Ashes of Creation

Ashes of Creation takes place within a medieval fantasy setting, blending imagination with cutting-edge graphics. We are putting the word massive back into massively multiplayer with unique and novel mechanics that will bring meaning to player action. Ashes of Creation will incorporate the best parts of traditional MMORPGs with innovative sandbox concepts. You will choose your fate at every opportunity. Questlines will open and close based on the interactions of the players with their world, because this is a world where choice is consequential. Monsters will roam and grow in ferocity as civilization disrupts the natural order of things. From the location of towns to the size of cities, you will determine the landscape of your world. It will be unique in culture, ecology, and economy.[2]
Ashes of Creation is an upcoming MMORPG set in a world of high fantasy where player’s choices will shape and define the world around them.[3]
Ashes of Creation is a unique take on the MMO experience. Our world structure is dynamic and built to react to the actions of our players. Cities will rise and fall, their populations based on the history of the world as the players create it. Quests will unlock as these populations gather, their needs grow, and secrets are unlocked. As the world’s NPC structure is established in real time, players will have the ability to destroy what they’ve created, paving the way for new development, new populations, and real change. Political strife and intrigue will play a very real role in the structure of your world. Gone are the days of static worlds, change is here to stay.[2]

I am happy to announce the dates for Alpha One testing. This schedule will include Alpha One testers for a 4-day stress test starting on December 18, 2020. Now this first test will remain under NDA, as there will still likely be some considerable polish and bug fixing necessary. I will of course provide some recorded footage of the event so the community at large can see the testing. The gap between the December test and the February test will provide our team with the time necessary to iterate and fix bugs, then in March we will aim to have a 1-week test stood up in preparation for the final month-long test in April.[4] – Steven Sharif
The Ashes of Creation release schedule is subject to change.[5]
As we set out into the new year, we have several internal milestones which remain unannounced that I am hopeful will represent significant leaps for the project and company as a whole. Additionally, we have 3 remaining Alpha One testing dates that will be coming up very soon.[6] – Steven Sharif
Phase | Release | Estimated/Actual date |
---|---|---|
Pre‑alpha | Alpha-0.[7] | December 15, 2017.[8] |
APOC | Ashes of Creation Apocalypse battle royale stress test (NDA).[9] | September 7, 2018.[10] |
Ashes of Creation Apocalypse battle royale stress test (NDA lifted).[11] | October 19, 2018.[11] | |
Ashes of Creation Apocalypse battle royale open beta.[12] | December 18, 2018.[13] | |
Ashes of Creation Apocalypse battle royale early access.[14] | September 24, 2019.[15] | |
Ashes of Creation Apocalypse castle siege mode PI closed testing.[16] | December 19, 2019.[16] | |
Ashes of Creation Apocalypse battle royale testing ends.[17] | March 10, 2020.[18] | |
Ashes of Creation Apocalypse castle siege mode.[9] | After Alpha-1.[19][17] | |
Ashes of Creation Apocalypse horde mode.[9] | After Alpha-1.[19][17] | |
Alpha | Alpha-1 early preview livestream.[20] | March 27, 2020.[21] |
Alpha-1 limited QA testing (NDA).[22][23] | May 28, 2020.[24][25] | |
Alpha-1 preview pre-test 1 (NDA).[4] | Dec 18 - Dec 21 2020.[4] | |
Alpha-1 preview pre-test 2 (NDA).[4] | Feb 19 - Feb 22 2021.[26][6] | |
Alpha-1 preview pre-test 3 (no NDA).[4] | Mar 19 - Mar 26 2021.[6][4] | |
Alpha-1 release (no NDA).[4][27] | April 6 - May 6 2021.[6][4] | |
Alpha-2 (persistent alpha).[28][29] | - | |
Beta | Beta-1. | - |
Beta-2. | - | |
Pre‑release | Head start for crowdfunding backers at the Founder level and above.[30] | 1-2 days before launch.[30][31] |
Release | Launch (live) release. | To be announced.[32] |
Post‑launch | Major releases (DLC expansions). | Quarterly or six-monthly.[33][34] |
Minor releases. | Monthly.[33][34] |
Sommaire
- 1 Nœuds
- 2 Combat
- 3 Equipement
- 4 Races
- 5 Classes
- 6 Religions
- 7 Personnage
- 8 Cosmétiques
- 9 Histoire et traditions
- 10 Progression
- 10.1 End game
- 10.2 Level cap
- 10.3 Grinding
- 10.4 AFK leveling
- 10.5 Level scaling
- 10.6 Mentor program
- 10.7 Class progression
- 10.8 Weapon progression
- 10.9 Pet progression
- 10.10 Artisan progression
- 10.11 Religion progression
- 10.12 Naval progression
- 10.13 Zones et progression
- 10.14 Guild progression
- 10.15 Social organization progression
- 10.16 Alliance progression
- 10.17 Freehold progression
- 10.18 Monster coin progression
- 11 Equilibre du jeu
- 12 Design
- 13 Open development
- 14 Payment model
- 15 Artistic style
- 16 ESRB rating
- 17 Game difficulty
- 18 Localization/Translation
- 19 Platforms
- 20 Performance
- 21 Serveurs
- 22 Esports
- 23 Voice acting
- 24 Music
- 25 Game masters
- 26 Security systems
- 27 Addons/mods
- 28 Combat logs
- 29 Étapes
- 30 Accomplishments
- 31 Franchise
- 32 Gameplay videos
- 33 External links
- 34 Voir également
- 35 Les références
Nœuds
Au sein de chaque serveur sont soigneusement placés des points de développement appelés Nœuds.[3]
- Il y aura 103 emplacements de nœuds ordinaires lors de la sortie en plus de 15 nœuds de chateaux (5 chateaux x 3 noeuds de chateaux chacuns)[39][40][41] pour un total de 118 nœuds.[42][43]
Les Nœuds sont des lieux prédéfinis, englobés dans une zone d'influence, dans notre monde qui peuvent se transformer dans des villes de plusieurs tailles. Ces tailles peuvent aller d'un petit camp à une métropole étendue. La taille des villes dépend de la contribution des joueurs et à quel point ils ont pu faire avancer le Nœud. Les joueurs ne créaient pas le territoire d'un Nœud, mais à l'intérieur de ce territoire, ils ont la possibilité de posséder des terres. Les joueurs qui font partie d'un gouvernement pour un Nœud en particulier pourront modifier les types de bâtiments et les services, mais principalement, un Nœud évoluera en suivant son propre chemin (imaginez plutôt des PNJs qui bâtissent ces villes, plutôt que des PCs construisant individuellement des bâtiments et les murailles). La zone de contribution pour un Nœud est plus large que la ville elle-même, permettant aux joueurs de s'aventurer à l'extérieur tout à la construisant. Nous appelons la zone de contribution, la Zone d'Influence d'un Nœud, il s'agit de la zone où les joueurs aident à l'évolution du Noeud dans lequel ils se trouvent.[44]

Les Nœuds existent partout dans le monde et leurs emplacements détermineront leurs types; mais ce type sera... vu à la première étape de développement lorsqu'un nœud propagera des objets en temps réel; est basiquement ces PNJs, ces marchands qui s'installent dans une zone et qui offrent leurs services et/ou leurs magasins ou peu importe leur offre. Vous observerez la saveur du nœud d'après ces marchands. Donc si il s'agit d'un nœud militaire vous verez des militaires. Si c'est... un nœud économique vous verez des marchands. Si c'est un nœud scientifique vous verez des érudits; et si c'est un nœud divin vous verez des prêtres ou des moines. Les joueurs comprendront facilement de quel type de nœud il s'agit de façon à savoir comment le faire progresser.[45] – Steven Sharif
Les nœuds sont assignés un type de nœuds sur quatre (4), chacun contenant une spécialisation unique.[42]
- Les joueurs pourront identifier le type d'un nœud lors de la première étape de développement (Expédition) basé sur sa population de PNJs.[45]
Type de Nœud.[42] | Spécialisation.[42] | PNJs.[42] |
---|---|---|
Nœuds divins | Centré sur la foi et les compétences/augmentation d'équipement | Prêtres |
Nœuds économiques | Centré sur le commerce et les marchands | Marchands |
Nœuds militaires | Centré sur le combat et l'entrainement de classe | Gardes |
Nœuds scientifiques | Centré sur l'artisanat et la construction | Érudits |
Ashes of Creation vous permet à vous, le joueur, de décider de la destinée du monde qui vous entoure. Avec chaque type de nœud, vous pouvez changer le courant de ressources et de matériaux qui circulent dans le monde. Construirez-vous la plus grande Métropole Économique et guiderez-vous les richesses de Verra, ou choisirez-vous un autre chemin débloquant de nouvelles histoires remplies d'alliés et d'ennemis ?[46]
Les types de nœuds sont prédéterminés et sont les mêmes pour chaque serveur.[42]
- Un type de Nœud est statique. Il ne change pas en fonction de l'avancement d'un nœud ou de sa destruction.[42]
Par exemple, si un Nœud Scientifique de niveau 4 est détruit, il redeviendra un Nœud Scientifique de niveau 0. Il ne sera jamais d'un autre type que Scientifique. L'emplacement de ces types dépend de l'influence des zones autour du Nœud.[42] – Margaret Krohn
Les types de Nœuds affectent divers services et systèmes à chaque niveau d'avancement de nœud.[42]
- Gouvernement d'un nœud
- Narration
- PNJs
- Construction de nœuds et arrangements
Avancement de Nœud
Les Nœuds avancent en collectant de l'expérience depuis les actions des joueurs proches. Lorsque les joueurs complètent des activités à l'intérieur d'une Zone d'Influence d'un Nœud (la zone autour du Nœud), ils contribuent cette expérience vers le développement du Nœud. L'expérience reçue par le Nœud peut être ensuite modifiée en fonction de certains événements et accomplissements. Lorsqu'un Nœud atteint l'expérience requise, il entreprend le processus d'avancement à l'étape suivante. Il existe quelques exceptions où un Nœud ne peut pas avancer même s'il a l'expérience requise - la plupart du temps, un Nœud ne peut pas avancer si ce Nœud est un Vassal d'un autre Nœud tentant d'avancer à la même étape que son Nœud parent.[47] – Margaret Krohn
Les activités des joueurs citoyens et des non-citoyens (quêtes, récolte, raids, etc.) à l'intérieur de la ZI d'un nœud participe à son avancement(progression).[3] Les Nœuds ont sept (7) étapes d'avancement, avec des paliers d'expérience pour chaque étape. Lorsqu'un Nœud atteint l'expérience requise de son étape actuelle, il avance à l'étape suivante.[42]
Étape de Nœud.[3] | Nom alternatif.[48] | Période pour avancer.[3] | Habitation de joueur.[49] | |
---|---|---|---|---|
0. | Sauvage | - | ||
1. | Expédition | Croisée des chemins | Quelques heures | - |
2. | Campement | Camp | Nombreuses heures | - |
3. | Village | - | Quelques jours | Petites maisons |
4. | Ville | - | Nombreux jours | Maisons moyennes |
5. | Cité | - | Quelques semaines | Grandes maisons |
6. | Métropole | Metro | Nombreuses semaines | Manoirs |
La zone de développement d'un Nœud est l'endroit où la civilisation apparaîtra lorsque le Nœud avancera. Lorsque l'étape de Nœud augmente, différents bâtiments, PNJs, et services deviendront disponibles dans la zone de Développement. Plus l'étape de Nœud est élevée, plus la Zone de Développement deviendra complexe et peuplée. Les Zones de développement varient également en fonction du Type de Nœud - Economique, Militaire, Scientifique, ou Divin ; nous entrerons dans les détails sur chacun de ces Types de Nœuds dans de futures articles dans cette série.[47] – Margaret Krohn

A partir de la 3e étape de Nœud, lorsqu'un nœud avance, il asservit les autres Nœuds proches et les transforme en vassaux. Les Nœuds vassaux sont possédés par le Nœud Parent et seront toujours au moins une étape de Nœud en dessous du Nœud Parent. Cela signifie qu'un Nœud Vassal ne peut plus grandir tant que le Nœud Parent n'a pas avancé à l'étape suivante. Les Nœuds Vassaux redistribuent le surplus d'expérience à leur Nœud Parent, et sont capables d'avoir leurs propres Vassaux, tant qu'ils se trouvent encore à l'intérieur de la Zone d'Influence de leur Nœud Parent. Ils sont dépendants du gouvernement, des alliances, guerres, taxes, et commerce de leur Nœud Parent, et peuvent recevoir des aides fédérales de leur part. Un Nœud Vassal ne peut pas déclarer la guerre à son Nœud Parent, ni à ses Vassaux. Les Citoyens Vassaux sont liés aux états diplomatiques de leur Nœud Parent.[42] – Margaret Krohn
L'avancement d'un nœud débloque son contenu unique, au prix du verrouillage de la progression d'avancement des nœuds voisins.[51]
- Les Nœuds avancent à la première étape rapidement. Ceci permet de débloqué des services de PNJ tel que des vendeurs ou des objets de Banque.[52]
- Plus le Nœud est avancé, plus sa ZI devient large.[36]
- Les Nœuds moins avancés (appelés ici Nœuds vassaux) qui appartiennent à une ZI d'un Nœud plus avancé peuvent toujours gagner de l'EXP, mais resteront à une étape d'avancement plus basse que le nœud dominant.[50]
- Due à la manière dont l'algorythme de progression calcule l'expansion territoriale de la (ZI) lors de l'avancement d'un nœud, il existe une faible possibilité que deux nœuds à la même étape d'avancement se retrouve proche l'un de l'autre.[54]
- L'algorythme d'expansion de territoire prend en compte la côte la plus proche, les nœuds voisins, et la carte de chaleur des joueurs des zones alentours des dernières semaines ou mois.[55]
Normalement l'algorithme qui est appliqué à l'expansion territoriale d'un nœud devrait empêcher les nœuds importants de se retrouver proche les uns des autres... Il pourrait toutefois y avoir un concours de circonstance où tous les algorythmes de progression de territoire ammènent à la situation où ces nœuds se retrouve proche les uns des autres car il existe certains pré-requis qui doivent être disponible pour satisfaire l'acquisition de nœuds vassaux ; et il est possible que deux nœuds ne se prennent pas en tant que vassaux les uns les autres et se retrouvent plutôt proches et étendent leurs territoires dans des directions opposées : Le Conte de deux Cités si on veut.[54] – Steven Sharif
- Un Nœud ne reçoit pas d'EXP des autres nœuds à l'intérieur de sa ZI tant que ces nœuds n'ont pas atteint leurs limites.[50]
- Les joueurs sont déplacés à l'abri s'ils intersectent avec des nouveaux objets apparaissants lors de l'avancement d'un nœud.[56]
- Les citoyens d'un nœud peuvent contribuer à l'avancement d'autres nœuds.[57]
- Le pourcentage exact d'avancement en obtenant des objets ou en tuant des monstres ne sera pas connu explicitement pour éviter de "jouer" avec le système.[58]
Différentes personnes ont investies différentes ressources la progression d'un nœud et il serait un peu trop "facile" s'il était possible de savoir exactement ce qui est nécessaire à ce moment-là car celà découragerais les gens de participer.[58] – Steven Sharif
Sièges de Nœuds
Tandis que certaines zones dans le monde vont grandir, d'autres vont tomber. C'est la fondation du monde vivant, respirant qu'est Ashes of Creation, où les joueurs auront la possibilité de prendre des décisions importantes qui impacteront la longévité d'une zone qui se développera en ville, ou au contraire assiéger une ville rivale. Relevez-vous des cendres, créez le monde qui vous entoure, et faites partis de l'histoire qui se déroulera grâce à vos actions et vos décisions.[47] – Margaret Krohn
Les Sièges de Nœuds permettent aux joueurs de détruire des nœuds.[47] Cela pavera le chemin pour de nouveaux développements et accéder au contenu verrouillé dans les nœuds alentours. Grâce à cette dynamique, les conflits politiques et les intrigues jouent un rôle important dans la structure du monde.[3]
Assiéger les nœuds ne sera pas une tâche facile pour les attaquants. Les Cités et Métropoles auront un avantage défensif considérable.[3]
Si vous possédez une maison dans un nœud et que vous ne souhaitez pas la voire détruite, vous devriez défendre la ville ![60] – Steven Sharif
Les nœuds peuvent régresser en niveau basé sur l'Atrophie de Nœud.[47]
Combat
Combat is the most tactile system in the game. It's the thing you will experience most often; and outside of the systems and mechanics that are going to be present for the overarching core gameplay loop, combat needs to feel responsive. It needs to not feel floaty. It needs to feel mobile. It needs to be fluid. It needs to give a feeling of satisfaction. The audio components, the effects components, the animations themselves, the types of skills and those types of things: All of those are really our objective in fine-tuning the approach for our combat in Ashes of Creation.[62] – Steven Sharif
Combat in Ashes of Creation is focused on strategy and tactics.[63]
- Combat is the most tactile system in the game. It needs to feel responsive, mobile and fluid. It needs to give a feeling of satisfaction.[62]
We want combat to be engaging, fun... Right now we've begun the sprint toward Alpha-1 first phase deployment, so we're really looking into the action side of combat right now; and we're building systems for that. And the reason why we are doing that is because tab-targeting has been a staple of MMORPGs for a very long time, even though there's a large interest now in action for MMORPGs and there has been some successful titles with action-oriented, like TERA and BDO. We want to be able to really delve into that development so that we can better understand how to merge tab and action together in the same game, because they are vastly different play-styles.[64] – Steven Sharif
Revamps to the combat system are expected in the Alpha-1 March preview testing.[65]
Factions
Il n'y a pas de factions prédéfinies dans Ashes of Creation.[66]
- Il y a des pseudo-factions (factions temporaires) dans Ashes of Creation.[67]
- Les Guerres de Nœud marquent les citoyens des nœuds en guerre et leurs alliés en tant qu'ennemis pour la durée de la guerre de Nœud.[67]
- Les Guerres de guilde marquent les membres des guildes en guerre et leurs alliés en tant qu'ennemis pour la durée de la guerre de guilde.[67]
- Les Organisations sociales offrent des quêtes pour attaquer d'autres organisations.[67]
Nous offrons au joueur ces événements de friction légère et ensuite cela détermine qui sont vos amis et vos ennemis.[67] – Steven Sharif
Parce que nous ne sommes pas basés sur des factions, vous voulez accorder à l'utilisateur la possibilité de faire des choses qui sont soit « mauvaises » soit « bonnes », donc il doit y avoir une pléthore de choix du côté maléfique auxquels participer.[68] – Steven Sharif
Open world

80% of the content that will exist in Ashes of Creation is open-world and there's a specific reason for that. So because of the way that friendships and or enemies are forged in the game and people have the opportunity to create their own friends or foes. We want that to play out from a contesting standpoint as well. So a lot of these hunting grounds or raid bosses that people are going to have opportunities to kill, they're going to be essentially contested potentially by your your enemies that you've created in the game or you can work together to create alliances in order to defend those contested zones.[70] – Steven Sharif
Ashes of Creation will be a seamless open-world experience.[71]
- No loading time or loading screens between regions.
