Trials of Ascension: Exile is a hardcore sandbox fantasy game where you will play as a human mastering your skills, evolve for the hunt as a Raknar, or defy all odds to grow as a powerful dragon!
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Mixed (30) - 63% of the 30 user reviews for this game are positive.
Release Date:
Jul 26, 2018
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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Player feedback is of paramount importance to us. We know what we like in our games and we have a vision for Trials of Ascension: Exile. Already feedback from our alpha testers has helped to improve the foundation of our game. We hope to utilize Early Access to expand our community and include more gamers in its development.”

Approximately how long will this game be in Early Access?

“We expect to spend roughly 18 to 24 months in Early Access. We have a solid foundation already in place for ToA: Exile and a talented team put together, but there is so much more we would like to add to the game before we can call it complete.”

How is the full version planned to differ from the Early Access version?

“There are several features we hope to add to ToA: Exile before its full release. Our plan is to create additional customization options to the three races, including a female gender for humans and possibly new races as well. We want to include greater variety to the environment with new island shapes and biomes and more server settings for hosts. There are several mechanics we would like to implement before we complete development, such as expanding the dragon nesting system, raknar hives, expand crafting the human structure system. We also plan to incorporate localization for additional languages.”

What is the current state of the Early Access version?

“We have a solid, playable game with all the primary mechanics we need already in place, such as the survival mechanics, combat, crafting, structure design and placement, and character advancement. Hosting has been very stable with 30 players and can support up to 64 simultaneous connections, and have many options to customize game play.”

Will the game be priced differently during and after Early Access?

“The price will likely increase as more content is added to the game. There will be a higher price when we have completed development.”

How are you planning on involving the Community in your development process?

“We have involved our community of fans in the development of Trials of Ascension: Exile since we first announced its development. We maintain social media accounts on many platforms, host a Discord chat server, post regular dev blogs to keep our fans informed, and review tester feedback in our website forums.

We have already made many great changes based on feedback and we continuously ask for it all the time. We plan to continue to do the same after we launch Early Access on Steam, so that our players will not only be informed of our progress every step of the way but also included. In addition we will maintain a Community Hub on the Steam network and work quickly to fix reported bugs.”
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Recent updates View all (15)

August 6

Build 0.10b2 is Live!

With our first Early Access patch just pushed out as we speak, I thought it would be a good time to go over what it is we have been working on since we launched a little over a week ago. This patch brings many quality-of-life changes for players, along with a very important database update! While I am going to review the biggest additions that are included in this massive patch, there is still more for you to find in it! To view the full change log for this patch, visit our website at:
http://trialsofascension.com/patchnotes.

The biggest change that players will notice is the new options for death penalties in the game. Dragons have had a death penalty in play since day one, where their molting progress was reset every time they died. It really wasn’t fair that only dragons got death penalties, so we added them to the humans and raknar too. Now when a human dies, they lose the progress toward their next level in their skills, and raknar lose the progress to their next rank of their abilities.



And if you prefer to play without death penalties, we have you covered there too! Server hosts can now adjust the death penalties on their servers, and can customize them on a per race basis. Want humans to lose all their progress when they die, but want to make it easier on the defenseless hatchlings? No problem! Run your server the way you want it. The death penalties cause a loss based on a percentage of the maximum required, with Extreme at 100% of maximum progress, Severe at 75%, Moderate at 50%, and Minor at 25%. Again, that is based off the total requirement for that level of skill, ability, or molting; not on the player’s personal progress.

Arguably the second biggest change for this patch is a change to our database engine. Our previous one seemed to work well enough, but after our launch we received many reports on file corruption and servers crashing, which we traced back to the database. Because of the stability and corruption issues we felt it was of high importance to get a new database structure in place as quickly as possible. This necessitates the resetting of the servers as they are updated to the new build. We realize that this is upsetting to some people, and we apologize for the inconvenience. We will do our best to avoid server resets in the future, but we are in Early Access and it will happen again eventually. If you feel that is too much to handle, please consider waiting until we fully release before purchasing the game.

Server hosts will also notice that the regeneration rates for resources have been removed as server options. Instead all resources will regenerate at a very fast rate, to keep up with player consumption. Server owners can still customize the scarcity or abundance of the plants, animals, and minerals to their liking, which changes the maximum limit of the resource for the island. The fauna also received a bit of love and we tweaked their spawning mechanics so they will spawn into the world closer to players than they did previously.

