ASCENDANT.COM is a groundbreaking squad-based, tactical FPS set in a vibrant retro-futuristic BioPunk world. It revolutionizes the genre with its unique adaptation mechanics, offering an ever-changing battlefield where strategy and adaptability are key. Engage in intense 3v3v3v3 PvP battles, navigate ever-evolving landscapes, and secure vital resources in a world where every match is unpredictably different.
Serious Balls and BioPunk Mayhem
Get ready to dive into the chaos of a dynamic BioPunk world where everything wants to make you its next target. Fight tooth and nail to secure and extract those precious, limited resources, and make sure you escape with more than just your dignity intact.
Dynamic Landscapes and Mid-Match Surprises
The BioPunk landscapes of ASCENDANT.COM are not just eye candy – they change mid-match, keeping you on the edge of your seat. Expect the unexpected as you navigate through a world that's as unpredictable as it is thrilling.
Watch the Hilarious Announcement Trailer
But wait, there's more! Get ready for a blast from the past with our brand new 1980s sitcom-inspired cinematic trailer! it's guaranteed to get you pumped up for the adventure that awaits. Watch it now – trust us, you won't want to miss it!
It’s no secret that I’ve been less than happy with the combat systems in my released games. While they are serviceable, a combination of technical and design inexperience, as well as time pressures, meant that I was unable to make them what I wanted them to be. But that’s to be expected, after all, game development is a learning experience.
I’ve said a few times during the development of Memoirs that I was refining the combat in that game to be more fun and open, but that came at the cost of challenge, and in many ways, it was a crude system that lacked mathematical elegance.
Of course, what I want is a combat system that could stand alongside any of its peers, both video games and tabletop RPGs, and still hold its own. A system that provides a crunchy simulation of turn-based combat, one that is simple but still contains depth, and above all is fun to play.
A lofty goal for any game designer. Veteran RPG devs, people who have been working in this field for years, are still striving towards this goal. It’s something that I’ve personally desired for a long time too.
I certainly wasn’t going to achieve it in my first two or three games. But on my fourth, I’ll give it a shot :D.
This isn’t a system designed in a vacuum. I spent months contemplating what RPG enthusiasts really like about turn-based combat, as well as my personal preferences from both tabletop campaigns and the cRPGs I’ve enjoyed. Low numbers vs high numbers, types of damage mitigation, RNG vs determinism, build balance and tactical considerations.
In the end, what I have can neither be described as unique nor startlingly complex, but hopefully as something that is robust and fun.
I am very excited to unveil the Memory Battle System 3.0 with the Early Access launch of Baldr’s Squid Isekai next month, my low-effort parody game that is getting decidedly more high-effort every passing day. The same system will also be present in Vampire Syndicate and That Which Rises, although possibly with changes.
I hope you enjoy it, and as always, I appreciate your feedback.
It’s no secret that I’ve been less than happy with the combat systems in my released games. While they are serviceable, a combination of technical and design inexperience, as well as time pressures, meant that I was unable to make them what I wanted them to be. But that’s to be expected, after all, game development is a learning experience.
I’ve said a few times during the development of Memoirs that I was refining the combat in that game to be more fun and open, but that came at the cost of challenge, and in many ways, it was a crude system that lacked mathematical elegance.
Of course, what I want is a combat system that could stand alongside any of its peers, both video games and tabletop RPGs, and still hold its own. A system that provides a crunchy simulation of turn-based combat, one that is simple but still contains depth, and above all is fun to play.
A lofty goal for any game designer. Veteran RPG devs, people who have been working in this field for years, are still striving towards this goal. It’s something that I’ve personally desired for a long time too.
I certainly wasn’t going to achieve it in my first two or three games. But on my fourth, I’ll give it a shot :D.
This isn’t a system designed in a vacuum. I spent months contemplating what RPG enthusiasts really like about turn-based combat, as well as my personal preferences from both tabletop campaigns and the cRPGs I’ve enjoyed. Low numbers vs high numbers, types of damage mitigation, RNG vs determinism, build balance and tactical considerations.
In the end, what I have can neither be described as unique nor startlingly complex, but hopefully as something that is robust and fun.
I am very excited to unveil the Memory Battle System 3.0 with the Early Access launch of Baldr’s Squid Isekai next month, my low-effort parody game that is getting decidedly more high-effort every passing day. The same system will also be present in Vampire Syndicate and That Which Rises, although possibly with changes.
I hope you enjoy it, and as always, I appreciate your feedback.
Vampire Syndicate: Gangs of MoonFall - manlymousedan
It’s no secret that I’ve been less than happy with the combat systems in my released games. While they are serviceable, a combination of technical and design inexperience, as well as time pressures, meant that I was unable to make them what I wanted them to be. But that’s to be expected, after all, game development is a learning experience.
I’ve said a few times during the development of Memoirs that I was refining the combat in that game to be more fun and open, but that came at the cost of challenge, and in many ways, it was a crude system that lacked mathematical elegance.
Of course, what I want is a combat system that could stand alongside any of its peers, both video games and tabletop RPGs, and still hold its own. A system that provides a crunchy simulation of turn-based combat, one that is simple but still contains depth, and above all is fun to play.
A lofty goal for any game designer. Veteran RPG devs, people who have been working in this field for years, are still striving towards this goal. It’s something that I’ve personally desired for a long time too.
I certainly wasn’t going to achieve it in my first two or three games. But on my fourth, I’ll give it a shot :D.
This isn’t a system designed in a vacuum. I spent months contemplating what RPG enthusiasts really like about turn-based combat, as well as my personal preferences from both tabletop campaigns and the cRPGs I’ve enjoyed. Low numbers vs high numbers, types of damage mitigation, RNG vs determinism, build balance and tactical considerations.
In the end, what I have can neither be described as unique nor startlingly complex, but hopefully as something that is robust and fun.
I am very excited to unveil the Memory Battle System 3.0 with the Early Access launch of Baldr’s Squid Isekai next month, my low-effort parody game that is getting decidedly more high-effort every passing day. The same system will also be present in Vampire Syndicate and That Which Rises, although possibly with changes.
I hope you enjoy it, and as always, I appreciate your feedback.
Our community is full of amazing talent, so in today's news post we're showcasing some awesome art! Maybe this could inspire you to participate in our Affliction Talent Competition? Check out the art below!
Hey Townies! Another quick hotfix patch to address some issues from the megapatch.
Bug Fixes • Fixed an issue where alignment scrolls would not be available to equip. • Fixed an issue that caused Socialite Entertain ability animation to happen during random phases. • Fixed bugs relating to Tribunal and Executioner interactions.