There will be open world dungeons and raids. The aspiration is to maintain the open world feel while being able to capitalize on the benefits of instanced mechanics.[72]
- Instancing is only going to happen in certain dungeons where the desire is to have greater narrative appeal. Outside of these and arenas there will not be too much instancing anywhere else.[71]
- There will be an 80/20 split between open world vs instanced encounters.[70][73][74]
We're probably going to do instancing only in certain dungeons and in arenas. You probably won't see instancing too much anywhere else. What you see is gonna be what you get.[71] – Jeffrey Bard
The PvP flagging system presents an opportunity for open conflict.[75]
JcE
The environment in Ashes of Creation is a visually stunning realm, with fantastical beasts and creations designed to both inspire awe and instill fear. The world is harsh and unforgiving, presenting a clear and present danger to the players. Dungeons, demons and dragons, oh MY! Our unique and adaptive AI means that an encounter with similar creatures will yield a completely different experience to adapt to as a player. Keeping you on your toes for constantly changing responses from your adversary. The world awaits its heroes.[77]
The Node system facilitates the generation of new JcE content such as Quêtes, Donjons, Raids and Pièces de Monstres.[78]
There is going to be a lot of PvE content for all portions of the playerbase... Part of that risk versus reward: Your risk is your time you're putting in to having a chance at getting the reward and successfully completing; and that should feel good based on how much time you devote. Now I know that there's a spectrum of casual and hard-core players in the time there, what we can do, but that's why we have many different content paths that play towards how you affect the world around you.[79] – Steven Sharif
JcE content adapts to the development of the world to avoid repetition.[80]
Whenever you have a player versus environment setting you don't want a stagnant kind of overly repetitive because its lackluster. It does not have that a component that engages.[80] – Steven Sharif
JcJ

Player combat in Ashes of Creation is both vast and intimate. It spans many aspects of the game itself. From great political battles held on the fields of massive castles, to open world conflicts fought for the pride of Guild Leaders. A player can choose to participate in the fate of the world by swaying the tide of battle with his or her combat prowess. Our PvP mechanics follow a flagging system, as well as static PvP zones at certain points of interest; fight for control over cities, castles, caravans, or hunting grounds. Our PvP is designed to offer the players a well-balanced and fair world to shape through the pen, or sword should they choose.[77]
JcJ (Player versus player combat) is the catalyst for change in Ashes of Creation.[82] Player combat is intended to be meaningful, ranging from Caravan battles to vast open world conflicts fought for the pride of Rois et Reines.[78]
Because players are motivated by different things, because they want something from the game that other players don't want, that's going to cause people to butt heads. Different players are going to want different experiences and the conflict between the two of them will create a bigger and better thing. Out of strife comes rebirth and that's a core symbol, it's a core theme that occurs throughout the game.[60] – Jeffrey Bard
There are many reasons to engage in open world PvP in Ashes of Creation.[83]
Just because our flagging system gives corruption to pkers, doesn't mean PvP won't happen. There is plenty of reason for PvP to occur open-world. Scarce resources, open world hunting grounds, caravans, sieges, guild wars etc.[83] – Steven Sharif
Death penalties do not apply to objective-based events (such as caravans, guild wars, and node sieges).[84]
Equipement
Il pourra y avoir de l'équipement lié (BoE ou BoP) mais ça sera plutôt l'exception que la règle, puisque ça n'encourage pas les objectifs pour l'économie.[85]
- Peu d'équipements seront liés à un compte ou à un personnage dans Ashes of Creation.[86][87]
- L'économie du jeu est basée autour de l'artisanat et la détérioration des objets.[86]
- L'équipement est obtenu via l'artisanat, la collecte et le traitement ainsi qu'avec les boss de raids et de donjons.[87]
A lot of what we experienced in games that usually come before us is that many things are account bound and they're soulbound to your character... Instead very little here is character bound. Very very little. The vast majority of gear- yes you will get quest related gear as rewards- but it won't be let's say one set in one dungeon and you must run the dungeon over and over. Instead we want to really emphasize the reliance on the economy and crafters and gatherers and processors to support a majority of the gear structure in-game, combined with that of world raid bosses and dungeon bosses; not a repetitive quest line through a single dungeon.[87] – Steven Sharif
- Armes and armor are not class locked, but certain classes are more efficient with certain types of weapons or armor.[88][89]
Armes and armor are not race locked, but armor will take on a racial appearance.[90][91]
Weapon types
There is an even split between melee and ranged weapons.[92]
- Hache (One and two handed).[92]
- Arcs.[92]
- Massues.[93]
- Arbalètes.[94]
- Dagues.[92]
- Marteaux.[61][95]
- Lance (longue).[96]
- Masses (One and two handed).[92]
- Orbes.[92]
- Polearms/Halberds.[92]
- Lanceurs de Potions.[94]
- Sceptres.[97]
- Boucliers.[92]
- Lance.[98]
- Livres de sorts.[92]
- Bâtons.[92]
- Swords/Rapiers (One and two handed).[92][99]
- Baguette magique.[100]
Armor types
Les types d'armure dans Ashes of Creation.
- Casques.[101]
- Epaulettes.[102]
- Manteaux/Capes.[103][104]
- Plastrons.[105]
- Protège-poignets.[106]
- Gants.[102]
- Ceintures.[102][107]
- Bas.[102]
- Bottes.[106]
Races
Ashes of Creation offre 9 races jouables.[109]
Parent race | Races | |
---|---|---|
Aela Humans | Kaelar.[109] | Vaelune.[109] |
Dünzenkell Dwarves | Dünir.[109] | Niküa.[109] |
Kaivek Orcs | Ren'Kai.[109] | Vek.[109] |
Pyrian Elves | Empyrean.[109] | Py'Rai.[109] |
Tulnar.[110] |
Verra est un monde aux cultures riches et diverses. Une grande partie de son histoire importante a été dominée par les races principales. Les Humains de la côte et des plaines, les Orcs dans les collines et les marais, les Elfes de la forêt et des rivières, et les estimés Nains des montagnes. Les grandes races ont dominé à travers d'innombrables guerres et escarmouches entre les races mineures de Verra. Des décennies peuvent s'écouler entre ces flambées de violence. Il existe de nombreuses races mineures sur Verra. Certaines races mineures existent dans des villages ou des tribus de fortune, si vous voulez. Certains des principaux villages parmi les races mineures sont composés principalement de géants, de sectes moins réputées d'Humains, de Gnomes et d’Halfelins. Les Halfelins ne sont pas des Halfelins au sens traditionnel mais en fait des sang-mêlés de races différentes..[111] – Steven Sharif
Errant dans les endroits les plus sombres du monde se trouvent de véritables abominations sinistres de la création. Les grandes églises de civilisation envoient souvent des héros de l'État pour éliminer ces menaces contre les mortels. Il existe actuellement quatre grandes nations sur Verra. C'est 25 ans à peu près avant la chute: l'Empire Aelan, le Royaume Pyrian, le Protectorat Kaivek et la nation de Dünzenkell. Il n'y a pas toujours eu seulement quatre grandes nations. Il y a longtemps, les races étaient davantage divisées en plusieurs nations et cités-états.[112] – Steven Sharif
Au cours des 7 000 ans d'histoire attestée, des guerres après guerres ont été menées. Certaines pour la terre, d'autres pour les ressources, beaucoup pour les croyances. Les maisons royales se sont levées et sont tombées au fil des ans. Certaines sont désormais dépourvues de seigneurie. De nombreuses cités-États existent à Verra. Certaines semblables à des bastions autogérés de la démocratie et des républiques. D'autres sont des États vassaux à l'ordre de leurs bienfaiteurs.[113] – Steven Sharif
Once selected, a character's race should be final.[114]
Your primary archetype selection and your race selection should be - because they have gameplay influences - should be final.[114] – Steven Sharif
Classes
Avec 8 Archétypes à combiner, les joueurs peuvent choisir parmi un total de 64 combinaisons pour créer leurclasse.[115][116][117]
Rôles
Ashes of Creation a la trinité traditionnelle des rôles de Tank, DPS et Support/soigneur.[118][119]
- Bien que les rôles traditionnels soient présents, les joueurs ne doivent pas se sentir classifié par leur archétype principal.[118][119]
- Les améliorations de compétences disponibles par le système de classes permet aux personnages d'être personnalisés au-delà de leur rôle primaire.[118][119][120]
- Les joueurs peuvent aussi redoubler leur choix d'archétypes pour renforcer leur rôle primaire.[118][119]
Nous avons nos huit archétypes; et la trinité est d'une grande influence envers les huit classes de base. Cependant cette zone dans laquelle on commence à jouer avec les frontières de la trinité est la classe secondaire que vous pouvez choisir. C'est là qu'on commence à mélanger ces espaces et qu'on permet aux gens un peu d'influence sur leur rôle et si oui ou non ils collent parfaitement à une catégorie de la trinitée.[120] – Steven Sharif
Religions
Il y a six religions principales ainsi qu'une religion de l'Underrealm.[121][122]
- La religion est envisagée comme étant une source de motivation et non d'esthétique.[123]
- Choisir une religion permet au joueur de suivre un chemin lumineux ou sombre.[124]
Nous parlons ici d'un panthéon, pas nécessairement de religions distinctes. Il y a toutes sortes de ramifications sur qui est le meilleur dieu, ou quel est le dieu qui vous correspond le mieux.[124] – Jeffrey Bard
Personnage
Personnage stats and attributes.[126][102]
- Will.[127]
- Wisdom.[127][126][102]
- Mentality.[127][126][102]
- Physical attack.[126][102]
- Magical attack.[126][102]
- Block chance/percentage.[126][102][129]
- Critical hit.[129]
- Evasion.[129]
Character nameplate
A character's nameplate is displayed above their head.[130]
- This can be the first or last name (family name).[130]
- The name of the character's Guild is displayed next to their name.[131]
- The character's nameplate will deteriorate to give an indication of how much damage they have taken.[132][128][133]
- An icon will identify the character's class.[134]
- Hovering over the user's nameplate will show information such as level, their class name and archetype combo.[134]
- A buff icon indicates the character's gear and grade.[134][135][136]
Summoner summons' creature type appears in the nameplate above the summon. This cannot be changed by the player.[137]
Alts
Il n'y a pas particulièrement de barrières aux alts.[138] L'équipement pourra être transféré entre les personnages.[139]
Créateur de personnages
The character creator (or character customization screen) allows players to define the look of their character in Ashes of Creation.[142]
We're gonna have a wide array of character customization.[143] – Steven Sharif
The goal is to have a character creator that is on par with if not much better than what BDO provided.[144]
If I had to give a comparison, I would use BDO as an example of what our Character Creation is going for.[145] – Steven Sharif
A character's voice may be able to be selected from preset options.[146]
There is a chance that the character creator will be released early.[144][147]
Character appearance
Nous voulons que vous puissiez exprimer votre identité propre, que vous puissiez roleplay même au niveau esthétique. Il y aura des outils et des paramètres permettant la customisation des personnages. Nous voulons que la culture et l'identité de chaque race soient présentes au point qu'elles soient facilement identifiables par les joueurs et distinguables des autres cultures. A cette fin, il est nécessaire d'avoir un spectre large sur lequel vous puissiez vous placer. Il y aura beaucoup de coupes de cheveux différentes, beaucoup de tatouages. Vous pourrez modifier les traits du visages, la structure osseuse, la taille, la morphologie, le pourcentage de graisse. Vous pourrez ajouter des poils sur différents parties du corps. Si vous voulez des poils sur les pieds, vous pourrez en avoir.[150] – Steven Sharif
L'apparence du personnage peut être customisée via le créateur de personnage (CC)[151] et par les salons/barbershops.[152]
- Les modèles des personnages se veulent réalistes.[153]
- Le joueur verra un personnage générique avant de débuter la customisation.[154]
- Les joueurs peuvent faire des personnages en surpoids, maigres, musclés.[155]
- Les designs des personnages s'inspirent d'un grand panel de cultures, Européennes, Africaines et Asiatiques.[156]
- Il n'y aura pas de Lolis dans le jeu.[157]
Des curseurs permettront une certaine flexibilité dans la customisation.[158]
- Des variantes pour les coupes de cheveux.[150]
- Ajouter de la pilosité sur certaines parties du corps.
- De la peinture corporelle.[150]
- Des tatouages
- Modifier les traits du visage.[150]
- Modifier la structure osseuse.[150]
- Modifier la taille.[150]
- Soyons sérieux, vous ne pourrez pas faire un personnage faisant 3cm de haut.[159]
- Modifier la morphologie.[150]
- Ajuster le pourcentage de graisse.[150]
Ces ajustements permettront de faire transparaître un personnage plus féminin ou masculin.[160]
- La hauteur des sourcils.[160]
- Ajuster le menton.[160]
- Modifier les cheveux.[160]
- Modifier la pilosité faciale.[161]
- La morphologie.[160]
- Il y aura des curseurs pour les seins.[159]
- Ils dépendront de la race du personnage.