We’ve also made some adjustments to how a few resources can be collected to improve the overall quality-of-life for new players. We have made it so that the rocks needed for the primitive items and campfires can be harvested from boulders by humans with unarmed attacks. Clay, which is vital for both humans and dragons, has been added as a terrain type in a dozen locations across the isle, where it can be gathered in large quantities from the ground itself. Bits of clay and rocks can still be found scattered on the terrain, as well as harvested from boulders. Our last modification to terrain resources is to allow both grass and dirt to be gathered from the regular terrain, since dirt is naturally under the grass and grass should be available all over the green parts of the isle.



Dragons will notice now that choosing “harvest” as the default terrain action for gathering dirt, grass, sand, and clay will no longer auto-harvest nugget spawns. We hope that this will help new dragon players differentiate between consuming for molting versus harvesting. We have more plans to separate the two in the future, in case this doesn’t help.

For human crafting, we have lowered the fern fronds needed to make rope and the amount of clay needed to create bricks. The grass mat has also been renamed to “Sleeping Mat” to help explain its purpose and has been changed so it cannot be moved by anyone but the owner. In that same vein, the “Unfired” clay items have been changed to “Wet” to indicate their need to be dried and overall incomplete state. Humans can now use the primitive saw to build resource stands to store boards, timbers, logs, and stone.

We’ve heard from many of you that more feedback for your actions would enhance combat, so I think you will be pleased to know that we are working to improve it. We’ve added more sounds to combat along with particle effects when hitting an object or creature. This will help players to tell if their attacks landed or not, and what they hit with them when swinging. We are also looking into ways of relaying the target’s condition to the player without resorting to HP meters, but it was beyond the scope of improvements for this patch.

Video fidelity should be much improved, as we identified what was causing the “ghosting” effect and were able to fix it. We added the much-requested volume controls to the settings menu. There is now a master volume, along with Music, Ambient, and Effects controls. Music adjusts the volume of the background music played while on the server selection, character creation, and loading screens. The ambient controls the bird song during the day, the crickets at night, the patter of the rain, and the ocean roar. The effects are all sounds created by player or mob actions, including the chirping of the grubs.

Player feedback is vitally important to our development process. We have a clear idea of where we want to go with the game, but we also realize that this isn’t just about the game we want to make. It is also about making a game that others enjoy playing. Your feedback helps us identify what works, what doesn’t work, and how we can improve the overall experience for everyone. The bug reporting is also incredibly helpful as it allows us remove the errors from the game faster than we could do on our own.

Again, there is too much in this patch to cover in one article, so be sure to check the change log out yourself! Thank you all for your continued support in our development and we hope you all enjoy the updates in this patch! It is the first of many more to come. Share your thoughts with us in the comments below or visit our official forum at: http://trialsofascension.com/forum/.
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July 26

Taking a Look Ahead: What we have planned for ToA: Exile


So we have pretty much covered everything that is currently in the game through this article series. At least enough for our followers and those just finding us to get a feel for what the game can offer them at this time in development. But what we have planned for the future is at least as important as what we have already achieved.

We’ve updated our website this past week, and along with it we’ve added a new roadmap of what the team wants to achieve before we consider development complete. While it is still a rudimentary list, it does clearly show what we want for ToA: Exile. This list is by no means definitive; more may be added to it over time. But it does include all of our must-haves. Once we have all the details worked out for each new addition we will expand on the smaller steps to achieve our goals.



The first section covers characters. We still have three more growth stages to add for the dragons, and the female model for the humans is needed too. Both of those have HUGE resource requirements, so our art team will be kept busy on them for a very long time. We also want to add so much more to customization for the characters. Hairstyles, scale colors, chitin patterns, the list goes on and on. We want everyone to have a good chance of making a character that looks different than the others of its race.

Right now all of the characters will spawn at random locations on the beach, but we want to change that so only humans will spawn on the beach. The raknar will then spawn in the caves and the dragons up in the safety of the mountains. This fits nicely into the background story of each race, with the humans washed up on shore, the dragons hatching in the peaks, and the raknar finding their way up from the depths.



