Today we’d like to tell you about the fight that takes place on a narrow bridge. It’s the battlefield that makes it unique—it’s so unusual that you might want to refuse from the tactics you got used to. But let’s get to the details.
HOW DOES THE FIGHT GO?
In the beginning of the fight you find yourself on a short, narrow bridge. Opposite there is the enemy's commander. The task is basic—to destroy him.
It seems that it’s quite handy that the enemy is standing so close—but for the feature of the fight. Every fighter who appears on the battlefield is protected by Charms.
One more peculiarity of the fight is that you will have to take a fresh look at the movement along the battlefield. It’s just two cells wide, so you won’t have too much space for manoeuvres.
So the fighters of the enemy have considerable advantages just from the start. It won’t be easy to bypass them to break to the commander. So what are the options? Eik advises Finn to think about effective bundles and support. But Kleta doesn’t think this situation is worth discussing. It’s interesting whose advice is better.
DIFFICULTY
We decided to collect much more powerful units in the enemy’s deck in the challenger battles than in the qualification round. Combined with charms, it made the fight considerably harder—you can easily lose all your ally units and watch helplessly as enemies come closer and closer to your commander, yawning as they approach.
Conditions for the perfect win also have significant limitations. First of all you can’t use Shooters—no more arrows from the allies’ backs. And you will also have to refuse evident decisions. Secondly, you’re not allowed to use charms—only items. So you’d better double-check your deck!
IN SEARCH OF PERFECT BALANCE
The key feature of the fight—a narrow battlefield—already makes it pretty hard. We wanted that not only the territory would turn this fight into a severe challenge, but at the same time any extra condition could make it unpassable. Strengthening the enemy’s fighters with Charms seemed like a good decision to us.
Nevertheless, playtests showed at once that in combination with some definite fighters—like the Enforcer—Charms make the fight almost unpassable. That’s why we reconsidered the enemy characters’ deck.
We’re waiting impatiently for your feedback about the fight on the bridge. Share your impressions, follow us and add the game to the wishlist.
Hello, folks! This Friday we’re going to tell you about the fight with adjutant Mirina. This is quite an amusing fight which is considerably different from the others. Let’s look at how it works in detail.
HOW DOES THE FIGHT GO?
The first thing to mention is that there are no commanders in this battle. That’s why the one who kills all the enemy's units first is the winner. In the right upper corner there is a counter which shows how many units are still alive.
The next important condition is the central bodrer of the field. Neither your nor opponent’s characters can cross it. As soon as we summon a character and equip him, he rushes at once to the border on the other side of which enemy’s fighters line up.
The fight with Mirina can remind the duel—the fighters also stand in line and exchange blows. But you can see considerable differences.
Summoned fighters can change lines—as in a usual fight. Besides, you can organize their support if you place an archer, a spearman, a monk, a warlock or any unit you consider necessary.
Mirina’s deck consists of strong melee characters and the ones who are good at support. Cards from the second deck are also quite powerful, but if you find a proper tactic. you will win easily. But things are not so simple in challenger battles.
DIFFICULTY
To begin with, in the beginning of the challenger battle there is a guardian on the battlefield. There is a monk behind. Thus, you need to destroy not ten but twelve of the enemy's characters.
The guardian is equipped with the Veteran’s ring. It means that every turn his attack will increase in two points.
On both sides of the scene there are walls. On the one hand, it’s a limitation—now a player has considerably less space for maneuvers. On the other hand, there are a couple of interesting variants for how to turn this limitation into your advantage.
The most interesting thing in this battle, though, is the condition for the perfect victory. Your task is to win using not more than three characters. And it’s not that easy!
IN SEARCH OF PERFECT BALANCE
The first hard question we faced was the balance of the cards. As it was mentioned before, Mirina summons only melee fighters, and we were thinking if we should make the same condition for the player. But we decided that the freedom from limitations opens up a lot of variants for elegant victory.
The next question was how we can make the fight harder. We wanted to place a vivacious but not unkillable character which will be pretty dangerous for the player’s units. That’s how we came up with the bundle of the Guardian and the Monk. The Guardian has quite a big amount of health points, and has protection from the objects that are put on him. A low attack is compensated with the Veteran’s ring, step by step into a real problem. The monk behind is always ready to heal his comrade if you wound him.