- L'échelle sera réaliste.
Vous pourrez enregistrer l'apparence de votre personnage sur votre disque dur.[162]
Cosmétiques

We are very transparent in the business model of subscription with cosmetic only marketplace... I respect and understand the opinion of rather having a box price in-place of cosmetics, but that is not the direction I’ve decided to take. After weighing the benefits to the game and its population, I believe a lower barrier to entry is healthier in the long run, and the steady content release and quality of the product will sustain the retention for subscription and in-turn provide a healthier content release strategy for Ashes.[164] – Steven Sharif
Cosmétiques provide a wide array of customization in Ashes of Creation.[165]
- There are no pay-to-win gameplay benefits from any purchasable items.[164][166]
All skin cosmetic items are cosmetic items only and do not grant the user any other benefit. The lore text is flavor text, and background of the creatures and items in the world of Verra.[163]
- Equitable cosmetics, both from a quantity and quality standpoint, are achievable through in-game means.[167] Cosmetics achievable in-game will be on-par, and in the case of legendary skins, even more elaborate than shop items.[168][169][164]
I want to make sure that equitable cosmetics both from a quantity and quality standpoint are achievable through in-game achievements. Time, effort should let you be happy with what you can accomplish.[167] – Steven Sharif
In my opinion quality of cash shop cosmetics should be equal to in game achievable cosmetics, but offer a diverse selection of unique looks.[170] – Steven Sharif
- There will be legendary cosmetics that are only achievable in-game that will never be offered in the cosmetic shop.[168][169][164]
The most grand looking cosmetics will be from in-game achievment only.[171] – Steven Sharif
- There will not be recolors or material swaps on the monthly cosmetics as a means to populate in-game achievements.[168]
From an armor standpoint, we cut armor sets up into many different pieces. These pieces can sometimes be used as part of other sets, that may include helmets, wrists, gloves etc. So while you will not see an achievable white version of the corvid castigator set in the game for example, you may see its shoulder piece used in another set, or its leggings, or wrist piece used in another set (not every piece as to form the whole set, but perhaps a couple pieces). This would be difficult to notice at first glance, due to the material, texture and color variation used, but this modular approach to content creation makes achieving a wide variety of looks achievable for an MMORPG of our size.[168] – Steven Sharif
- Cosmétiques can be used by all races but there may be slight variations to make them work with the body builds of each race.[174][175]
- There will not be mascot looking/furry cosmetics.[176]
It's important to remember, Ashes is a NO-BOX COST subscription only game, with an optional cosmetic marketplace. This achieves a few things from a monetization model. Having a lower barrier to entry for players to try the game when they don't have to fork out $60 for the box price is good, our box price is 0$. This also places an emphasis on the game's retention and our continual updates and content creation to keep players playing and staying subscribed (a put your money where your mouth is sort of philosophy for us as a company). It also means players don't have to spend $60 everytime there is an expansion.[168] – Steven Sharif
Is there an answer that satisfies everyone? Nope. And that's ok. We are open and transparent with our philosophies and business model. You know what you are getting with Ashes and to me, given my experiences in other games, it is a nice breath of fresh air.[168] – Steven Sharif
Obtaining cosmetics
Some cosmetics can be obtained in-game:[177]
Réalisations may unlock some cosmetics.[177]
Not all cosmetics are obtainable through in-game means. These will be purchasable through the cosmetic store.[177]
Cash shop cosmetics will be limited in quantity, limited in time for purchase. They will be unique, but you will also have extremely difficult to gain cosmetics in game as well as unique cosmetics that look great and better... There will be a lot of cosmetics that are achievable in the game because that is a very fun aspect of MMO play.[178] – Steven Sharif
Cosmetic items
Cosmetic items allow players to customize their character in-game.[143]
- Eye color.
- Skin color.
- Hair color.
- Hairstyles.
- Tattoos.
- Scars.
Cosmetic items that produce in-game cosmetic effects will also be available.[179]
- Fireworks.
- Picnics.
- Camps.
Gear appearance

We want to be realistic with the application of particular types of armor, such as plate armor. In this regard for the different sexes there's a fine line that has to be drawn between accentuating the form of the sex as well as making it somewhat realistic and actually applicable to the environment.[180] – Steven Sharif
Gear is intended to be realistic in appearance.[181][182]
We're going for kind of a more realistic look; not necessarily realistic setting, but we want our characters to have weight and kind of feel like they're there.[181] – Jeffrey Bard
I'm more of the mind that it wouldn't really serve a purpose to have bikini plate armor, just in like reality, if you're going to have armor, it should be protective. I think from a fashion statement is enjoyable for some people, but it's a kind of an immersive issue.[181] – Steven Sharif
Armure will take on a racial appearance.[184]
- Cosmétiques can be used by all races but there may be slight variations to make them work with the body builds of each race.[174]
Players can change gear colors using dyes.[185][186]
Helmet display can be toggled on and off.[101]
Particle effects are used to denote the importance and rarity of some weapons.[188]
Armes are able to be sheathed.[189]
Crafters are able to influence what their crafted items will look like.[190][191]
Appearance slots/Transmogs
Equipement will have appearance slots (Transmutation/Transmog/cosmetic slots) that are used to copy the appearance of an item (in some cases).[192][193]
- There are rules when applying cosmetics to specific items, unlike costumes, which don't have level restrictions.[194]
- Cosmetic slots can be toggled on or off by the player.[195]
- A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.[196][197]
Gear attachments
Attachments are able to be unlocked as flair pieces to armor to create a customizable look.[198]
- There will be hundreds of attachments available ranging from a small clasp to the front plate of a breast plate.[198]
Histoire et traditions

Ashes of Creation is a direct reference to the storyline. Without giving too much away, the phoenix is going to be a persistent symbol throughout the first phase of the storyline, and the world that the players will be inhabiting is a long-lost world that has suffered devastating calamity.[200] – Jeffrey Bard
The Phoenix is the celestial avatar of the Goddess of creation. Her sacrifice protected the people of Verra during the apocalypse.[201] – Steven Sharif
There are different parts to the Histoire et traditions in Ashes of Creation.[202]
These story arcs drive one or more quest lines.[202]
- It is possible for some storylines to relate to a darker/evil path, if a character should choose.[124]
We're keeping lore very close to the chest and the reason for that is because it is very rich. It is diverse. It will have applications outside of just the MMORPG. We intend to take it much further, but I want it to be something that the players get to reveal themselves, that's not just handed to them and then the experience is lost. They should feel when they're experiencing this that it relates to them on a personal level.[203] – Steven Sharif
It is about mythology and discovering what truths mythologies are talking about and finding out what really happened on this world so long ago; and that's part of that discovery process; and we want people to feel that throughout the game, not just in terms of lore but in terms of the world itself.[204] – Jeffrey Bard
Arcs Narratifs
Arcs Narratifs drive one or more quest lines in Ashes of Creation.[202]
- Personal quest lines.
- Cultural quest lines.
- Regional quest lines.
All of the events are based around storytelling. All of the the narrative quests are based around storytelling. All the organizational quests are based around storytelling. You know the game is built from a story basically, so we want to make sure that there's context and relevancy for all of the actions that you're doing in the game.[205] – Jeffrey Bard
The overarching narrative is that players are the returning children of Verra. They will not be characterized individually as "saviors".[206]
Even player driven mechanics will still have story components. There will be a reason why the player driven mechanic is available or required of the player; so you know every system that's created touches a story.[205] – Steven Sharif
Every stage a node develops it's unlocking narratives, storylines, it's changing the spawn population of the area around it, changing what bosses exist, it's triggering events where you may have legendary dragons attack the city. It's basically writing the story of the server based on the actions and determination of the players. So, you may experience a dungeon one month earlier and have a completely different story that relates to this location the next month, because something has changed either geopolitically or from the node standpoint.[207] – Steven Sharif
Certain story arcs can be unlocked through the bulletin board system. Certain requirements would need to be met in order to access story arc quests.[208]
- Maires require certain resources.
- Bâtiments are required within a node.
- Social organization tasks need to be completed.
Progression
Progression occurs through a variety of pathways.[209]
- The objective is to provide both vertical and horizontal progression.[210]
- Repetition will not be part of progression in Ashes of Creation.[211]
Multiple playstyles should be relevant and viable. Additionally, you have a spread between casual players and hard-core players; and most of us exist somewhere on that spectrum. The progression path in a society or religion is more conducive to the time we have to play. Whereas, someone else may be playing several hours a day, and they have a better opportunity for the raid/level progression that might require some more dedication. So we want to have these different progression paths available to accommodate the different times in our lives that we have to play the game. And all of those types of progressions will make us relevant in some way shape or form to the general world.[212] – Steven Sharif
Having the ability to gain power at a sacrifice... That's a way to kind of reach a horizontal type of progression. It may not be entirely, because there could potentially be a meta if balancing isn't done correctly; but the objective there is to make sure we have both vertical and horizontal progression in the game.[210] – Steven Sharif
One of the cool abilities we all love seeing and gives us a major dopamine response is when our character levels up.[213] – Steven Sharif
Nivellement won't follow a traditional linear path, although classic mechanics for leveling exist.[214] Experience (XP) is gained through a variety of activities:[215]
A character's level will be visible to other players.[132]
There won't be any damage dampening due to differences in levels in either JcJ or JcE.[216]
If I have a skill that does a thousand damage to a target of equal level I don't want my skill to do zero damage to a target that's five levels above me.[216] – Steven Sharif
End game
There is not going to be a typical end-game in Ashes of Creation.[217]
Part of the whole experience with nodes is that there is no real end-game, in that the world is constantly shifting every day. Month one is going to be really different from month two; and that's for the level 50s and level 1s.[217] – Jeffrey Bard
We want the game to be a living game, which means that all content should be relevant at all times. I’d say that we try to make as little distinction between the leveling up experience and the end game experience as possible. The whole journey is important to us, in order to maximize the fun people have during different stages of the game.[218] – Sarah Flanagan
Level cap
The level cap at launch is expected to be around level 50.[219]
The developers anticipate max level should be attainable in approximately 45 days if you play roughly 4-6 hours per day.[220][221]
- Lower level characters will have usefulness in mass combat (such as Sièges de Nœuds) that is not directly dependent on their level, such as manning siege weapons, helping repair fortifications, bringing proximity-based buffs to key positions, using stealth or scaling walls. These types of things are relevant to the tide of battle and do not require the player to be max-level or have high combat stats.[222]
The idea is not to be a game where somebody can essentially no life for a week and be max level. The idea is to incorporate some significant chunk of time but still respect the casual player, because you know the way we respect the casual player is not everything is driven in our game through the adventuring progression line. Not everything is driven through your class level per-se. There's a lot of different progression paths that are available and make you relevant within certain systems and mechanics within the game; and some of those paths are more casual friendly and some of those paths are more hardcore friendly. So with regards to the adventuring class, the idea is to make sure that investment needs to be pretty significant and that the reward then is respective of that investment.[220] – Steven Sharif
Grinding
Repetition will not be part of progression in Ashes of Creation.[223]
- There will be no "grindy" quests.[223]
- There will not be repetitive quest lines through a single dungeon to obtain gear.[87]
- The aspiration is to have more things to do in the game than a player has time to do.[223]
AFK leveling
Il n'y aura pas d'AFK leveling dans Ashes of Creation.[224]
Nous voulons que ce jeu soit joué. S'il y a des choses que vous pouvez faire pour ne pas jouer au jeu et continuer à progresser, nous avons mal fait quelque chose. [224] – Jeffrey Bard
Level scaling
Levels or skills will not be scaled to allow low level players to participate in dungeons with higher level players.[217]
Mentor program
There will be a mentorship program where upper-level players are able to benefit from partying and/or helping lower level players; and getting them situated in the game.[217]
- Certain node buildings and organizations offer quests that can be initiated by a mentor to assist new players. Rewards are offered to both the mentor and the mentee upon completion.[225]
There will be activities that are present for higher level players to mentor lower level players. Let's say you have a friend who joins later on and you still want to do things with them, there will be things to do. Will he be able to enter a dungeon of your level and participate? No, because we don't want to inflate or deflate characters and manipulate that type of skill or power. We want that to be something that makes sense for them in a progression standpoint.[226] – Steven Sharif
The mentorship program provides individual quests that can be initiated by the mentor based off of what node that they are part of. So these are like quests that are determined by either certain buildings and/or organizations or the mayor; and there are specific ones that are available for mentors to provide mentees; and they can also participate in some of those quest lines as well: Whether that be leading your mentee through a dungeon or providing a location for them to arrive with you at, or escort quests for the NPC caravans. These types of things, when done together with your mentor, will provide benefits both for the mentor and the mentee as well, so you're incentivized to participate with new players.[225] – Steven Sharif
Class progression
Lors de la Progression d'un joueur avec son Archétype principal, il aura la possibilité d'en choisir un secondaire pour améliorer ses compétences principales avec les effets de son archétype secondaire.[115][227] La combinaison des archétypes principal et secondaire défini comme classe.[115][116][117]
- Un joueur pourra choisir son archétype secondaire lorsqu'il atteindra le niveau 25.[115]
Si un Fighter choisit Mage comme archétype secondaire, le fighter deviendra un Spellsword. cette combinaison débloquera des améliorations qui pourront être appliquées à ses compétences dans l'arbre de compétences principal. Les fighters ont la compétence rush qui leur permet de foncer sur leur cible; et en l'atteignant, lui inflige un montant de dégâts avec une chance de la faire tomber. L'amélioration de téléportation pourrait être appliquée à rush, qui téléporterai le joueur à la cible et éliminerai le temps de charge sur la compétence. [227]
Chaque compétences dans l'arbre principal aura plusieurs possibilités d'améliorations dans le secondaire. c'est un exemple de progression horizontale.[227]
- Les améliorations aux compétences principales changeront de manière fondamentale leur façon de fonctionner - adaptant ce que faisait la compétence faisait pour y inclure l'identité de l'archétype ou la classe secondaire.[218]
- Une classe secondaire de fournit pas de compétences supplémentaires.[228]
Les joueurs reçoivent des Points de compétence Lorsqu'ils gagnent en niveau. Ceux-ci peuvent être utilisés pour améliorer leurs compétences dans leur arbre de compétences.[229]
- Il ne sera pas possible d'atteindre le niveau maximum dans chaque compétences de l'arbre.[229]
La progression de classe n'est pas liée à la progression d'artisanat.[230]
Weapon progression
Armes will have their own progression paths and their own applicable types of skills.[232][233]
- The weapon use combo system determines special effects that proc based on weapon progression.[232][234]
- Players can spec into weapon abilities that change what combinations are available, based on the type of weapon.[232]
- Ancillary effects proc based on enchantment types.[234]
- Augmentations d'équipement (power stones) can be applied to add elemental or energy types of damage.[234]
- A skill tree is used to grant effects: making them better or branching off into different directions.[232][234]
- Passive skills will enable players to work toward mastery of a weapon.[218]
- Weapon proficiency (based on length of use of a weapon) is not a planned feature.[218]
- Q: Are weapons balanced towards a proficiency system (i.e. the longer I use a sword, the better my damage will be), or will it be a normal RPG stat system with no long-term scaling?