Speaking of caves, we want to expand on our underground world. Currently needlefangs will spawn in the caves, but we want a full ecosystem to exist below. This means adding flora and more fauna to the area, and then give reasons for the surface races to seek them out.

We also want to beef up combat a bit more. It has always been our goal to have siege warfare in the game so that humans could destroy each other’s structures, and so that the older dragons could also erase humans from their islands. This will require several models and animations, in addition to the supporting mechanics that will need to be programmed into the game. Being made of wood, rustic buildings will take less effort to destroy than the Norhaven.

Structures are a big part of human play, so we want to continue to expand on the foundation we have for them. We want to make it so that players can add-on existing structures. We also want to add a third, castle-like style that is even stronger than the Norhaven style. Stone walls as a more sturdy alternative to the wooden palisades is also a possibility.



Humans will receive a little more love in the form of new skills, such as farming, trapping, fishing and so on. They will also receive new crafting recipes to go along with the new skills. The new items, models, icons, and data entry to go along with this will take some time, as will the mechanics to allow for these actions.

Magic is something we have been contemplating for a very long time for ToA: Exile. We did have the basics for magic in the very earliest of our testing, but the system we developed was overly grindy and did not work for the game. So we went back to the drawing board and came up with a system that we felt better fit our game and the goals we had for magic. However, the scale of it is immense and we felt that we did not have the resources to do it justice before we went Early Access. We are excited to start working on getting magic back into the game, so that dedicated human players can attempt to challenge the stronger stages of dragon growth.



In addition to the final growth stages, dragons will be getting more love in the future as well. We want to expand on their nests so that dragons can utilize them for more than just their molting and storage. We are still working out the details, but we want to give them nest customization options, and figure out a way to empower the dragons to protect their nests from damage. Hoard mechanics are a possibility as well, but we will have to find what makes sense for ToA: Exile.

We also want to expand on draconic abilities. Dragon fans can look forward to both claw attack and tail swipe abilities added to their list alongside their bite, wings and so on, so that they will improve with use over time.

Not to be left out, the raknar will get an improvement to their web weaving and we will introduce hive mechanics to the game. Hives are built by a group of raknar, and any eggs they place within the hive will hatch out as NPC spiderlings. They will eventually grow into specialized roles, such as guard or egg tender, and there will be benefits to participating in a hive versus playing alone. We aren’t exactly sure what those benefits will be, but we will let you all know as soon as we do!



We also want to expand on the options for server hosts. We will add several new settings for fauna danger, racial life counters, and the option to have an interracial chat to allow the three races to communicate with one another. We also want to add additional islands for the temperate biome, and then add an entirely new biome to the game! This is a big undertaking, because it not only means a new island, but also new flora and fauna to populate it!

Once again, this list is not definitive. There is much more we would like to add, but for now we will work towards completing this roadmap just as we did our last one, and will will share every step with you along the way. You can count on it! So be sure to follow us on social media or join our discord to get the latest information on our development.

A special thanks to our team members, our testers, and our fans. We wouldn’t have gotten this far without your efforts and support! Please share your thoughts or the story on how you found us in the comments below.
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About This Game

Trials of Ascension: Exile is a hardcore sandbox fantasy game where you will play as a human mastering your skills, evolve for the hunt as a Raknar, or defy all odds to grow as a powerful dragon!





Survival is the goal of every life that finds its way to the Lost Isles. With hunger and thirst a constant threat, food and water will be top priorities. But dangers lurk around every corner and many environmental factors need careful consideration. Shelter and other means of protection will be necessary to fend off all threats, including aggressive predators.


In addition to Health and Stamina, the Balance attribute brings a new aspect to combat. Maintain your balance and you are rewarded with solid footing; attack recklessly and you chance exposing yourself instead. Unbalanced characters find their swings are less effective and they run the risk that a well placed blow will knock them down. Additionally, each race has their own unique way of treating wounds.


Time is in constant motion on the islands, with day cycles that bring truly dark nights and changing weather patterns that forecast rain, wind, and storms, all of which will affect your character. Every piece of flora, fauna and minerals are interact-able and offer an abundance of resources to assist in your survival.