We hope that you will like this fight as well. Download our demo, share your impressions in comments and press the follow button on our page. And don’t forget to add your game into your wishlist.
We’re going back to telling you about fights and mechanics we’re using there. Today we want to show you the battle against adjutant Tork. He likes fighting in a big way, so be ready for something epic.
HOW DOES THE FIGHT GO?
The first feature of the fight is that players have more freedom. Contrary to the rest of the fights, here you can play two cards of characters and two cards of support at a turn. That’s why for the fight not to end too fast we doubled all the cards in both decks.
Secondly, six of Tork’s fighters are already standing on the battlefield—he will try to protect himself from the first moments.
Thirdly, what catches the eyes at once is a gigantic battlefield with some obstacles. However, they don’t archers' shooting—and in addition they protect them from melee fighters.
DIFFICULTY
To make the challenger battles harder, we considerably increased the quantity of the obstacles on the battlefield. Barrels and boxes block most of the direct ways to the enemy’s commander, so the characters will have to move along a kind of trenches which makes them less movable.
Besides, according to His Majesty Hing Hoda, you’re forbidden to move his characters between the lines more than once at a turn. You also have to finish the fight in seven rounds.
By the way, it may be a good opportunity to try your bandit deck if you have already got one. You can use such advantages as an opportunity to fill the battlefield fast with your units and the bandits’ skill to make each other stronger.
IN SEARCH OF PERFECT BALANCE
There were some really hard moments in this battle. We spent quite a lot of time experimenting with obstacles—especially in the challenger battles. We asked ourselves a lot of questions like how many barrels and boxes should be on the battlefield, where to place them to make the player’s mission harder but not to totally block his way to the commander. And, as a main thing, not to lose the central idea of the fight—an opportunity to use many characters.
Finally we managed to come to the view of some kind of a labyrinth where players have to think properly about every move. And you should also watch the units not to block each others’ ways, use the battlefields’ advantages correctly and remember that the enemy can use his spells.
Estimating the perfect number of enemy’s units and what abilities they have became a real challenge for our team. Finally, after trying a lot of variants we decided that there should be units with quite many health points and with archers’ support. So in spite of the length, the fight feels dynamic and seizes your attention from the very beginning.
We hope you will like the fight with the adjutant Tork. Try to fight him by downloading the demo and share your opinion in the comments. So follow us on Steam and add the game to the wishlist.
Hello, friends! Today we'd like to tell you about the bandit deck, to show its strong sides and of course to share some interesting tricks that give us an advantage over the Berkana deck.
For the first sight Berkana’s advantage is obvious. Units look stronger, can wear more items, and the items themselves considerably increase your health and attack. But the bandit deck has some other advantages using which you can defeat a much stronger opponent.
The character who teaches us to use the bandit deck is Raylo — a previous but unsuccessful candidate for the mission in Frisia. What do we learn from him?
First of all, bandits are experts in teamwork.
Surprisingly, it’s the bandit deck where you can see the fighting spirit — when a definite bandit dies, others get stronger.
Secondly, what kind of bandit doesn’t use dirty tricks?
If in Berkana’s deck almost every unit is a mighty warrior, the bandits are mostly weak characters — or at least they look like that. But if you take a closer look you’ll see that things are not so simple.
Every bandit has a feature which helps to defeat even the strongest enemy — you only have to choose carefully who to fight. The slayer, for example, hides a poisonous dagger behind his back. It gives him a chance to destroy any enemy — if the slayer will manage to pierce his armour. By the way, usual bandits can also use poison if you cast a proper effect on them. Apart from the poison they can also stun the enemies to win some time and kill them.
Thirdly, bandits can easily outnumber the enemy.
There are a lot of cards in the deck that help to summon more than one unit per move. Really, what bandit will do the job alone? Besides, there are also Ambush cards in the deck. They let you add one more bandit on the battlefield in exchange for some health points of your commander.
In general, if almost all fighters in the Berkana deck prefer to act on their own, when you choose the bandit deck you can get a pretty good combination of units with a bunch of dirty but effective tricks.
Bandits can fill the battlefield practically in a flash and strengthen each other greatly. Their spearman is able to strike from his companions’ backs. This deck looks like a puzzle which can be rebuilt endlessly, and you will still find more and more variants.