- A: We will not be using a proficiency system as described, but players will have passives available in their skill tree that will increase effectiveness of certain weapons. Becoming a master of swords will be something that is possible, just not in that particular manner.[218] – Sarah Flanagan
Ashes of Creation is all about providing many progression paths... The reason why we don't like the term endgame is because with the amount of progression that's available with the amount of diversity and player agency that that impacts the world... We kind of want the the weapon system and add an element of that as well... You can determine special effects that proc from currently the combo system right; you can determine ancillary effects that proc based on enchantment types; you can power stone weapons to add different either elemental types of damage and/or energy that kind of play rock paper scissor with player defenses ... and then you can skill tree out how those effects that are granted ... you can make them better you can branch them off into a different direction.[234] – Steven Sharif
Pet progression
Combat pets will be levelable and will have gear available to them.[235][236]
- Gear is not available to Summons (Summoner pets).[235]
- Combat pets will incorporate some of their owner's power in a way that keeps the power progression horizontal.[237]
Artisan progression
Les joueurs doivent choisir un chemin dans l'arbre de compétences d'artisan pour chaque personnage.[238] Pour chaque chemin d'artisan (Collecte, Traitement et Artisanat) il y a plusieurs professions. Un personnage ne pourra suivre qu'un seul chemin entièrement.[239][240]
- Les joueurs peuvent s'essayer à chaque profession en tant que "débutants" avant de décider quel chemin ils suivront.[241]
- Choisir un chemin particulier dans l'arbre de compétences donne l'opportunité aux joueurs de se spécialiser dans un certain domaine. Cela crée de l'inter-dépendance entre les joueurs, améliorant l'expérience en tant qu'artisan.[242]
- Il est possible de maîtriser chaque profession du chemin d'artisan choisi, mais cela sera une épreuve longue et laborieuse, coûteuse en ressources.[243]
- La maîtrise n'est pas qu'une question de création d'item. Elle donne accès à beaucoup de choses, même des titres, accès à des items, des négociations, et des quêtes. [246]
- Choisir une profession n'affecte pas les stats des joueurs.[247]
- Les personnages d'un même compte (Alts) pourront avoir différentes professions.[239]
Les joueurs auront l'opportunité de tâter chaque profession à un niveau très bas celà leur donne un avant-goût de chaque profession et leur permet de savoir vers laquelle ils préfèrent s'orienter et quelle profession ils veulent maîtriser.[241] – Steven Sharif
Quand on dit que vous ne pourrez pas tout maîtriser nous ne disons pas que vous ne serez pas maître au sein de votre propre arbre d'artisan, qui sont l'artisanat, la collecte et le traitement. Vous serez un maître d'un des trois, mais vous ne serez pas un maître des deux autres.[240] – Steven Sharif
Religion progression
Il y a des voies de progression du joueur au sein d'une religion.[248][123]
- Les joueurs ne peuvent pratiquer qu'une seule religion à la fois.[248][123]
- La progression religieuse est basée sur des quêtes qui ne sont offertes qu'aux disciples de cette religion.[248]
- Les religions ont un système de classement basé sur la performance du joueur dans ces quêtes et le nombre de quêtes terminées.[248][249]
- Un changement de religion entraînera une perte de progression dans la précédente religion du joueur.[248][123]
Cela dépend de leur implication dans la religion elle-même ; leur performance dans certains objectifs religieux de la religion ; leur contribution au développement de cette religion dans le monde. Il y a de nombreux repères différents que nous utilisons à chaque étape pour déterminer comment ils progressent dans la religion. [250] – Steven Sharif
Mariner classes (also referred to as boatsmanship classes, boatsman skills or seamanship) contain different skill trees arranged in a similar manner to Classes artisanales. As a player gains experience in these different skills they become more adept at using them.[252]
- Gunnery.[252]
- Piloting.[252]
- Navigation.[252]
- Boat repair.[252]
- Ship components.[252]
- Defensive skills.[252]
- Utility based skills.[252]
You can spec into and kind of create your own class based on what things you're doing on the boat... It's gonna be very similar to in structure to like the artisanship trees, so you'll you'll have your mariner class: You'll have different trees in that class.[252] – Jeffrey Bard
Zones et progression
Donjons, Raids, Bosses d'extérieur, Monstres, Quêtes, Événements, Ressources, Narration et tout autre contenu à l'intérieur d'une ZI d'un nœud auront des niveaux divers et variés ; mais avanceront en même temps que l'avancement de ce nœud et seront dépendants de l'influence raciale.[253][254][42]
Nous n'avons pas de zone de niveau 25 à strictement parler. A la place, cette zone pourra avoir des créatures de niveau 10 près de la route, des créatures de niveau 20 au plus profond de la forêt, et d'autres créatures de niveau 30 en haut de la montagne. Ces ratios changeront en fonction des informations reçues par leurs Nœuds, devenant en général plus dangereux tandis que le nœud évolue. Toute cette civilisation attire l'attention de Choses-Qui-Ne-Devraient-Pas-Être. Cela ne veut pas dire que les zones sauvages sont sans danger, en aucun cas. Certaines seront moins dangereuse, mais toutes auront des dangers que même le voyageur le plus expérimenté devra surveiller.[255] – Steven Sharif
Guild progression
Guild progression occurs through participation in different systems.[256]
- Quêtes.[256][257]
- Nœuds.[256]
- Organisations sociales.[256]
- Artisanat certain items.[257]
- Evénements.[257]
Guild progression grants skill points that the guild can allocate to unlock aspects of their skill tree, such as passive skills, augments and membership count.[256][258][259]
- Passive abilities increase certain stats relating to a guild member's ability to perform in combat or in other aspects of the guild, such as the economy.[256]
- Augmentation may apply at the upper tiers of guild progression.[256]
- Guild members do not need to be citizens of the same node in order to benefit from passive skills and augments.[260]
- Guild size can be traded off for guild progression.[256][261]
- The higher the guild's member cap, the fewer available skill options will be available to that guild.[262]
- Guild alliances may be a key part in creating a larger "guild".[261]
- Salles de guilde can be unlocked at a certain stage of guild advancement.[258]
- Guilds cannot respec their skill points once allocated. This is subject to testing.[263]
As you're leveling up the guild and you're getting these points to either allocate towards expanding the guilds member count or allocate towards adding certain passive abilities that your guild members can gain by being guild members. You're also going to see as you're leveling up the guild through different type of quest-based, participation-based, node-based, organization-based systems and ways that those quests hook into the world. You're also going to see perhaps some augment abilities at the upper tiers of the guild levels become unlocked for certain members that have a classification of officer or knight, will have access to those different types of augment abilities that might get unlocked should you go down the non expansive member lane; and the idea there is to offer these benefits to smaller groups.[256] – Steven Sharif
It's not always going to be combat. You could have an economic focus guild. You could have a trade oriented guild; and there's all sorts of things that you can kind of put together and kind of give your guild its own identity.[256] – Jeffrey Bard
Social organization progression
A player progresses through a social organization by accomplishing tasks or quests.[264] There are hierarchical paths pertaining to specific questlines for the organization's thematic.[264] These quests will either be cooperative with or adversarial against other nodes based on their mutual war status.[265]
- - For example, a Guilde des voleurs may have objectives and quests toward securing a particular item to enable players to advance within the organization.[264]
Social organizations are going to have questlines that players participate in which some will include sabotage, espionage, intrigue... While it's not necessarily player versus player in the combat sense, it is player versus player in pitting communities in those organizations kind of against each other in a competitive atmosphere, where only some things can be accomplished by certain communities; and not everybody can succeed at a particular task. So, I think that that's a unique way to involve meaningful conflict that doesn't necessarily have to relate to PvP, because obviously we have a lot of PvP systems in the game and and there are many ways for players to participate in player versus player combat; but we also want to make sure that from a progression standpoint, from a system standpoint there are going to be abilities of individuals to follow these questlines, these tasks that will pit organizations against each other, specifically from an organizational standpoint.[266] – Steven Sharif
- Social organizations unlock augments.
You're gonna see augments being used a lot throughout a lot of our systems. When we're talking about the guild system, when we're talking about social organizations, when we're talking about religions. A lot of those things are going to affect how and what you have available to augment your skills with.[267] – Jeffrey Bard
Alliance progression
Ashes of Creation aura du contenu original centré sur les alliances.[268]
- Les alliances offriront des chemins de progression en plus.[268]
- Les guildes pourront partager des services entre membres d'une même alliance.[268]
- Les alliances peuvent nouer des relations avec les nodes.[268]
Il y aura du contenu centré sur les alliances spécifiquement et la progression du développement des ces alliances; et la possibilité de partager des services entre guildes d'une même alliance. Je pense qu'il est bénéfique de laisser les alliances nouer des relations avec les nodes. Cela va générer une dynamique intéressante pour les joueurs membres du node et ceux membres de l'alliance. Pour moi, il est certain que constuire des systèmes c'est aussi créer des canaux par lesquels les joueurs pourront créer des liens, et plus il y a de couches autour de ces canaux, plus les relations seront durables.[268] – Steven Sharif
Freehold progression
Freehold buildings are able to be levelled up based on the length of time and productivity of the freehold.[269]
- Freehold progression unlocks new bonuses, abilities and capabilities.[269]
We want there to be progression in many systems and part of the freehold progression is that when you establish these base buildings the longer and more productive you are and exist with that freehold, the more opportunity those buildings will have to both level up: offering new bonuses, new abilities, new capabilities; and just surviving in this world is a feat in and of itself, so it's rewarded by allowing progression with those things.[269] – Steven Sharif
Tavernes provide tiered services.[270]
- Quêtes that might only be gathered from the player-owned taverns.
- Meals that grant buffs for a period of time after a player leaves.
- Recipes that could potentially be sold to cooking professions, that may only be obtained from a player-owned business in a certain area.
The longer the tavern is in business and the more patrons served, the faster the tavern will level up.[270]
Monster coin progression
There is a progression system that levels a player's monster skills based on how often they participate in monster events.[271]
In Ashes of Creation a large portion of world events revolve around the environment reacting to the player. This means that as players are exploring the world and developing civilization around them the environment is responding to this encroachment by spawning dynamic events and creatures to attack those developing cities. These events occur in 3 different types: the Legion level the Elite level and the Epic level.[272]
As nodes advance, so does the scale of the monsters.[273] There are tiers of events denoting the caliber of the monsters being spawned.[274]
- The tier of the monster coin dictates how powerful the monster is.[275]
Equilibre du jeu
The way that the systems are being designed from a balancing standpoint we're taking into account how we would like the nodes to change per-se how often and we've designed attrition systems for certain cultures that may have more dominance over others. These are things that in Alpha and Beta we will be testing and watching and making sure that our objective is achieved from a gameplay standpoint and if it's not we'll come back and recalculate.[276] – Steven Sharif
Class balance
Les soixante-quatres (64) classes sont décomposées en 8 principaux archétypes. L'équilibrage des compétences actives ne se fait que pour ces 8 premiers archétypes.[277]
- Il existe 4 principaux groupes d'améliorations assignés à chaque archétype de base. L'équilibrage des améliorations se fait en fonction des groupes pour chacun des 8 archétypes principaux.[277]
L'équilibrage est un aspect tellement crucial du système de classe que nous voulons faire en sorte qu'il y ait une raison de jouer chaque combinaison.[278] – Steven Sharif
On ne crée pas 64 classes pour n'en jouer que 4.[278] – Peter Pilone
L'équilibrage dans Ashes of Creation est "pensé pour le jeu en groupe".[279]
Il y aura des affrontements en 1vs1 ou une classe sera supérieure à l'autre; cette implémentation devrait prendre la forme d'un pierre-papier-ciseaux . Nous voulons qu'il y ait des contres...Dans ce but il y aura un système pensé pour le jeu en groupe, où temps que la diversité de classes est présente, il y aura un équilibre. Cela demandera beaucoup de skill et de stratégie.[279] – Steven Sharif
Certains archétypes secondaires pourront rattraper l'écart entre eux et la classe qui les contrent naturellement.[280]
Certains archétypes sont capables de combler l'écart avec la classe qui les dominent. Si j'ai un archétype de Tank et que l'archétype qui me domine est le mage, alors je peux prendre mage en second archétype et ainsi je peux partiellement combler l'écart de puissance; tout en ne changeant quasiment pas ma manière de jouer.[280] – Steven Sharif
Power creep
Power creep is a balance issue... When it comes to gear progression specifically, the idea is to create an open market that is not heavily dependent on soulbound items; and having many item sinks and gold sinks within that economy that allows for the potential degradation and loss of assets within that closed economy; and not introduce items from the market that companies put in from a pay-to-win perspective or from a pay-to-convenience perspective that undermines the economy that players have built. That is a huge mistake that companies have made in the past and that lends to the imbalancing of what designers maybe have actually balanced well.[281] – Steven Sharif
Design
When it comes to how MMO’s have been traditionally designed, most gamers are familiar with two distinct types of gameplay loops: the “theme park”, and the “sandbox”. The vast majority of MMO’s we’ve all seen come and go in the gaming industry have been of the theme park variety – these games put the player onto a specific path, guiding them along, with plenty of pretty sights in between the same old quest hubs, very little in divergent paths, virtually no freedom in player progression. Recently the MMO genre has seen some games of the sandbox nature come onto the scene, but despite the ultimate freedom the sandbox affords players, many are left wanting more, as there is by definition no pre built world content, no human touch, just the vastness of the “sand” for lack of a better term. Thus many MMO players often find themselves caught between the repetitive rock of the theme park or the vast dead spaces of the sandbox’s hard place. This chasm between the state of MMO gameplay loops is where we intend to inject Ashes of Creation’s Node system.[3]
In order for sandbox mechanics to mean something, there must be curated content to accompany the player’s choices. Which means, as the developers, we must create that Themebox style content but for every possible path the community may take.[282] – Steven Sharif
Piliers de conception
The design of Ashes of Creation adheres to five main pillars.[283]
In designing Ashes of Creation, we adhere every detail to five main pillars: Engaging and Immersive Story, a Reactive World, Player Interaction, Player Agency, and Risk vs Reward. Even in the environment, everything you as the player do will tie into these pillars, while everything your guild does, everything your server does will ultimately keep the world fresh, ever-changing, and most importantly... exciting.[283]
Inspiration
Ashes of Creation puise son inspiration dans plusieurs MMORPGS.[284]
- Eve Online pour son économie gérée par région et risk vs reward pour le système de caravanes.
- ArcheAge pour le système de construction, le système de caravanes et de combats navals.
- Lineage II pour les sièges de forteresses, le système de flagging, le PvP en monde ouvert et le développement de guilde.
- Star Wars Galaxies pour le système d'artisanat.