Each island can be set with a wide range of options so that you can play just the way you like. From flora and fauna spawn rates, to PvP settings, even to the number of lives each character is allowed, ToA: Exile can be set to your liking.




For untold centuries the Lost Isles have been the hatching and nursery grounds for your kind. Only those strong enough to survive on these hostile lands earn the right to reach adulthood and advance dragon-kind. Freshly hatched from the shell, you find yourself surrounded by new enemies your ancestors never faced in their tender years. Can you use your wits to overcome these new threats, or will the death of your kind begin with you?


Dragons are the most challenging race to play in ToA: Exile, as they lack the natural arsenal of the raknar and the ingenuity of the humans. Skilled and resourceful players will be able to overcome this disadvantage to keep their hatchling alive and fed until it is ready to molt. Molting allows the dragon to grow to the next developmental stage, increasing its size, strength, and abilities. Continued growth unlocks new racial abilities, such as breath attacks and flight!


Dragons are able to build their own race-unique structure, the nest. It functions as a respawn point, storage, and is required to molt to their next life stage. Multiple nests can be built, offering different storage and respawn locations across the island. Nests can be destroyed, so it is best to hide them in hard-to-reach locations.


Dragons can ingest nuggets of rare metals to fuel their fiery breath weapon. Devastate your foes with this powerful attack and bring the lesser races to their knees. The rarer the metals consumed, the more powerful attack.


After growing their wings, dragons can begin mastering the controls of flight. Launch yourself into the air with a running start, then beat your wings to speed up, bank to turn, and flare them to slow down. However, air speed must be maintained or you risk falling from the sky.


Dragon have superior senses and because of this are able to navigate their surroundings, even during the darkest nights. They also possess the unique ability to sense deposits of rare metals buried underneath the surface of the ground, allowing them to harvest the nuggets they require for their abilities and molting.




Driven to the seas by the advancing raknar threat, you and you fellow refugees seek out a new land to call home. A terrible typhoon over-takes your inexperienced crew and your ship is dashed upon the rocky shoals in the darkness of night. Nearly drowned by the waves, you make it to shore with your life intact and little else. Can you use your skills to survive, or will you join your fellow passengers in the afterlife?


Humans are able to gather raw resources from their environment and turn them into various items, tools, and equipment to improve their survival situation. They can also research improvements to the items they craft using our improvement system.


Along with the ability to craft their own tools and equipment, humans also have access to our 3D structure design system where they can draft a 3D model of a structure and create a blueprint of their building. These blueprints are needed to begin the construction of buildings.


Humans do not have natural abilities, instead they must rely on their skills to reach their goals. Skills are improved with use and can be enhanced through perk choices earned as they increase the skill.




Trapped underground by the devious humans generations ago, you and your hive mates explore the ancient volcanic tubes in search of new ways to the world above. An earthquake collapses the tunnel behind you, but opens a new way to the surface. As you skitter your way into the daylight, you find yourself surrounded by ocean. Cut off from the Hive, can you evolve to dominate this new land, or will it dominate you?


Raknar are born with full use of all their natural abilities. For combat, they have impressive, scythe-like strikers. In addition, their silk can be used to set traps for prey or as treatment for life-threatening wounds. Six legs give them an advantage in speed, and heavy chitin protects them from most minor damage. Take on the role of the lone hunter, or work together with your friends to create a hive that dominates the isles!


Raknar are able to evolve each of their natural abilities by simply doing what raknar do best, hunting and killing and they do it in real time. Watch as your raknar grows in size, gains armor around its body and menacing barbs sprout from its strikers.


Raknar are the only race able to cling and move effortlessly over most surfaces. This includes slopes that cannot be traversed by the other races, including vertical and even inverted surfaces! This adds a whole new dynamic to combat!


As a raknar you will be able to penetrate the darkest of nights and caves thanks to your fully functional night vision that you can turn on and off at will. Become a true hunter of the night!

System Requirements

    Minimum:
    • OS: Windows 7/8.1/10 (64-bit versions)
    • Processor: Intel Core i5-2400/AMD FX-8320 or better
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GTX 670 2GB/AMD Radeon HD 7870 2GB or better
    • DirectX: Version 11
    • Storage: 8 GB available space
    • Additional Notes: Broadband internet connection required for multiplayer

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