Try to play with the bandit deck in the new demo, tell us about your impressions in the comments, follow us and add the game to the wishlist!
It’s the eve of the Chinese New Year, and in celebration of this event Steam has run the Lunar New Year Sale! It will last from January 27 to February 3.
We participate in the sale with the team 40 Giants Entertainment, and we’ve got a great surprise for you—Reverie Knights Tactics + Ash of Gods: Redemption Complete Your Set Bundle!
We bring you excellent news—to reward all our faithful fans, we have prepared a way to get extra 10% OFF the freshly released newcomer to the tactical RPG genre, Reverie Knights Tactics—just use this "Complete your set" bundle and get the 10% OFF on top of any other current discount on the game. And of course, if you're still waiting to get Ash of Gods: Redemption, you can just use the bundle to get the games together, the extra discount will apply to both!
So participate in the Lunar Sale, follow us on Steam and be sure to add our game to the wishlist!
While we were telling you about our new cinematics, Ash Of Gods: The Way got a prize for the best art at the online conderence Games Gathering 2021. It’s not our first prize—earlier we got Excellence in Visual Art at DevGamm Spring 2021 и Best PC Game at IndieCup.
And on December, 29 we released our new demo and got a big surprise—a review from a famous Youtube streamer SplatterCatGaming.
Watch the gameplay, try to play the demo and of course leave feedback—we are always happy to listen to it. Follow us on Steam and add the game to your wishlist—there will be a lot of news!
As we promised, here we are with your Christmas present — our new and considerably improved demo-version of Ash Of Gods: The Way.
We’ve done a great deal of work during these two months to carry out the changes we were talking about in the posts DEMO FEEDBACK and NEW CINEMATICS. Regretfully, cinematics won’t be in the new demo, but you’ll be able to assess the rest — fixed balance in the qualification rounds, completely redesigned challenger battles, amended UI and many other functions. And we really want to listen to your opinion.
We’re really happy to have such a great and caring community, and we want to sincerely thank you for cool feedback, comments and likes — all these things motivate us a lot and help us make our game better.
Pay attention! The demo is available on the page of the game:
We hope you’ll enjoy our new demo, and we want to know what you liked and what you didn’t like. So share your experience in Steam discussions, join our Discord channel and be sure to add our game to the wishlist.
We wish you good holidays and to have as many reasons to be happy and as many good games as possible in the new year.
Today it's Friday, and we decided to cut talking about different mechanics and fights with the news about important changes — this time in cinematics.
If you have already tried our demo, you know that the intro and the cutscenes in the game differ considerably from its visual style. And of course they lose significantly to the videos from the original project.
So why did we focus on those rough sketches?
The thing is that a good video at the level of Redemption would be worth to us as a quarter of the whole game — in the form that was planned. That’s why — because of our budget restrictions — we had to focus on this variant.
Nevertheless, as we started changing our approach to the game and making it more difficult, we understood that the difference between the videos and the level of the project stands out more and more, and players only proved it with their feedback.
That’s why we decided to try and fix the situation and create new videos for the game with help of our amazing artists — and are ready to share first achievements.
In spite of the fact that in new cinematics there won’t be as many movements as there were in old versions, the result, however, must surpass them by far thanks to accurately structured composition, a brand new level of detailing and a thorough work with colour.
The characters began looking much more naturally. Distorted proportions, very rough strokes, wooden mimic — it’s all in the past. We paid a lot of attention to face expressions so that we could transfer emotions as accurately as possible. That’s how, for example, new Quinna Rosette looks at old Fill. Run, Forest, run!
A great deal of work was done on the surroundings. The old videos were concentrated firstly on the characters and their actions, that’s why the cutscenes weren’t so satisfying with detailing and looked quite meagre. We tried to fix it in new cutscenes.
It’s a laborious job, and of course we have to spend a considerable amount of time to finish everything. However, we’re sure that the result is worth it.
In the ready videos motion effects will be used to make scenes more lively and visually interesting — but we will keep them till the next updates.
That was the way our cinematics have passed — from rough sketches to arts that are complicated and much more suitable for the style of the game. This happened largely thanks to your responses, and it’s vitally important for us to get some feedback from you. Please write your comments about your attitude to this upgrade, if you like what you see or not. We are very grateful for any comments and want to express our gratitude to our compassionate community.
