- Platforms: Windows, Mac & Linux (Steam, DRM-free GOG, Humble), XBOX, PlayStation®4, Nintendo Switch, Android, iOS
- Average Single Length: 14 hours on 3 storylines (expected)
- Multiplayer: Yes, PvP and PvE common across all platforms.
As a token of our gratitude to the community, if we reach the very first stretch goal we'll mention everybody on the $35 tier in the titles, and whoever chooses the $75 tier will be featured in the game world — we'll use your photograph to create a portrait of an in-game character for one of the secondary quests (there are only so many we can do, so it's first come first served based). If you're late to it or not interested in that you'll receive a chest of strixes — that's the currency that will be used in the multiplayer version. You'll be able to use the strixes to acquire cards and units that you can use in your battles against other players.
Before you start reading! We recommend that you play this awesome piece of music from the soundtrack of our game while we tell you what it's about and who we are:
Ash of Gods is a mix between a roguelike role-playing visual novel and an online turn-based strategy game. It has been heavily inspired by The Banner Saga series, Japanese visual novel games, and the spirit of The Darkest Dungeon. The game is being developed with Unity and will be available on PC first.
You'll constantly need to weigh every dialogue choice, double-think every decision, and manage your limited resources - because your mistake might make any of the characters perish forever. But even your party leader’s death will not lead to “game over”!
We came with a system that is a mix of turn-based tactics and a card game, with a ruleset that features:
- No throw of dices (hit/miss chances and the force of the blow/ability)
- Many abilities use HP instead of MP and can one-shot the enemy but also put your unit on the brink of death
- You may choose: attack in HP or MP.
- Collect your own cards deck and use it in battle. Powerful cards awaliable on later rounds of battle.
- Asynchronous rounds - small team will begin a new round sooner and get powerful cards earlier.
The Game Intro depicts an important event from the history of Terminum, the world of our game. You can find more info about it in Update No 3.The world has known seven hundred years of peace. But that peace is about to come to an end. The Feast of the Spring Equinox is in full swing, when the bell in the town hall suddenly begins to ring. Captain Thorn Brenin, the bodyguard Lo Pheng, the scribe Hopper Rouley, and many others, do not know yet that the reapers have returned and intend to drown the entire world in blood so that they may awaken the sleeping gods.
Ash of Gods OST - Battle of the heroes
Ash of Gods OST - Enses battle theme
Authentic musical instruments that are rarely encountered in contemporary music have been used in the recordings. You'll be able to hear instruments such as the "Fidel Plocka" (a medieval European fidule), "Suka Bilgorajska" (medieval Viola), Bulgarian Gadulka, Turkish Kemence, Acoustic and Electric Cello, Arabic Oud, Bouzouki, Mandolin, Acoustic Guitar, Irish Whistle, Polish Taraban (frame drum), Didgeridoo, Jews’ Harp, and many more folkish traditional percussive instruments.
In the photographs above you can see some of the amazing Polish musicians who agreed to help us.
The character animation in the combat scenes is based on live actors’ motion capture.
Digital Add-Ons (Require Early Bird $16 tier and above):
- Additional Game Copy for Digital Download - 20$
- Additional 2x Game Copy for Digital Download - 35$
- Digital Poster (Print ready) - 4$
- Digital Comics (Prequel of the game about confrontation of Thorn and Brann) - 9$
- Digital Art Book (30 pages, A4) - 12$
- Digital Soundtracks (50 minutes, mp3/flac) - 10$
- Digital Ash of Gods Book (500 pages novel, EN/RU) - 17$
Physical Add-Ons (Require Physical Tier: $65+):
- A2 Size Poster on Matte Paper - 15$
- Hardсover Art Book (30 pages, A4) - 47$
- Ash of Gods T-shirt - 28$
- Ash of Gods Cap - 17$
- Comic Book - 25$
- Leather Map - 72$
- Keychain in the shape of a Menhir Stone - 44$
- Plastic deck (56 cards) - 89$
IMPORTANT: Shipping costs are NOT included for the $65 / $125 / $250 / $500 tiers.
IMPORTANT: SOME TIERS WERE UPDATED!
- Everybody who chooses ALBIUS WATCHMAN ($35) and ALBIUS BURGOMASTER ($45) will also receive the comic book and digital art book.
- Our OST (now already 50 minutes of music) by Adam Skorupa, the composer of The Witcher will be received by everybody who chooses ALBIUS WATCHMAN ($35) and ALBIUS BURGOMASTER ($45).
- Everybody selecting the tier EARLY BIRD — MYTHS OF TERMINUM ($65) or MYTHS OF TERMINUM ($75) will receive a CD copy of the music.
We're a small team and most of us work remotely. What unites us is the belief that good games — just like good movies, books, music, comics and graffiti on the walls — turn the surrounding reality into a slightly better place. Many of the team members knew each other in the past, and now we've joined forces for the express purpose of working on Ash of Gods.
FOUNDER AND DEVELOPER: Nikolay Bondarenko
Throughout his career, Nikolay has either developed or overseen the development of games. In 2004 he began working as a quest developer for the Canadian company Streko-Graphics. In 2008 he continued his career at TvxGames in Russia, where he was involved in the development of games for social networks. For the last 6 years he has been the head of the development department at one of Russia's leading game publishers, GameNet. Now he is the chief ideologist of the Ash of Gods team. His job consists of generating ideas, writing code and persuading people. Known to be bad-tempered. Bearded.