Lorsque l'on s'interroge sur ce qui a été fait avant, on regarde toujours qui a fait quoi le mieux et on essaie de s'en inspirer: Faire avancer le genre; mettre les choses au goût du jour.[284] – Jeffrey Bard
End-game
There is not going to be a typical end-game in Ashes of Creation.[217]
Part of the whole experience with nodes is that there is no real end-game, in that the world is constantly shifting every day. Month one is going to be really different from month two; and that's for the level 50s and level 1s.[217] – Jeffrey Bard
We want the game to be a living game, which means that all content should be relevant at all times. I’d say that we try to make as little distinction between the leveling up experience and the end game experience as possible. The whole journey is important to us, in order to maximize the fun people have during different stages of the game.[218] – Sarah Flanagan
Scope creep
I have a very very very clear vision of all of the systems designs mechanics that are present within the game and we're sticking to that vision and we're not adding additional features and prolonging the development due to that scope creep.[285] – Steven Sharif
Open development
Intrepid Studios has embraced an open (transparent) development approach, rather than sharing information through carefully curated press releases and announcements.[286]
I don't answer to a board. I don't answer to a publisher. We answer to our players; and we try to be as transparent as possible with showing our progress; and showing it in a timely manner.[287] – Steven Sharif
I think that we live in an age where it's easy to be transparent if you're not trying to hide something. The downside is if you're showing something that's not a completed or finished product, it is incumbent upon the viewer to understand that fact.[286] – Steven Sharif
There are obviously going to be some aspects of the development that we will not reveal, like lore and some system mechanics in order not to spoil the game for release.[288][289] – Steven Sharif
Payment model
Box cost
Il n'y a rien à payer d'avance pour accéder à Ashes of Creation.[290]
Subscription model

This allows us to avoid the pay to win mentality many free-to-play games employ, as well as maintain a steady flow of new content for all our players.[292]
Ashes of Creation (the MMORPG) is a subscription based game.[292]
- The monthly subscription fee is USD $14.99.[293][294]
- Certain regions will have "harmonized" subscription prices that better reflect their local economies. These regions will be segregated from other regions.[295]
- Lifetime subscriptions were granted to crowdfunding backers at the Braver of worlds level or higher.[31][296]
I think a sub cost provides both the barrier of entry to prevent, some not all, but mitigate some gold selling bots and whatnot because there's a cost associated with playing the game, but it's also not too high that it gets on the greedy side or prevents a lot of players from participating and trying the game; and then if the game is good then people will continue to subscribe and that subscription provides funding and revenue for the developers to continue a significant content creation and expansion rollout for the game.[169] – Steven Sharif
- Subscriptions will begin at launch or, subject to change, a user may be able to choose to activate their subscription to start at a particular point in time.[297]
Ashes of Creation Apocalypse was free-to-play.[298][299]
There is no P2W in Apocalypse or the MMORPG![299]
Expansions
DLC expansions (post-launch releases) are planned on a monthly, quarterly, or six-monthly basis.[33][34]
- The frequency and size of expansions will be based on the popularity and subscription base of the game.[33]
- DLC will not cost anything more than the normal subscription.[302][303]
Because of the modularity of a lot of the systems that we're working on, it's not too hard to iterate and implement new things... We're planning on going on a quarterly/ monthly cycle to continue to push out new content.[305] – Jeffrey Bard
The quarterly cycle for the big content is good for us and then, as you said, those modular components to our mechanisms in the game allow for us to introduce smaller content patches that can be seen in real time in the world.[305] – Steven Sharif
We don't intend to a wordsmith around future charge for DLC content. As a subscription model, that's part of the agreement between us as a Studio and you guys: That there will be regularly scheduled updates and chapters; and that subscription is what allows you to access that content.[303] – Steven Sharif
Pay to win
Ashes of Creation will not be pay to win.[306][169][307]
Ashes of Creation will not be pay to win, that is our pledge to the community. One of the core principles we set forth with Ashes of Creation is a very strong desire to maintain the game's even playing field.[307]
A lot of developers and companies have come along in the past- and I've been hit by this too- and they've said we're not going to have pay-to-win and then boom they roll out some pay-to-win. We have consistently said we won't be pay-to-win and in the pre-orders that we provide and even in the Kickstarter there were absolutely zero pay-to-win components whatsoever. So not only will we talk the talk but we will walk the walk as well.[169] – Steven Sharif
Because we are a non-box purchase game, meaning there is no box price to play Ashes of Creation, it is only a subscription; and that's beneficial because it reduces the barrier of entry and we want a high population obviously; but at the same time one of the ways we augment the revenue flows to sustain constant updates and new chapter releases and additional content within the game is through a cosmetic-only marketplace; and that means absolutely no pay-to-win whatsoever; and that will be adhered to forever.[306] – Steven Sharif
Inventaire slots, RNG loot boxes and XP potions are considered pay-to-win.[308][309][310]
- Multiple accounts and multi-boxing on separate computers is not currently considered pay-to-win.[308][311][312]
My definition of pay-to-win is really anything that affects the in-game economy, the in-game action pool, your abilities and/or skills... In my opinion the inventory slots and the XP potions would be considered pay-to-win.[309] – Steven Sharif
- Q: Will there be RNG boxes?
- A: I dislike RNG. Archeage made me loath rng monetization gimmicks.[310] – Steven Sharif
Apparences

Providing these limited options that collectors out there like when it comes to achieving and/or purchasing cosmetics. It means something I think when players make that decision to purchase or they go through the rigorous portion of achieving those things in game that it is not just everywhere around them and becomes meaningless at that point.[306] – Steven Sharif
Pets, Supports, Costumes, Armure, Bâtiments and Accessories sold in the cosmetic store are skins.[314]
- Skins are cosmetic items that do not grant the user any benefit.[163]
- Skins are only be able to be applied to things that have already been earned, crafted or found within Ashes of Creation.[315]
- Mount skins require a specific type of mount to have been achieved in-game.[316]
- Flavor text relates to the lore and background of creatures and items in the world of Verra.[163]
- Costumes do not include any weapons pictured.[317]
- Caravan skins change the appearance of an in-game mount and in-game caravan that are hooked up to each other.[318][319]
Publishers
Intrepid Studios will self-publish Ashes of Creation in the NA (North American), OCE (Oceanic) and SEA (Southeast Asia) regions.[320][321]
- Intrepid Studios will be opening offices in Amsterdam to help support their publishing operations in the EU (European Union) and CIS regions.[322]
We have learned a lot from our partnership with MY.GAMES, and we wish our friends there all the best as we have mutually decided to part ways. Looking ahead, we’re excited to announce that Intrepid Studios will be opening European offices in Amsterdam to help support our publishing operations in the EU/CIS regions. We have recently posted open positions for our new EU offices, and look forward to hiring the best and brightest in true Intrepid fashion.[322] – Steven Sharif
The Ashes of Creation MMORPG will not be published on the Steam platform.[323]
- Ashes of Creation Apocalypse battle royale early access testing ended on March 10, 2020. It was previously available for download on the official website and on Steam.[18]
My.games FAQ
- Q: What does this mean for my Ashes of Creation account with MY.GAMES moving forward?
- A: In the coming weeks, we will announce the migration steps for moving your account to Intrepid Studios, rest assured all purchases and achievements will remain with your account.[322]
- Q: What happens to my purchases on my MY.GAMES account moving forward?
- A: The purchases and achievements you have on your MY.GAMES account will be migrated to the Intrepid Studios account management system.[322]
- Q: What happens if I already have both a MY.GAMES account and an Ashes of Creation account?
- A: If you currently own both an Intrepid Account and MY.GAMES account that you intend to migrate, you will be able to submit a support ticket and we will help to consolidate your accounts into one, if you so desire.[322]
- Q: If I was a MY.GAMES customer, how can I purchase the individual monthly cosmetics that were not available through their website?
- A: If you owned a pre-order package during the time of a desired individual monthly cosmetic, you will be able to submit a ticket through our customer support system, where we will then verify your eligibility to purchase the cosmetics and help to facilitate that purchase.[322]
- Q: What will I need to do to play on European or Russian servers in the future?
- A: You will need to ensure your migration in the coming weeks, and use your Intrepid account to access the game.[322]
- Q: What does this mean for your regional and language support moving forward?
- A: Intrepid Studios will be working to ensure proper localization in our supported languages as we build out our publishing operations in the EU.[322]
- Q: If I don't want to transfer or migrate my MY.GAMES account, can I get a refund?
- A: Any players who previously purchased their pre-order through MY.GAMES can submit a support request through MY.GAMES for a full refund.[322]
- Q: What happens to my personal information associated with my MY.GAMES account?
- A: When you migrate your account to Intrepid Studios, you will also be migrating the personal information associated with your account. If you would like to request that MY.GAMES removes your personal information, please reach out to their support team directly here.[322]
Cosmetic store (micro transactions)

There is going to be legendary cosmetics that can be earned and achieved in the game through the game systems, but that's going to take a significant amount of effort and work; and those cosmetics are going to be on-par with the cosmetics offered in the marketplace... What that does is it provides additional revenue to the company so that we can continue to fund the development of content as well and bridge the divide that not having a box cost would have and not having any pay-to-win mechanics whatsoever.[169] – Steven Sharif
The Magasin cosmétique enables players to purchase Cosmétiques for use in Ashes of Creation.[177] The cosmetic store offers limited time, limited quantity items to help sustain game development.[167]
- Equitable cosmetics, both from a quantity and quality standpoint, are achievable through in-game means.[167]
- Nothing in the cosmetic store will be pay to win.[166]
Nothing in our shop will ever be pay to win as we believe this practice greatly hurts the MMORPG genre.[166]
- Cash shop cosmetics will offer a diverse selection of unique looks.[170]
I want to incentivize purchase in the cosmetic shop for sustainability of what expansions we have intended, since we are not a box cost. I want to incentivize purchase by offering limited items: limited time, limited quantity, so you have confidence that when you purchase them, they won't be offered later on in some other way.[167] – Steven Sharif
- All cosmetic store items will be non-tradeable.[325] There will be no gifting mechanism for cosmetic items.[326]
I don't want cosmetic items that can be purchased from the market to be transferable... because it is in a way a transfer of money for potentially something in-game.[326] – Steven Sharif
Artistic style
Ashes of Creation jouira d'un réalisme graphique plus poussé tous les autres MMO occidentaux. Ce ne sera ni trop stylisé ni "cartoon".[327]
- Tous les éléments artistiques de Ashes of Creation Apocalypse battle royale ont été réalisé par Intrepid Studios.[328]
On arrive à se rapprocher un peu plus du réalisme au niveau des graphismes, notamment grâce à l'Unreal Engine 4... Je voulais éviter le cartoon. Je ne suis d'ailleur pas un grand fan des jeux trop stylisés.[327] – Steven Sharif
Artistic influences
- L'architecture Aeléenne est inspirée de la France médiévale.[329]
- Les Dünir ont une influence culturelle nordique.[330]
- Les Empyreans donnent un sentiment gréco-romain impérialiste.[331]
- Les Niküa ont une influence polynésienne.[331]
- Les Py'Rai possèdent une influence amérindienne navajo.[331] L'architecture Py'Rai présente une inspiration forestière.[332]
- L'architecture Pyrian a une influence gréco-romaine.[333]
- Les Vek ont une influence mésoaméricaine.[334]
En tant que joueur vous verrez les différentes influences qui renvoient à plein de cultures chez chaque race disponible: pas qu'Européenne, pas que l'Afrique, Ni même que la MésoAmérique. Toutes ces cultures seront présentes chez plusieurs des races.[335] – Steven Sharif
Il faut trouver un élément de base venant du monde réel et l'utiliser comme point de départ puis fantasmer autour.[329] – Steven Sharif
Cultural references
There will be real-world cultural references, particularly with regards to real-world holidays and historical events.[336]
- These won't be out of place in terms of immersion. They will be homages.[336]
There will be some real world references, particularly with regards to potentially real world holidays as well as some historical events or cultures. For example the PAX East kind of ship that was named Eleanor that we released a cosmetic of, you know, being a reference to the Eleanor ship that the tea was thrown off of; or kind of colonialesque look.[336] – Steven Sharif
ESRB rating
The aim is for Ashes of Creation to have a T for Teen rating, but it may end up having a M for Mature rating.[338]
- There may be an option to turn off blood and gore in the game.[339]
- There probably won't be swearing in quests.[340]
The antagonists in this game are definitely dark... We're not going grimdark at all, but there are parts of it that get that way.[340] – Jeffrey Bard
Game difficulty
People who put more time and effort into it are definitely going to get more out of it but that doesn't mean that person who logs in once a week won't be able to have fun so it's just a matter of the scale of stuff that you're going after... Running a caravan is not gonna be the same thing every time you do it. You might be able to find like a super secret path that nobody knows about... and you exploit it for a while and nobody knows and then eventually somebody sees you and suddenly that route becomes a lot more difficult so you know that's kind of the way we really want that emergent gameplay to kind of come out of those options that we give you guys; and a lot of it is gonna come down to other players making it more or less difficult for you.[341] – Jeffrey Bard
There's a ton of room for difficulty on whatever scale... In a living world everything becomes much more difficult.[341] – Peter Pilone
Learning curve
Ashes of Creation will be easy to understand yet hard to master.[342]
My stance on participation trophies is that things should be hard, people should fail, the bitter taste of defeat is what makes success that much more rewarding. Helping other players learn encounter strategy, and fine tuning their play style for high end content is an important part of eliminating participation trophy. Growing together is a good thing, and that include failing together as a means to drive for success together.[343] – Steven Sharif
Target demographic
I think our target demographic, obviously we have a very high graphic fidelity in the game that's attractive to younger players, but at the same time we have a very roleplay game orientation - a kind of a play back to that pen-and-paper Dungeons & Dragons feel that perhaps younger generations may not know but is very near and dear to the hearts of older gamers. So I think we have a broad appeal from a demographic standpoint.[342] – Steven Sharif
Player types
Ashes of Creation will cater for a variety of player types; from Raiders or PvPers to Role players and Crafters.[344]
A guy who wrote a book on game design, called Bartle, breaks gamers up into different categories. We will often talk about the different categories of gamers and trying to satisfy their needs.[344] – Akil Hooper
The most compelling design argument for how those different sects of gamers interact with each other is dependant from the design standpoint of interdependencies in the systems. So, for example if as a Raider or as a PvPer you're looking for the best gear, you're going to devote your time towards leveling up and going out and participating in the things you enjoy like pvping, perhaps going for caravans or sieging cities and castles and all that type stuff. If you want the best gear, you're going to have to rely on a person who's devoted their time towards crafting potentially; and they may not be a PvPer but they have a place in your wheelhouse because you need their services. And then that crafter is going to need a person who is either a gatherer or plays the economy as a merchant in the nodes with the auction houses that are regionalized. They're going to have to work with a person who specializes in trade that takes caravans with either mercenary groups or other guilds that are PvPers between the nodes to get the resources they need. Building dependencies on different groups or factions of players that exist within a large world like this MMORPG is what kind of solidifies the bonds that allow for them to exist either harmoniously, or at least in a way that they know you need those types of players.[344] – Steven Sharif
Casual vs. hardcore players
Les joueurs casuals auront un impact car tout ce qu'ils feront sera nécessaire et bénéfique.[345]
Il y aura des événements dans le monde du jeu sur lesquels les joueurs peuvent avoir un impact et auxquels ils peuvent participer sans être joueurs hardcore. Par exemple, les événements PVE d'attaques de villes; les échanges entre caravanes; ce genre d'événements existent naturellement; comme les sièges de forteresses. Il y a plusieurs systèmes permettant aux joueurs de simplement se connecter, participer, s'amuser, avoir de l'impact et se déconnecter.[345] – Steven Sharif
PvE difficulty
La difficulté du contenu JcE, tel que les raids et les dongeons, s'adaptera sur la base de la performance du raid du groupe contre les bosses précédents dans cette confrontation.[346]
- Une performance élevée dans les premières phases de la confrontation augmentera la difficulté des phases suivantes.[346]
- Plus élevée est la difficulté, meilleures seront les tables de butin.[346]
- Les Bosses et monstres se seront pas calibrés automatiquement sur la base de la taille du groupe.[347]
Mentor program
There will be a mentorship program where upper-level players are able to benefit from partying and/or helping lower level players; and getting them situated in the game.[217]
- Certain node buildings and organizations offer quests that can be initiated by a mentor to assist new players. Rewards are offered to both the mentor and the mentee upon completion.[225]
There will be activities that are present for higher level players to mentor lower level players. Let's say you have a friend who joins later on and you still want to do things with them, there will be things to do. Will he be able to enter a dungeon of your level and participate? No, because we don't want to inflate or deflate characters and manipulate that type of skill or power. We want that to be something that makes sense for them in a progression standpoint.[226] – Steven Sharif
The mentorship program provides individual quests that can be initiated by the mentor based off of what node that they are part of. So these are like quests that are determined by either certain buildings and/or organizations or the mayor; and there are specific ones that are available for mentors to provide mentees; and they can also participate in some of those quest lines as well: Whether that be leading your mentee through a dungeon or providing a location for them to arrive with you at, or escort quests for the NPC caravans. These types of things, when done together with your mentor, will provide benefits both for the mentor and the mentee as well, so you're incentivized to participate with new players.[225] – Steven Sharif
Localization/Translation
Ashes of Creation will be initially available in English, French, German, and Russian.[348][349]
- Italian, Polish and Spanish localization will then be added.[349]
- Spanish will be added in the near future.[350]
- Other languages are being considered.[348]
Serveurs won't be language locked.[351]
There's localization that will be present in the German and French Russian languages to start; and then we intend to also localize in Italian, Polish and Spanish. So servers will be allocated within the region as being one of those language type servers. So it's not going to be per country per se as it might be per language.[349] – Steven Sharif
Efforts will be made to translate Ashes of Creation into multiple languages.[351][352]
- Translation will be done in the game client based on interest.[351][352]
- Interface utilisateur localization tools are available in the chat window.[353]
Platforms
Ashes of Creation will be released on the Windows PC platform.[354]
- Console support may be added at a later point.
