battles added in various character events.
  • Side objective added to existing story battle.


■ System


  • Renown Rank system has been revised and implemented. (Sadly for Mizuki Fukushima fans, no, you can’t have a romantic relationship with her).
  • Exams now have unique settings and requirements.
  • Added new examinations with questions to the renown rank system (still in alpha version)
  • Added Ashirdpedia into the game. It’s a place where you can read about in-game mechanics. Ashirdpedia will be updated automatically as you progress through the game.
  • Now, depending on the way you finish each mission and the amount of time you take, you will get a rank from D to S which results in different rewards. This applies to stories and side events.


That's all for this month! We will continue to work as hard as we can on development and will soon be sending you a major update with new screenshots and more.

Please look forward to it!

Miore

Development Update #46



Greetings, heroes!

Miore here with a recap of the progress made last month.

Just like last month, I'll be presenting our progress in an easy-to-digest list format. Let's get started!


■ Game Update



■Story


  • Mayumi character event improvement
  • Gaven character event improvement
  • Main story content update and proofreading


■Battle


  • Balance the units you can recruit.
  • Balance the level progression for supportive units.
  • Improve animations and effects for area skills, and fix errors in damage calculation.
  • Improve camera operation.
  • Improve visual effects on maps with "fog of war".
  • On a map with "fog of war", the option to undo movement when encountering an enemy is now disabled.


■System


  • Fixing and patching of existing bugs.
  • Improved screen scaling at non-standard resolutions.
  • Fixing memory crash issue
  • The game will now prompt the player to save progress. This is helpful for those who tend to forget to save.


Thank you all for your time and see you back in new update!

Miore

Development Update #45



Greetings, heroes!

Miore here with a recap of the progress made last month.

First and foremost, I'd like to express my gratitude to each and every one of you for your unwavering support and invaluable suggestions!

Just like last month, I'll be presenting our progress in an easy-to-digest list format. Let's get started!

■ Game Update



Story


  • Aquitania and Yukiko characters events improve.


Battle


  • Several improvements of the gameplay experience for our story maps. This month, we've made improvements to 8 maps on both Normal and Hard difficulty levels. From fine-tuning the number of enemies to tweaking the flow of map progression.
  • Adjust mission rewards.
  • Balanced in-game economy.
  • Replace two side event maps with a new, updated story.
  • Attack skill balance.
  • Improved sound effects have been added to both physical and magical attacks, as well as attack skill.


System


  • Enhanced system settings for 4K resolution.
  • Addressed issues related to game pad identification and configuration of button assignments.
  • Enhancement of Unity environment configurations.
  • Performance has been improved when using Ultra quality settings.
  • Update various sound effects used in menu navigation.
  • Improve crash system report.
  • Activate the Auto-save feature (auto-save is triggered at the conclusion of each battle).


Thank you all for your time and see you back in new update!

Miore

Development Update #44



Greetings, backers!

It's Miore bringing you another update on what we've been up to in the past month.

As always, a big thank you to everyone for all the kind words, support, and suggestions. You're an amazing community!.

We'll keep you posted on our progress this month with a handy list format.

■ Game Update



Story


  • Patrizia's event has been improved!
  • Added portion of new dialogue.


Battle


  • The story battle maps have been significantly improved, along with some bug fixes. (Huge shoutout to our backer Dax85 for all the hard work and great suggestions.)
  • Increased animations set for attack skills.
  • Added Backer's Adventure Pack Reward.
  • Added a new type of enemy.
  • The system notifying players of being within range of enemy attacks has been upgraded.
  • Balanced the way you earn XP for different actions in battles and max level cap.


Thank you all for your time and see you back in new update!

Miore

Development Update #43



Greetings, community! Miore here, extending a warm welcome to our first update in the exciting new year of 2024. I hope each one of you had a fantastic holiday season and entered this year with high spirits and ambitious plans.

First off, I want to apologize for the slight delay this month. January just zoomed by for me, and I found myself with a to-do list that seemed never-ending.


■ Game Update



Story

  • Retake and improve character events for Takeda Sumika.


Battle

  • Implementing upgrades to the existing ambush system, alongside optimizing how AI manages such encounters
  • Multiple Improvement in the animations.
  • Added two new side missions.


System

  • Implemented 10 hidden items into the game as per the stretch goal.
  • Enhanced game options settings to offer users additional customization features, taking into account the valuable feedback received from backers.
  • Added several animation elements to enrich the user interface.
  • Integrated a bug/feedback console panel within the game to facilitate efficient bug reporting and user feedback.



■ Beta test



More about the beta can be found on our social media or Discord