We wish everybody a merry Christmas and we will be sure to come back before the end of the year with a present — a new demo-version. There won’t be any new cinematics in it but we will keep you updated about our progress. So be sure to follow us and don’t forget to add our game to wishlist.
It’s time for us to tell you about a new battle, and this Friday we’re going to speak about one of adjutant Mirina’s qualifications. It’s the fight during which you will have to confront a deadly unit, and you will need to protect your commander from him.
He isn’t called the Punisher for nothing — if he gets to our commander, he’ll destroy him with a single attack. It’s pretty hard to kill this unit, but he can be held back. So the main thing is to find the right tactics.
The main goal remains the same — to destroy the enemy’s commander. But this is also not easy — he has considerably more health points than ours. Besides, he has quite a nasty surprise — a very powerful spell.
DIFFICULTY
We’re still testing challenger battles because they turned out to be incredibly difficult due to the large quantity of deserters in the enemy’s deck — their teamwork with the Punisher almost guarantees failure if you’re not lucky with your cards. We don’t like it. Besides, in the enemy's deck there are three stunning spells able to break any tactics. That’s why we decided to remove bandits from the battle and replace them with Berkana’s fighters. You can assess the result in our new demo.
A special condition for the win doesn’t allow you to use rangers — in this case the victory won’t be counted.
IN SEARCH OF PERFECT BALANCE
While we’re trying to work out the perfect balance in the challenger battles, we would like to mention difficulties we had faced during the development of its original version.
To create the Punisher we had to make a lot of efforts and go through numerous iterations. The main aim was to create a mighty and dangerous unit who is hard to confront but is possible to block. That’s why the Punisher has plenty of health points, almost unbreakable protection and poison resistance.
We've been experimenting with the Punisher’s strength for a long time so that the player had both enough problems with him and enough time to deal with other units allocating the resources properly. Besides, we increased the health of the hostile commander to make attack strengthening as important as the protection of the unit who holds the Punisher back.
You can fight the punisher and his tough commander in our new demo. Until then follow the news, subscribe to our page and add the game to your wishlist.
We go on introducing the mechanics of Ash Of Gods: The Way. The previous post was dedicated to the mechanics of duels. Now we’re going to tell you about the fight with Adjutant Dofus where you will have to confront the bunch of bandits.
HOW DOES THE FIGHT GO?
The first thing we see starting the fight is a narrow battlefield 3x7 ot the other side of which there is a hostile commander. We have to get to him through the bunch of bandits, who had occupied most of the territory.
Our first task is to pick up fighters who can stand against the onslaught of the outlaws. You should consider that while we can only choose one fighter at a time, the army of bandits slowly comes closer and closer at full force. Yet in the qualification mode the enemy’s commander can’t summon new units — but he has a complete arsenal of dirty tricks among his cards of support.
In the beginning of the fight the enemy’s team has quite low attack and health points numbers. But among the bandits there are those who die and thus strengthen the rest of the fighters. That’s why the best way is not to kill but to block these bandits, not letting them get to your commander.
Like any battle, the bunch of bandits can be won through finding the right key that will help you cope easily with the seemingly unbeatable crowd. But in this fight there are a lot of opportunities to find your own solutions.
DIFFICULTY
In more difficult challenger battles we decided to make it harder in various areas. First, there are more fighters whose death makes others stronger — and it’s harder to hold them back.
Secondly, in this fight your opponent has a deck of characters, so there are more and more enemies in the battlefield with each round which leaves less space for maneuvers.
And finally, the main thing is the new condition of win which is having at least three of your warriors alive when the enemy’s commander dies. Assuming that you have a standard deck of ten characters, you have to be very careful — it’s not a situation where you can easily afford to lose a fighter.
IN SEARCH OF PERFECT BALANCE
It was very important for us to make this fight interesting and difficult enough for a player and not to turn it into a thoughtless deathmatch. Luckily we found a balance quite fast, varying the number of units whose death strengthens their teammates. Whereas there is only one unit in qualification mode, there are three of them in the challenger battles which turns even the weakest bandit into a dangerous and serious opponent.
A new version of this fight will be available in our new demo — press the «FOLLOW» button in Steam not to miss this news and the information about other mechanics and fights. And be sure to add us to wishlist.