- Native Linux support may be possible in future.[355]
Performance
Ashes of Creation alpha testing minimum system specification.[357]
- Operating System: Windows 10 64-Bit
- Processor: Intel Core i3-2125 3.3GHz / AMD Phenom II X4 3.3GHz
- Graphics Card: Nvidia GeForce GTX 460 or AMD Radeon 6870 HD with 1GB and DirectX 12
- Memory: 6 GB RAM
- Network: Broadband Internet connection
- Storage: 15 GB of available space
- Sound Card: DirectX Compatible Sound Card
Recommended specification.[357]
- Operating System: Windows 10 64-Bit
- Processor: Intel Core i7-6700K 4.0GHz / AMD FX-9590 4.7GHz
- Graphics Card: Nvidia GeForce GTX 1060 or AMD Radeon R9 Fury with 4GB and DirectX 12
- Memory: 16 GB RAM
- Network: Broadband Internet connection
- Storage: 15 GB of available space
- Sound Card: DirectX Compatible Sound Card
The game will be highly customizable from a settings standpoint. If you don't quite have the rig necessary to run it, you can dial the game settings down.[358]
- Highly scalable options to adjust rendering and particle effects will be offered.[359]
- Motion blur will be togglable on and off.[360]
A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.[196][197][358]
Unreal Engine 4
Unreal Engine 4 is the graphical engine for Ashes of Creation.[361]
- Ashes of Creation will feature a custom Unreal Engine back-end with proprietary networking code to enable mass combat in the open world: such as JcJ, Sièges de Nœuds, Siège de Château, Donjons and Bosses d'extérieur.[362]
- The networking solution dynamically distributes processes and scales up necessary server instances to accommodate player density across the world.[363]
- Intrepid Studios will be evaluating the potential to upgrade to Unreal Engine 5 in the future.[364]
Unreal engine makes it really fast to iterate... Compared to other gaming engines, I can do something in a hour that would take eight hours to do in another engine.[365] – Jeffrey Bard
We're ripping out most of the network code that Unreal has and putting in our own just so that it works with our game and so everything is as efficient as possible. We're not going to have any replication problems because we're building it ourselves.[366] – Jeffrey Bard
One of the most important things about Epic Games as the creators of Unreal Engine is the way they've allowed developers to have access to the source code. To be able to do that makes the engine very versatile.[366] – Steven Sharif
Ashes of Creation Apocalypse system requirements
Ashes of Creation Apocalypse minimum system specification.[367][368]
- Operating system: Windows 7 SP1, 64-bit
- Processor: Intel Core i3-2125 3.3GHz / AMD Phenom II X4 3.3GHz
- Memory: 6 GB
- Graphics: GeForce GTX 460 or Radeon 6870 HD with 1GB and DirectX 12
- Broadband internet connection
- 11 GB available space
Recommended specification.[367][368]
- Operating system: Windows 10, 64-bit
- Processor: Intel Core i7-6700K 4.0GHz / AMD FX-9590 4.7GHz
- Memory: 32 GB
- Graphics: GeForce GTX 970 or Radeon R9 Fury with 4GB and DirectX 12
- Broadband internet connection
- 16 GB available space
Serveurs
The world will be the same on each server, but Nœuds will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.[369]
- Serveurs will be named after the champions of the great battles that led up to the fall of Verra.[370]
There will be a multitude of servers located throughout the various regions of the world.[371]
- Post launch, users will be able to select their server by the ping or the region that's notated next to the server.[371]
- Ashes of Creation Apocalypse server selection is driven by the party leader. Whatever region they have selected will apply to their friends and squad.[371]
We'll have a multitude of servers located throughout to the various regions of the world; and those servers will be good connection points for- and will be driven by- I mean there's two types of servers I'm sorry: For the alpha-1 arena those will be driven by the party leader right; and wherever whatever region they have selected if they invite friends to their squad or whatever, they'll be able to play on that region. With regards to live launch when the server's go live, you'll be selecting a server to play on; and that will be your character's home; and that server you'll be aware of where that server is located usually by either a ping or a region that's notated on next to the server.[371] – Steven Sharif
Regions
Ashes of Creation will launch with the following server regions:[372][373]
- North America (NA).[374][375]
- Europe (EU).[374][375]
- Asia/Pacific (SEA).[375][376]
- Oceania (OCE) (Australia).[375][376]
- The likelihood is very high for Sydney or Melbourne based OCE servers.[377]
- OCE servers may not be provisioned until Beta for Ashes of Creation (the MMO) and live launch for Ashes of Creation Apocalypse.[182]
Other server regions will be considered based on interest.[373]
- South America is under consideration due to traffic from that region.[378]
At this stage we do not have numbers on how many different servers will exist for different regions. We've said in the past 8-10,000 concurrent users per server is what we'd like to aim for. Obviously, the number of servers that exist in a region are going to be dependent on the population that's playing.[379] – Steven Sharif
Certain regions will have "harmonized" subscription prices that better reflect their local economies. These regions will be segregated from other regions.[295]
- Players will be able to make characters on any server they wish. There will be no region locking.[380]
Folks have always been able to make characters on any server they wish. We are not region locking anyone.[380] – Margaret Krohn
Server population
Des limites de population seront appliquées pour chaque serveur.[381]
- Environ 8 à 10 000 utilisateurs simultanés par serveur sont anticipés.[379][382][383] Ceci représente environ 50 000 comptes enregistrés par serveur.[384]
- Les développeurs entendent gérer de manière prudente les populations des serveurs pour éviter d'avoir à les fusionner.[55] Il pourra y avoir des files d'attente pour entrer dans les serveurs à population élevée, mais l'objectif est d'éviter les files d'attente excessivement longues.[384]
Cela fait partie de l'équation que de surveiller en fait, pour s'assurer qu'on ne surpeuple pas la sélection de serveur, mais en même temps faire en sorte qu'il n'y ait pas un système de file d'attente qui soit si long que ça pénalise la volonté des joueurs de jouer simultanément, pour ainsi dire. C'est un numéro d'équilibre difficile.[384] – Steven Sharif
Server history
L'histoire de chaque serveur sera suivie et visible par les joueurs.[385]
Nous allons garder la trace de l'histoire du monde afin de pouvoir raconter aux gens le récit jusqu'à ce jour. Un tout nouveau joueur, qui arrive après six mois, peut jeter un œil à chaque serveur, ce que chaque serveur a réalisé, comment le serveur a abordé l'intrigue ; et ils peuvent décider par eux-mêmes quelle communauté ils veulent rejoindre, à quelle version du monde ils veulent prendre part.[385] – Jeffrey Bard
Server instancing
There won't be server channels (sharding) on a server.[386][387]
Server types
- Il n'y aura pas de serveur séparé dédié au jeu de rôle.[388]
- Il n'y aura pas de serveur séparé pour le JcE et le JcJ.[389]
Server transfers
Server transfers will not be possible initially. The developers intend to assess the impact on housing and other systems closer to launch.[218]
Esports
eSports is not the main focus, but the game will naturally move in that direction if the game play is compelling, competitive and fun.[390]
If we make the gameplay compelling, competitive and fun, that naturally it will move in that direction; and then we will find the ability to support it afterwards.[390] – Steven Sharif
Voice acting
PNJs will have voice acted audio greetings.[391][392]
- Narrated quest lines are not currently planned.[391]
- Adding voice acting into the game at a later point is a fairly cosmetic change.[391]
Is it difficult to add voice acting later? No, it's definitely not... It's a fairly cosmetic change.[391] – Steven Sharif
Voice acting is a fun luxury to have, but it is not only a costly one, but it is also one that takes a lot of logistics.[393] – Steven Sharif
Music
Le chef compositeur de Ashes of Creation est Bear McCreary. Sa musique sera dévoilée dans la Beta-1.[394]
L'archétype Barde est prévu pour avoir des compétences musicales.[395]
- Les Bardes pourraient savoir jouer des instruments de musique, tels que le flûte ou la cornemuse.[396][397]
Tavern music
Music within taverns can be set by players.[398]
Game masters
Game masters (GMs) will be present and active on Ashes of Creation servers.[399]
- There will be a standard escalation system, where different actions are taken based on the seriousness of each infraction. Actions could range anywhere from being stripped (of the illegitimate items or currency) to being banned for a period of time, or being permanently banned.[399]
The direction that I'm taking Intrepid as a company in is that a significant portion of the revenue created by the game goes into not only creating additional content and updates for the game but also goes into I think caretaking, as I like to call it; and that caretaking is multiple things: It's having active and present GM's on servers. It's having a an interacting community team that is always present and on-call for participating in forum discussions and streams and updates.[399] – Steven Sharif
Following a standard approach to an escalation system where certain infractions are immediate and automatic bans and some infractions provide a path forward where action is taken that might ban the account or strip the account or provide some chat bans or the ability to play over a week or so... If you buy gold and depending on the the seriousness of the infraction you could go anywhere from being stripped and to being banned for a period of time to being permanently banned.[399] – Steven Sharif
Security systems
Security systems will be in place to combat cheating, exploiting, botting, gold selling, item duplication and other things that affect the economy starting from Alpha-0.[400][401][402]
- These systems collect user data and flag abnormal activities for inspection. This combined with player reporting functions generates a live "heat map" that draws attention to unusual behavior.[402]
- Players caught cheating will be banned.[402]
Two-factor authentication
Token-based two-factor authentication (2FA) may be in place for Alpha-1.[403]
Addons/mods
En général, les addons ne seront pas autorisés.[404]
- Les développeurs ne veulent pas que les addons/mods soient nécessaire pour vivre une bonne expérience de jeu.[405]
- Les développeurs pensent que les DPS Meters peuvent avoir des effets négatifs.[404]
- Il y aura des tableaux de scores.[406]
- Le design de l'API du jeu est toujours en développement.[407]
- Il y aura des outils disponible pour le streaming notamment pour Twitch et quelques autres services, mais ces outils ne seront pas accessibles depuis un API.[408]
nous voulons rendre l'UI et la représentation des données customisables, mais nous ne voulons pas rendre le jeu moddable pour l'instant. Nous changerons peut-être d'avis, mais ce n'est pas prévu à la sortie.[408] – Steven Sharif
Nous voulons que le studio puisse offrir le plus possible par lui-même... Nous ne voulons pas d'addons.[405] – Steven Sharif
Combat logs
There are combat logs in Ashes of Creation.[409]
We will be providing combat data for individual players in their chat window, that players can filter and analyze for themselves. The goal is to mitigate and make the practice less prevalent through the ease that DPS meters provide. Also to place actionable enforcement for players who attempt to circumvent the decision by use of 3rd party programs, for which we will be monitoring.[343] – Steven Sharif
Étapes
- First team members were hired in December 2015.[410]
- Ashes of Creation development began in February 2016.[410]
- Official website was launched and project announced, December 10, 2016.[410]
- Official discord was launched, January 18, 2017.[411]
- Kickstarter crowdfunding campaign launched with $750,000 funding goal, May 2, 2017.[412]
- Kickstarter crowdfunding campaign completed with 19,576 backers raising $3,271,809, June 3, 2017.[108]
- Summer crowdfunding campaign launched, June 21, 2017.[413]
- Summer crowdfunding campaign completed with 2,485 backers, July 22, 2017.[414]
- PAX West 2017, September 1-4, 2017.[415][416]
- Raised $16,500 for Extra Life children's hospitals, November 4, 2017.[417]
- Alpha-0 released on schedule, December 15, 2017.[8]
- Game Developers Conference (GDC) 2018, March 19-23, 2018.[418]
- PAX East 2018, April 5-8, 2018.[419]
- Last day for purchases of Alpha-1 through Intrepid pre-order packs, August 15, 2018.[420]
- At Gamescom with My.com, August 20, 2018.[421]
- 100 developers working on Ashes of Creation, August 27, 2018.[422]
- PAX West 2018 panel, September 1, 2018.[423]
- Ashes of Creation Apocalypse battle royale (previously called Alpha-1 phase 1 battlegrounds), October 19, 2018.[11]
- Raised $20,518 for Rady Children's hospital with Extra Life, November 4, 2018.[424]
- 60 developers working on Ashes of Creation at San Diego offices (following disengagement with Malaysian art team), April 15, 2019.[425]
- Raised $20,901 for Rady Children's hospital with Extra Life, November 3, 2019.[426]
- Announced a mutual parting of ways with publisher My.games, August 21, 2020.[322]
- Almost 3,000,000 registered accounts for Ashes of Creation, October 17, 2020.[427]
- ~87 developers working on Ashes of Creation, October 17, 2020.[428]
- Raised $88,546 for Rady Children's hospital with Extra Life, November 8, 2020.[429]
- Official ashesofcreation.com website redesign, February 26, 2021.[430]
Accomplishments
- Kickstarter's most funded MMORPG.[431]
- Kickstarter's #7 most funded video game.[432]
- Most anticipated MMO – MMORPG.com's Best of 2017 Awards.[433]
- Most anticipated early access hands-on MMORPG – MMOs World.[434]
- Gamescom 2018: Best Independent game.[435]
- Gamescom 2018: Best Online game.[435]
- Best indie MMO of 2020 – massivelyop.com reader's poll.[436]
- Most anticipated MMO of 2021 and beyond – massivelyop.com reader's poll.[437]
Franchise
Ashes of Creation will be a franchise.[438]
- Ashes of Creation MMORPG.[438]
- Ashes of Creation Apocalypse.[439]
- Ashes of Creation board game.[440]
Ashes of Creation Apocalypse
The standalone prequel to the upcoming epic MMORPG Ashes of Creation - both a testing ground for new systems and content, as well as a unique last-man-standing action game where magic, steel, and chaos reign supreme in a high fantasy, free-to-play experience.[442]
Ashes of Creation Apocalypse (also referred to as APOC)[439] was a free-to-play[298] matchmaking-based arena game with three primary modes.[444]
- Battle royale (battlegrounds).[420][445]
- Castle sieges.[420][445]
- City defense horde mode.[420][445]
Ashes of Creation Apocalypse utilizes action-based combat.[444][420][446]
- Ashes of Creation Apocalypse will be implemented side-by-side with the Ashes of Creation MMORPG.[300][301]
- 6.25 km2 map size.[447]
- The Forest of Erinthia map is roughly 1/5th the size of the original map.[448]
- A Créateur de personnages will be available to allow creation and saving of characters for use in the MMORPG.[300]
- Establish Habitation de joueur and save Meubles arrangements for use in the full game.[300]
Ashes of Creation Apocalypse battle royale early access testing ended on March 10, 2020.[18]
- It was previously available for download on the official website and on Steam.[18]
Ashes of Creation board game
Un jeu de plateau Ashes of Creation devrait sortir à peu près au même moment que le MMO, vers la phase de Beta.[440]
Juste pour être clair, un jeu de plateau n'impacte pas le développement d'un MMO. Ce sont deux genres de développeurs totalement différents.[449] – Steven Sharif
C'est un jeu de gestion de ressources et de combat avec une économie qui évolue au fil de la partie.[440]
- Chaque joueur choisit une classe et tente de créer une guilde qui doit s'imposer sur un serveur éponyme à ceux sur Ashes of Creation.[440]
- Plus la guilde comptera de membres, plus elle recevra de jetons d'action. Ces jetons peuvent être dépensés pour effectuer des actions sur le plateau du jeu et pendant les combats.
- Les guildes reçoivent de l'agent en construisant des caravanes.
- Les joueurs ont une réserve de ressources qu'ils doivent garder secrète.
Il y a plusieurs types de combat dans le jeu.[440]
- L'attaque de caravanes.
- Les arènes (instanciées).
- Les guerres de guildes.
- Les raids de boss.
- Attaquer un boss de raid fait passer la partie en mode coopération. Les autres guildes peuvent se joindre au combat de boss.
- Le niveau du boss est basé sur le niveau auquel la partie se trouve.
Le jeu est livré en un set complet avec une carte ajustable que les joueurs construisent à chaque partie.[440]
- La carte est formée par 6 modules qui s'emboîtent.