NARRATIVE DESIGNER: Dmitry Erokhin
Adores playing all kinds of games: board games, roleplaying games, roleplaying tabletop games, live-action roleplaying games and of course video games. He's worked for Nival, TvxGames, Innova and GameNet as a producer, managing editor and game designer. He's involved in all aspects of Ash of Gods, from the story to the UI/UX. He is notable for his excruciating nitpicking, attention to detail and sense of humor. Ill-tempered. Bearded.
GAME DESIGNER: Ivan Mahazinnikov
Has been a game designer since 2004, when he started his career at Katauri Interactive. Had a hand in Space Rangers 2, King’s Bounty, Royal Quest and a dozen other smaller projects. The last few years he's been freelancing and now works for Ash of Gods. He loves to play (as well as create) tactical and role playing games. Also, he tried his hand as a science fiction writer and can be proud of three published books and more than twenty stories. An optimist with a positive outlook on life.
ENVIRONMENT ARTIST: Julia Jokhova
An artist, illustrator, cosplayer and freelancer. Her first job was at Solar-games, where apart from game art she also drew a ton of icons, interfaces and textures. She was drawn to Ash of Gods by the desire to participate in the creation of a game with an interesting storyline and inspired atmosphere. She is a lover of beautiful things with an enthusiastic personality.
ART DIRECTOR: Igor Podmogilnikov
An architect who adores artistic woodwork and sculpturing. He's managed to work at Streko-Graphics, Vogster, TvxGames, Astrum, Mail.ru, Game Inside and Red Machine. He's an amazing character designer who believes that classical 2D is seriously cool. Igor prefers to do things as spectacularly as possible—sometimes at the expense of realism. Easy-going character.
ANIMATOR: Yuri Antonov
Wrote his first guide for the SEGA game Syndicate in a school text book, asked his mom to type it out, stuck some pictures onto it, and went on to sell photocopies of the book. Ever since he dreamt of making games. Before he could join the Ash of Gods team, he had to pick up a lot of diverse experience. He worked as a graphic designer, HTML coder, Flash animator, layout artist, tutor, photojournalist and motion designer. He is responsible for 2D animation in the project. Bearded.
More than anything else, we want to make Ash of Gods a well-crafted, captivating game, based on our vision and the vision of our community, rather than what the investors would like to see. Classical, hand-drawn animation, a storyline for adults, an enthralling multiplayer mode that won’t cost an arm and a leg — these are all features that lie at the very heart of our project, and we don't intend to compromise on them.
Currently we're using our own savings for the project, which is enough to finish about 75% of it. The remaining 25% we want to fund through Kickstarter, otherwise we'll have to cut down significantly on the content.
Right now we're at a crossroads where we need to decide: do we go all out and include everything, or do we cut out the parts for which we don't have enough money?
Most of our funds are being spent on external contractors — to create all the animation on our own is just too large an undertaking. For instance, it takes a very good animator at least twenty days' work to create all the animation and effects for one action figure. Mirball Animation Studio is doing almost all the battle animation for us, and that's the lion's share of our expenses. We need to start production as soon as possible in order to be finished by November.
All funds raised via the Kickstarter will go directly towards game development, Kickstarter fees and fulfilling the physical rewards. Other costs, like marketing the finished game, will be derived from our other income.
Important note about shipping and physical rewards
We've already identified the companies and the artists who'll be making the physical rewards for us. We vetted nine different transport companies, including DHL, Fedex and EMS. We plan to use UPS for worldwide delivery as they offered the most favorable terms of delivery and insurance. We'll start manufacturing the physical rewards the moment we've collected the minimum required amount, and we'll start shipping them as soon as we've checked your addresses. All the goods will be shipped from Moscow, Russia. We'll use three pricing categories to calculate the shipping costs. Each of the categories will depend on the size and weight of the parcel and the destination country. Each parcel will be insured at its full value, so if a package is damaged or not delivered, we'll reship it at the expense of the transport company. It's important to note that some countries have customs duties that are impossible to calculate before shipping the parcel. This means that final delivery costs may vary slightly.
We’d like to thank everyone who’s believed in us and supported us throughout the development period, played the early graphicless prototype with us, given valuable advice or just showed an interest in the project and followed our progress. And, of course, a huge thanks to everyone who supported or plans to support us here, on Kickstarter.
We are also always happy to chat with the players, share information about our game and answer any of your questions, so please follow us on these social networks:
You can also follow the development in detail and track the progress of the game by reading our regular development diary:
Risks and challenges
The project has been in active development since the summer of 2016, and during this time we’ve come a long way from the original idea and the desktop prototype to arriving at a playable multiplayer build. During this time we’ve had to overcome many complications, from adapting Unity to our needs, to ensuring the stability of the game server.
Now our main goal is to implement all the planned game mechanics with the necessary detail and quality that they deserve. Our biggest risk right now is the possibility that this level of quality, together with the need to translate huge volumes of text into other languages, may delay the release.
We promise to put in every effort to land the project on time, and also to keep you in the loop about any changes in the graphics, gameplay or any of our other commitments that may affect you.Learn about accountability on Kickstarter
- (32 days)