- Le plateau du jeu est formé de zones qui évoluent selon les actions des joueurs.
- Plus de 40 bâtiments peuvent être construits.
Le jeu est livré avec 6 figurines faisant office de personnages.[440]
- Les joueurs ont une fiche de personnage avec des compétences et des capacités ayant des niveaux.
- Plus un personnage monte en niveau, plus il devient fort.
Les joueurs se battent pour compléter en premier les achievements.[440]
Le joue se joue de 2 à 5.[440]
- La partie durera entre 1h et 3h environ.
Des extensions sortiront après la sortie du jeu, mais le jeu peut se jouer sans.[440]
- Les extensions apporteront des nouveaux morceaux de carte amenant de nouveaux lieux à découvrir et de nouvelles ressources à exploiter.
- Les morceaux de carte venant des extensions sont interchangeables.
- Les extensions offrent de nouveaux bâtiments à construire.
- Les extensions auront des personnages faisant parti de races d'Ashes of Creation.
- Chaque race aura des avantages et descompétences.
Le jeu ne se fera sûrement pas par financement participatif.[440]
Le prix du jeu sera entre 50 et 100 US Dollars.[440]
Il se pourrait que certaines versions alternatives contiennent des cosmétiques.[440]
Collector's edition
I have personally considered a limited edition hand painted Phoenix model, with a concept art book autographed by the team as part of a collectors launch package. I cannot promise this, but if I find the right company to create the quality of product I would want it may become a thing. No promises though.[450] – Steven Sharif
Gameplay videos
- 2017-05-25 Video - Monster coin system
- 2017-05-30 Video - Pre-alpha Mage gameplay
- 2017-12-15 Livestream
- 2018-01-30 IGN Ashes of Creation hands-on
- 2018-02-09 Livestream
- 2018-04-04 Video - PAX East Pre-Alpha Gameplay
- 2018-04-06 MMORPG-PAX East 2018 Demo and Interview
- 2018-04-09 MASSIVELY OP - Hands-on with the surprisingly solid combat of Ashes of Creation
- 2018-04-20 Dragon Blogger - Gameplay and interview with Jeffrey Bard
- 2018-08-17 Video - Ashes of Creation Apocalypse - First Look at Action Combat
- 2018-09-01 Video - Ashes of Creation Apocalypse Alpha Gameplay
- 2018-09-27 Livestream
- 2018-10-20 Lazy Peon livestream interview with Steven Sharif
- 2018-10-21 Krojak livestream interview with Steven Sharif
- 2018-10-31 Livestream
- 2018-12-06 Livestream
- 2018-12-06 Video - Ashes of Creation Apocalypse
- 2018-12-13 Livestream
- 2019-03-08 Livestream
- 2019-03-08 Video - Ashes of Creation Apocalypse Castle Siege Gameplay
- 2019-08-21 Video - Ashes of Creation MMORPG Teaser
- 2019-09-24 Video - Ashes of Creation Apocalypse early access trailer
- 2019-09-30 Apocalypse Gaming Session Late Night Edition Livestream (Part I)
- 2019-09-30 Apocalypse Gaming Session Late Night Edition Livestream (Part II)
- 2019-10-02 Apocalypse QnA and Gaming Session Late Night Edition Livestream
- 2019-10-12 Apocalypse gaming session with some lite QnA Livestream
- 2020-03-23 Ashes of Creation - Alpha One Early Preview
- 2020-03-27 Development Update + Alpha One Early Preview Livestream
- 2020-04-30 Livestream
- 2020-05-31 Video - Pre-Alpha Gameplay in 4K
- 2020-09-30 Video - 4K Footage of Aquatic Mounts
- 2020-10-30 Livestream
- 2020-12-22 Livestream
- 2020-12-22 Video - 4K Alpha-1 Preview - Level 10 Boss Fight Footage
- 2021-02-26 Livestream
- 2021-02-26 Video - 4K - Alpha One Gameplay Update
External links
- Ashes of Creation official website.
- Ashes of Creation official discord.
- Ashes of Creation official forums.
- Ashes of Creation official Twitter.
- Ashes of Creation official Facebook.
- Ashes of Creation official Instagram.
- Ashes of Creation official YouTube channel.
- Ashes of Creation official Twitch channel.
- Ashes of Creation official Steam community.
- Ashes of Creation official subreddit.
Voir également
Les références
- ↑ Direct, 2021-01-29 (46:48).
- ↑ 2.0 2.1 Ashes of Creation MMO.
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 A reactive world - Nodes.
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 Blog: Creative Director's Letter, October 16 2020
- ↑
- ↑ 6.0 6.1 6.2 6.3 Blog: Creative Director's Letter, January 2021.
- ↑
- ↑ 8.0 8.1 Direct, 2018-01-18 (2:48).
- ↑ 9.0 9.1 9.2 Direct, 2018-09-01 (54:06).
- ↑
- ↑ 11.0 11.1 11.2
- ↑ Press release - Ashes of Creation Apocalypse Launches December 18.
- ↑
- ↑ Blog: Ashes of Creation Apocalypse heads into early access.
- ↑ @AoCApocalypse on Twitter.
- ↑ 16.0 16.1 Direct, 2019-12-17 (18:33).
- ↑ 17.0 17.1 17.2 Blog: Early Access for Ashes of Creation Apocalypse Battle Royale Testing Ends.
- ↑ 18.0 18.1 18.2 18.3
- ↑ 19.0 19.1
- ↑ March 2020 newsletter.
- ↑ Vidéo, 2020-03-23 (0:01).
- ↑
- ↑
- ↑
- ↑ Creative Director's Letter, 1 April 2020.
- ↑ Direct, 2021-02-26 (14:58).
- ↑ Direct, 2018-01-18 (49:26).
- ↑ Direct, 2018-01-18 (25:22).
- ↑
- ↑ 30.0 30.1
- ↑ 31.0 31.1
- ↑ Direct, 2019-03-08 (57:26).
- ↑ 33.0 33.1 33.2 33.3 33.4 33.5 33.6 33.7 33.8 Entrevue, 2021-02-07 (21:57).
- ↑ 34.0 34.1 34.2 Direct, 2017-05-08 (11:14).
- ↑ Vidéo, 2017-04-30 (0:00).
- ↑ 36.0 36.1 36.2 Node series part II – the Metropolis.
- ↑ Ashes of Creation - Screenshots.
- ↑ Direct, 2017-12-15 (1:11:52).
- ↑ Blog: 10 facts about castle sieges in the MMORPG.
- ↑
- ↑ Podcast, 2018-04-23 (15:14).
- ↑ 42.00 42.01 42.02 42.03 42.04 42.05 42.06 42.07 42.08 42.09 42.10 42.11 Blog - Know Your Nodes - The Basics.
- ↑ Entrevue, 2018-08-24 (3:44).
- ↑ Node series part I
- ↑ 45.0 45.1 Direct, 2017-05-04 (15:15).
- ↑ Know Your Nodes: Economic Node Type.
- ↑ 47.0 47.1 47.2 47.3 47.4 Blog - Know Your Nodes - Advance and Destroy.
- ↑ Direct, 2018-12-12 (14:48).
- ↑ Entrevue, 2020-07-20 (3:45).
- ↑ 50.0 50.1 50.2 Direct, 2017-10-16 (50:20).
- ↑ Vidéo, 2017-04-20 (0:02).
- ↑
- ↑
- ↑ 54.0 54.1 Entrevue, 2020-07-08 (1:00:15).
- ↑ 55.0 55.1 Entrevue, 2020-07-18 (10:04).
- ↑ Direct, 2017-11-17 (55:27).
- ↑
- ↑ 58.0 58.1 Direct, 2017-05-26 (28:16).
- ↑ Vidéo, 2016-12-04 (0:02).
- ↑ 60.0 60.1 Vidéo, 2017-04-30 (5:31).
- ↑ 61.0 61.1 Vidéo, 2020-03-23 (0:41).
- ↑ 62.0 62.1 Direct, 2020-08-28 (1:19:24).
- ↑ Direct, 2017-05-03 (17:59).
- ↑ Direct, 8 April 2018 (PM) (41:44).
- ↑ Entrevue, 2021-02-07 (49:18).
- ↑ Direct, 2017-05-26 (39:36).
- ↑ 67.0 67.1 67.2 67.3 67.4 Entrevue, 2020-07-18 (22:26).
- ↑ Direct, 8 April 2018 (PM) (11:27).
- ↑ Direct, 2020-04-30 (1:05:34).
- ↑ 70.0 70.1 Entrevue, 2020-07-19 (11:04).
- ↑ 71.0 71.1 71.2 Direct, 2017-05-22 (20:59).
- ↑
- ↑
- ↑ Direct, 2020-03-28 (1:48:36).
- ↑ Direct, 2017-05-19 (24:17).
- ↑ Vidéo, 2018-04-04 (0:01).
- ↑ 77.0 77.1 About Ashes of Creation.
- ↑ 78.0 78.1 Ashes of Creation FAQ.
- ↑ Direct, 8 April 2018 (PM) (1:14:01).
- ↑ 80.0 80.1 Podcast, 2018-07-09 (22:24).
- ↑ Vidéo, 2020-05-31 (1:09:50).
- ↑
- ↑ 83.0 83.1 83.2 83.3 83.4 83.5 83.6
- ↑ Direct, 2020-12-22 (1:13:51).
- ↑ Direct, 2017-05-15 (13:06).
- ↑ 86.0 86.1 Entrevue, 2020-07-18 (52:57).
- ↑ 87.0 87.1 87.2 87.3 Entrevue, 2018-08-24 (4:15).
- ↑
- ↑
- ↑ Direct, 2017-05-26 (44:11).
- ↑ Direct, 2017-05-26 (20:46).
- ↑ 92.00 92.01 92.02 92.03 92.04 92.05 92.06 92.07 92.08 92.09 92.10 Direct, 2017-05-24 (14:15).
- ↑
- ↑ 94.0 94.1 Direct, 2018-05-04 (33:56).
- ↑ Direct, 2017-07-28 (45:21).
- ↑
- ↑ Direct, 2018-05-04 (33:27).
- ↑ Direct, 2017-05-24 (18:40).
- ↑
- ↑ Direct, 2017-12-15 (59:49).
- ↑ 101.0 101.1
- ↑ 102.00 102.01 102.02 102.03 102.04 102.05 102.06 102.07 102.08 102.09 102.10 102.11 102.12 Direct, 2018-02-09 (7:31).
- ↑
- ↑ Direct, 2018-02-09 (15:01).
- ↑
- ↑ 106.0 106.1 Direct, 2017-07-28 (31:30).
- ↑
- ↑ 108.0 108.1 Ashes of Creation Kickstarter.
- ↑ 109.0 109.1 109.2 109.3 109.4 109.5 109.6 109.7 109.8 Ashes of Creation race breakdown.
- ↑ Kickstarter $2,500,000 New Player Race Achieved.
- ↑ Direct, 2018-11-03 (0:00:54).
- ↑ Direct, 2018-11-03 (0:01:57).
- ↑ Direct, 2018-11-03 (0:02:35).
- ↑ 114.0 114.1 Direct, 2021-01-29 (1:15:44).
- ↑ 115.0 115.1 115.2 115.3 Entrevue, 2020-07-18 (1:05:04).
- ↑ 116.0 116.1 Ashes of Creation class list.
- ↑ 117.0 117.1
- ↑ 118.0 118.1 118.2 118.3 Group dynamics blog.
- ↑ 119.0 119.1 119.2 119.3 Direct, 2017-05-22 (46:04).
- ↑ 120.0 120.1 Entrevue, 2018-10-20 (2:40:16).
- ↑ Entrevue, 2020-07-19 (23:15).
- ↑
- ↑ 123.0 123.1 123.2 123.3 Direct, 2017-05-08 (44:51).
- ↑ 124.0 124.1 124.2 Direct, 2017-05-26 (15:37).
- ↑ Direct, 2020-08-28 (1:15:02).
- ↑ 126.0 126.1 126.2 126.3 126.4 126.5 126.6 126.7 126.8 Direct, 2020-01-30 (25:39).
- ↑ 127.00 127.01 127.02 127.03 127.04 127.05 127.06 127.07 127.08 127.09 127.10 127.11 127.12 127.13 127.14 127.15 127.16 Direct, 2020-08-28 (15:21).
- ↑ 128.0 128.1 Direct, 2020-01-30 (1:40:48).
- ↑ 129.0 129.1 129.2 Direct, 2017-05-30 (16:25).
- ↑ 130.0 130.1 Entrevue, 2018-05-11 (2:45).
- ↑ Direct, 2017-05-22 (51:00).
- ↑ 132.0 132.1 Direct, 2020-07-25 (1:33:37).
- ↑
- ↑ 134.0 134.1 134.2 Direct, 2020-08-28 (2:07:26).
- ↑ Direct, 2020-07-25 (53:08).
- ↑ Direct, 2020-06-26 (1:28:10).
- ↑ Direct, 2021-01-29 (1:21:01).
- ↑ Direct, 2017-05-15 (18:25).
- ↑ Direct, 2017-05-15 (19:15).
- ↑
- ↑
- ↑ Direct, 2017-06-30 (09:43).
- ↑ 143.0 143.1 Direct, 2017-05-08 (48:49).
- ↑ 144.0 144.1 Direct, 2020-07-25 (1:11:52).
- ↑
- ↑ Direct, 2017-05-26 (53:40).
- ↑ Direct, 2019-07-26 (1:10:44).
- ↑ Direct, 2017-10-16 (15:18).
- ↑ Ashes of Creation - The visuals.
- ↑ 150.0 150.1 150.2 150.3 150.4 150.5 150.6 150.7 150.8 150.9 Direct, 8 April 2018 (PM) (13:39).
- ↑ Direct, 2017-05-08 (47:35).
- ↑ Direct, 2017-05-15 (51:19).
- ↑ Direct, 2017-06-30 (11:21).
- ↑ Direct, 2017-06-30 (10:04).
- ↑ Direct, 2017-06-30 (10:27).
- ↑ Direct, 2017-06-30 (12:39).
- ↑
- ↑ Direct, 2017-06-30 (13:13).
- ↑ 159.0 159.1 Direct, 2017-05-24 (48:45).
- ↑ 160.0 160.1 160.2 160.3 160.4 Direct, 2017-05-22 (54:32).
- ↑
- ↑ Direct, 2017-05-24 (28:22).
- ↑ 163.0 163.1 163.2 163.3 Rime and Regal
- ↑ 164.0 164.1 164.2 164.3 Ashes of Creation Reddit - Heat and Harmony.
- ↑ Direct, 2017-05-08 (48:52).
- ↑ 166.0 166.1 166.2
- ↑ 167.0 167.1 167.2 167.3 167.4 Direct, 8 April 2018 (PM) (58:29).
- ↑ 168.0 168.1 168.2 168.3 168.4 168.5 168.6 168.7
- ↑ 169.0 169.1 169.2 169.3 169.4 169.5 Direct, 2020-07-25 (1:53:46).
- ↑ 170.0 170.1
- ↑
- ↑
- ↑ Direct, 2019-06-28 (1:25:55).
- ↑ 174.0 174.1
- ↑ Direct, 2020-06-26 (1:42:55).
- ↑ Podcast, 2020-11-15 (49:02).
- ↑ 177.0 177.1 177.2 177.3
- ↑ Direct, 2018-07-09 (55:20).
- ↑ Direct, 2017-05-26 (32:14).
- ↑ 180.0 180.1 Direct, 2020-05-29 (50:20).
- ↑ 181.0 181.1 181.2 Direct, 2017-05-26 (19:51).
- ↑ 182.0 182.1 182.2 Reddit Q&A, 8 January 2019.
- ↑
- ↑ Podcast, 2018-08-04 (53:43).
- ↑ Direct, 2017-07-18 (54:56).
- ↑ Direct, 2017-07-28 (9:47).
- ↑ Direct, 2020-10-30 (1:13:22).
- ↑
- ↑ Direct, 2017-09-03 (48:56).
- ↑ Direct, 2020-11-30 (1:05:22).
- ↑ Direct, 2017-05-24 (24:19).
- ↑ Entrevue, 2018-08-24 (5:28).
- ↑ Direct, 2017-11-17 (22:33).
- ↑ Direct, 2020-11-30 (57:50).
- ↑ Direct, 2018-02-09 (50:29).
- ↑ 196.0 196.1 Direct, 2020-07-25 (54:10).
- ↑ 197.0 197.1 Direct, 2019-11-22 (1:08:05).
- ↑ 198.0 198.1 Entrevue, 2018-10-20 (3:34:46).
- ↑ Ashes of Creation Press Kit.
- ↑ Interview, 7 December 2016.
- ↑
- ↑ 202.0 202.1 202.2 202.3 202.4 202.5 Direct, 2018-01-18 (39:08).
- ↑ Vidéo, 2018-04-05 (37:50).
- ↑ Vidéo, 2018-04-05 (37:13).
- ↑ 205.0 205.1 Direct, 2019-05-30 (1:18:16).
- ↑ Direct, 2019-12-17 (1:10:30).
- ↑ Vidéo, 2018-04-05 (35:01).
- ↑ Direct, 2017-10-31 (29:50).
- ↑ Direct, 2017-05-19 (51:52).
- ↑ 210.0 210.1 Entrevue, 2018-10-20 (1:55).
- ↑ Direct, 2017-05-12 (42:17).
- ↑ Direct, 8 April 2018 (PM) (28:38).
- ↑ 213.0 213.1 Direct, 2020-07-31 (1:05:58).
- ↑
- ↑ Direct, 2017-05-24 (46:27).
- ↑ 216.0 216.1 Direct, 2020-07-25 (1:34:55).
- ↑ 217.0 217.1 217.2 217.3 217.4 217.5 217.6 Vidéo, 2018-04-05 (40:08).
- ↑ 218.0 218.1 218.2 218.3 218.4 218.5 218.6 February 8, 2019 - Questions and Answers.
- ↑ Direct, 2017-12-15 (58:48).
- ↑ 220.0 220.1 Entrevue, 2020-07-08 (1:07:59).
- ↑ Direct, 2017-05-24 (19:25).
- ↑ Entrevue, 2020-07-08 (1:12:51).
- ↑ 223.0 223.1 223.2 Direct, 2017-05-15 (26:13).
- ↑ 224.0 224.1 Direct, 2018-09-27 (52:41).
- ↑ 225.0 225.1 225.2 225.3 225.4 225.5 225.6 225.7 225.8 225.9 Direct, 2020-09-30 (1:07:22).
- ↑ 226.0 226.1 Entrevue, 2018-08-24 (8:52).
- ↑ 227.0 227.1 227.2
- ↑ Direct, 2017-05-03 (50:50).
- ↑ 229.0 229.1 Direct, 2017-07-28 (19:05).
- ↑ Direct, 2020-07-31 (1:31:11).
- ↑ Direct, 2019-05-30 (58:28).
- ↑ 232.0 232.1 232.2 232.3 Direct, 2020-01-30 (1:28:40).
- ↑ Direct, 2018-05-04 (45:37).
- ↑ 234.0 234.1 234.2 234.3 234.4 Direct, 2018-06-04 (1:11:19).
- ↑ 235.0 235.1 Direct, 2020-11-30 (1:26:00).
- ↑
- ↑ Direct, 2019-06-28 (1:24:27).
- ↑
- ↑ 239.0 239.1 Direct, 2017-05-24 (32:07).
- ↑ 240.0 240.1 Direct, 2019-07-26 (1:09:46).
- ↑ 241.0 241.1 Entrevue, 2020-03-27 (5:25).
- ↑ Direct, 2017-05-05 (6:12).
- ↑
- ↑ 244.0 244.1
- ↑
- ↑
- ↑ Direct, 2017-07-18 (37:25).
- ↑ 248.0 248.1 248.2 248.3 248.4 Direct, 2020-07-25 (57:02).
- ↑
- ↑ Direct, 2017-06-01 (33:40).
- ↑ Direct, 2020-09-30 (41:13).
- ↑ 252.0 252.1 252.2 252.3 252.4 252.5 252.6 252.7 252.8 Direct, 2018-07-09 (36:05).
- ↑ Entrevue, 2020-07-19 (19:35).
- ↑ Direct, 2017-05-15 (30:53).
- ↑ Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
- ↑ 256.00 256.01 256.02 256.03 256.04 256.05 256.06 256.07 256.08 256.09 256.10 256.11 Direct, 2018-09-27 (55:39).
- ↑ 257.0 257.1 257.2 Direct, 2017-05-19 (22:10).
- ↑ 258.0 258.1 Entrevue, 2020-07-19 (36:07).
- ↑
- ↑ Direct, 2020-06-26 (1:31:53).
- ↑ 261.0 261.1 Direct, 2017-05-05 (23:26).
- ↑ Entrevue, 2018-08-08 (9:36).
- ↑ Direct, 2020-10-30 (1:11:13).
- ↑ 264.0 264.1 264.2 Direct, 2017-05-17 (7:27).
- ↑ Entrevue, 2020-07-19 (24:34).
- ↑ 266.0 266.1 266.2 266.3 Podcast, 2018-05-11 (18:52).
- ↑ Direct, 2017-06-01 (31:47).
- ↑ 268.0 268.1 268.2 268.3 268.4 Podcast, 2018-05-11 (21:07).
- ↑ 269.0 269.1 269.2 Podcast, 2018-05-11 (48:29).
- ↑ 270.0 270.1 Podcast, 2018-04-23 (29:56).
- ↑
- ↑ Direct, 2017-05-03 (31:46).
- ↑ Direct, 2017-05-03 (36:25).
- ↑
- ↑
- ↑ Vidéo, 2018-04-05 (49:36).
- ↑ 277.0 277.1 Entrevue, 2018-10-20 (2:40:17).
- ↑ 278.0 278.1 Direct, 2017-05-24 (35:11).
- ↑ 279.0 279.1 Podcast, 2018-04-23 (59:28).
- ↑ 280.0 280.1 Podcast, 2018-04-23 (1:01:01).
- ↑ Entrevue, 2018-10-20 (2:53:52).
- ↑ MMOGames interview, January 2017
- ↑ 283.0 283.1
- ↑ 284.0 284.1 Entrevue, 2018-08-24 (8:35).
- ↑ Direct, 2020-07-25 (1:31:44).
- ↑ 286.0 286.1 A chat with Ashes of Creation's Steven Sharif, 7 June 2017.
- ↑ Entrevue, 2018-10-20 (3:43:52).
- ↑
- ↑ Direct, 2018-05-04 (39:41).
- ↑
- ↑ Packs de précommande
- ↑ 292.0 292.1
- ↑
- ↑ Direct, 2018-05-04 (53:34).
- ↑ 295.0 295.1 Direct, 2020-07-25 (1:21:03).
- ↑
- ↑ Direct, 2021-02-26 (1:08:47).
- ↑ 298.0 298.1 298.2 Direct, 2018-10-31 (38:47).
- ↑ 299.0 299.1 299.2 Blog: Steam Announce And Play Test FAQ For Ashes of Creation Apocalypse
- ↑ 300.0 300.1 300.2 300.3 Direct, 2018-09-01 (1:05:10).
- ↑ 301.0 301.1
- ↑
- ↑ 303.0 303.1 Direct, 2018-08-17 (1:02:38).
- ↑ 304.0 304.1 304.2 304.3 304.4 Direct, 2020-06-26 (1:26:54).
- ↑ 305.0 305.1 Direct, 2017-06-01 (19:12).
- ↑ 306.0 306.1 306.2 Direct, 2020-11-30 (56:02).
- ↑ 307.0 307.1
- ↑ 308.0 308.1 Direct, 2020-07-25 (48:28).
- ↑ 309.0 309.1 Podcast, 2018-08-04 (1:57:56).
- ↑ 310.0 310.1
- ↑
- ↑
- ↑ Ashes of Creation Store: Ashes of Creation.
- ↑
- ↑ Direct, 2018-12-06 (41:43).
- ↑ Direct, 2020-11-30 (58:24).
- ↑
- ↑ 318.0 318.1
- ↑ 319.0 319.1
- ↑
- ↑ Entrevue, 2018-08-21 (11:20).
- ↑ 322.00 322.01 322.02 322.03 322.04 322.05 322.06 322.07 322.08 322.09 322.10 Blog: New Adventure Awaits.
- ↑
- ↑ Ashes of Creation cosmetic store.
- ↑
- ↑ 326.0 326.1 Entrevue, 2018-05-11 (32:36).
- ↑ 327.0 327.1 Entrevue, 2018-10-20 (2:17:43).
- ↑ Entrevue, 2018-10-20 (2:28:08).
- ↑ 329.0 329.1 Entrevue, 2018-10-20 (3:47:17).
- ↑
- ↑ 331.0 331.1 331.2 Entrevue, 2018-05-11 (1:03:21).
- ↑
- ↑ Direct, 2017-10-16 (15:58).
- ↑ Podcast, 2018-05-11 (31:35).
- ↑ Entrevue, 2018-05-11 (1:04:27).
- ↑ 336.0 336.1 336.2 Podcast, 2018-05-11 (36:28).
- ↑ Direct, 2017-11-17 (23:00).
- ↑ Entrevue, 2018-08-17 (31:09).
- ↑ Direct, 2017-11-17 (33:56).
- ↑ 340.0 340.1 Direct, 2018-05-04 (49:45).
- ↑ 341.0 341.1 Direct, 2018-06-04 (7:25).
- ↑ 342.0 342.1 Podcast, 2018-05-11 (33:09).
- ↑ 343.0 343.1 Ashes of Creation Forums - No participation trophy.
- ↑ 344.0 344.1 344.2 Vidéo, 2018-04-05 (44:06).
- ↑ 345.0 345.1 Vidéo, 2018-04-05 (48:03).
- ↑ 346.0 346.1 346.2 Entrevue, 2020-07-19 (14:51).
- ↑ Entrevue, 2020-07-19 (17:12).
- ↑ 348.0 348.1 What languages will Ashes of Creation be in?
- ↑ 349.0 349.1 349.2 349.3 Entrevue, 2018-08-24 (2:35).
- ↑
- ↑ 351.0 351.1 351.2 Direct, 2017-05-17 (1:09:22).
- ↑ 352.0 352.1 Direct, 2017-05-24 (45:49).
- ↑ Entrevue, 2018-08-24 (3:19).
- ↑ Direct, 2017-05-26 (38:30).
- ↑ Direct, 2017-05-24 (23:50).
- ↑ Direct, 2019-12-17 (51:20).
- ↑ 357.0 357.1 What are the minimum requirements for Alpha?
- ↑ 358.0 358.1 Direct, 2018-08-17 (1:07:51).
- ↑
- ↑ Direct, 2018-05-04 (43:35).
- ↑
- ↑ Direct, 2017-05-03 (26:50).
- ↑
- ↑ Direct, 2020-05-29 (1:07:14).
- ↑ Direct, 2017-12-15 (39:23).
- ↑ 366.0 366.1 Direct, 2017-05-24 (54:54).
- ↑ 367.0 367.1 Ashes of Creation Apocalypse: What are the minimum system requirements?
- ↑ 368.0 368.1 Ashes of Creation Apocalypse Open Beta on Steam.
- ↑ Direct, 2017-05-19 (37:03).
- ↑ Official Livestream - May 4th @ 3 PM PST - Q&A
- ↑ 371.0 371.1 371.2 371.3 Direct, 2018-09-27 (48:13).
- ↑ Entrevue, 2017-05-08 (22:06).
- ↑ 373.0 373.1 Direct, 2017-05-24 (40:50).
- ↑ 374.0 374.1
- ↑ 375.0 375.1 375.2 375.3 Ashes of Creation FAQ: Where will your servers be?
- ↑ 376.0 376.1
- ↑
- ↑ Direct, 2018-07-09 (47:54).
- ↑ 379.0 379.1 Direct, 8 April 2018 (AM) (26:41).
- ↑ 380.0 380.1
- ↑ Direct, 2017-05-17 (59:25).
- ↑ Vidéo, 2018-09-06 (4:25).
- ↑
- ↑ 384.0 384.1 384.2 Entrevue, 2020-07-18 (12:56).
- ↑ 385.0 385.1 Entrevue, 2018-04-20 (9:20).
- ↑ Direct, 2017-05-08 (36:26).
- ↑ Direct, 2017-07-28 (35:42).
- ↑ Direct, 2017-05-05 (35:27).
- ↑ MMORPG Interview, 12 December 2016.
- ↑ 390.0 390.1 Direct, 8 April 2018 (PM) (39:48).
- ↑ 391.0 391.1 391.2 391.3 Entrevue, 2018-10-20 (2:22:09).
- ↑ Direct, 8 April 2018 (AM) (25:12).
- ↑ Direct, 8 April 2018 (AM) (24:14).
- ↑
- ↑ Direct, 2019-06-28 (1:21:02).
- ↑ Direct, 2017-07-28 (40:15).
- ↑ Direct, 8 April 2018 (PM) (1:18:37).
- ↑ The mighty beard!
- ↑ 399.0 399.1 399.2 399.3 Entrevue, 2020-07-08 (48:30).
- ↑ Direct, 2017-11-17 (38:35).
- ↑ Massively OP, 1 June 2017
- ↑ 402.0 402.1 402.2 Direct, 2018-02-09 (20:40).
- ↑ Entrevue, 2018-08-21 (40:44).
- ↑ 404.0 404.1 Direct, 2017-05-05 (20:02).
- ↑ 405.0 405.1 Entrevue, 2018-10-20 (6:29).
- ↑ Direct, 2017-05-05 (43:27).
- ↑ Direct, 2017-05-05 (21:41).
- ↑ 408.0 408.1 Entrevue, 2018-05-11 (49:03).
- ↑ Ashes of Creation Forums - No Damage Meter?
- ↑ 410.0 410.1 410.2 MASSIVELY OP interview: Ashes of Creation on a new way to MMO.
- ↑
- ↑ Ashes of Creation Kickstarter campaign
- ↑
- ↑
- ↑ PAX West 2017 Schedule.
- ↑ PAX West 2017 Map.
- ↑ Intrepid Studios Dev Team.
- ↑
- ↑
- ↑
- ↑ Ashes of Creation Gamescom 2018 Interview: Responding to Criticism.
- ↑ Intrepid Studios Extra Life 2018 (@MediaAoC).
- ↑ Entrevue, 2019-04-15 (5:09).
- ↑
- ↑ Entrevue, 2020-10-17 (18:36).
- ↑ Entrevue, 2020-10-17 (56:55).
- ↑
- ↑ Direct, 2021-02-26 (9:51).
- ↑
- ↑
- ↑ MMORPG.com's Best of 2017 Awards.
- ↑ Most Anticipated MMORPGs For 2018.
- ↑ 435.0 435.1 DualShockers’ Gamescom 2018 Awards
- ↑ MassivelyOP 2020 awards reader's poll.
- ↑ MassivelyOP reader's poll.
- ↑ 438.0 438.1 Direct, 2017-05-17 (41:27).
- ↑ 439.0 439.1 Direct, 2018-10-31 (35:00).
- ↑ 440.00 440.01 440.02 440.03 440.04 440.05 440.06 440.07 440.08 440.09 440.10 440.11 440.12 Direct, 2018-11-03 (0:00:17).
- ↑ Ashes of Creation Apocalypse official site.
- ↑ 442.0 442.1 Ashes of Creation Apocalypse Early Access.
- ↑ Vidéo, 2019-09-24 (0:10).
- ↑ 444.0 444.1 Entrevue, 2018-08-24 (13:17).
- ↑ 445.0 445.1 445.2 Direct, 2018-08-17 (30:29).
- ↑ Podcast, 2018-08-04 (1:07:59).
- ↑ Direct, 2018-09-27 (9:08).
- ↑
- ↑
- ↑ Ashes of Creation Forums - Has Intrepid considered a physical collectors edition box for us box collectors?