Ashes of Creation

Ashes of Creation prend place dans un cadre médiéval fantastique, mêlant imagination et graphismes de pointe. Nous remettons le mot massif au centre du "massivement multijoueur" avec des mécanismes uniques et novateurs qui donneront un sens à l'action des joueurs. Ashes of Creation intégrera les meilleurs éléments des MMORPG traditionnels avec des concepts sandbox innovants. Vous choisirez votre destin à chaque occasion. Les lignes de quêtes s'ouvriront et se fermeront en fonction des interactions des joueurs avec leur monde, car il s'agit d'un monde où les choix ont des conséquences. Des monstres errent et deviennent de plus en plus féroces à mesure que la civilisation perturbe l'ordre naturel des choses. De l'emplacement des villes à leur taille, vous déterminerez le paysage de votre monde. Il sera unique par sa culture, son écologie et son économie.[2]
Ashes of Creation est un MMORPG à venir qui se déroule dans un monde de "haute fantaisie" où les différents choix des joueurs façonnent et définissent le monde qui les entoure.[3]
Ashes of Creation à une approche unique de l'expérience MMO. La structure de notre monde est dynamique et conçue pour réagir aux actions de nos joueurs. Les cités s'élèveront et s'effondreront, leurs populations étant basées sur l'histoire du monde telle que les joueurs l'ont créée. Les quêtes se débloquent au fur et à mesure que ces populations grossissent, que leurs besoins augmentent et que des secrets soient révélés. Étant donné que l'environnement des PNJ à travers le jeu est établie en temps réel, les joueurs auront donc la possibilité de détruire ce qu'ils ont créé, ouvrant la voie à un nouveau développement, à de nouvelles populations et à un véritable changement. Les luttes et intrigues politiques joueront un rôle très important dans la structure de votre monde. L'époque des mondes statiques est révolue, le changement est là pour rester.[2]
Le nom original du projet pour Ashes of Creation était The World of Origins.[4]

We are not years away from Alpha-2, but also Alpha-2 is not right around the corner... As a project that is visible from the outside during its development, it's important that we execute well during these testing phases; and early on in the project we made- I made some missteps in when we were anticipating coming to certain testing periods. Obviously, I have learned a considerable amount over what it takes to to build these games over the last six years; and we made a promise to the community that we would not give dates again in the future unless we were very certain that we were going to hit those dates, or at least be very close to hitting them.[5] – Steven Sharif
The Ashes of Creation release schedule is subject to change.[6]
- Prior to Alpha 2 we will test some more spot-oriented testing with some of the Alpha-1 testers and/or PI leading up to what would eventually become the Alpha-2 launch.[5] – 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] | |
Alpha | Alpha-1 early preview livestream.[19] | March 27, 2020.[20] |
Alpha-1 limited QA testing (NDA).[21][22] | May 28, 2020.[23][24] | |
Alpha-1 preview pre-test 1 (NDA).[25] | Dec 18 - Dec 21 2020.[25] | |
Alpha-1 preview pre-test 2 (NDA).[25] | Feb 19 - Feb 22 2021.[26][27] | |
Alpha-1 preview intermittent spot testing (NDA).[28][29] | Mar 19 - Jul 9 2021.[28][29] | |
Alpha-1 preview weekend (no NDA).[28] | July 9 - July 11 2021.[30][31][28] | |
Alpha-1 (no NDA).[28] | July 14 - August 15 2021.[32][33] | |
Alpha-2 spot testing.[5][34] | To be announced.[5][34] | |
Alpha-2 (No NDA).[5][35][36] | To be announced.[5][33] | |
Beta | Beta-1. | To be announced.[33] |
Beta-2. | To be announced.[33] | |
Pre‑release | Head start for crowdfunding backers at the Founder level and above.[37] | 1-2 days before launch.[37][38] |
Release | Launch (live) release. | To be announced.[33][39] |
Post‑launch | Major releases (DLC expansions). | Quarterly or six-monthly.[40][41] |
Minor releases. | Monthly.[40][41] |
Nœuds

Les Nœuds ont un emplacement prédéfini, entourés d'une zone d'influence dans notre monde qui peuvent prendre la forme de villes de différentes tailles. Ces tailles vont d'un petit camp à une métropole étendue. La taille des villes dépend de la contribution des joueurs et de la progression du Nœud. Les joueurs ne créent pas l'empreinte d'un Nœud, mais dans cette empreinte, ils ont la possibilité de posséder des terres. Les joueurs qui font partie du gouvernement d'un Nœud spécifique auront la possibilité de modifier davantage les types de bâtiments et les services, mais la plupart du temps, un Nœud se développera le long de son propre chemin spécifique (pensez davantage à des PNJs construisant ces villes, plutôt qu’à des joueurs érigeant individuellement des bâtiments et des murs). La zone de contribution d'un Nœud est plus grande que la ville elle-même, ce qui permet aux joueurs de partir à l'aventure tout en offrant leur appui à la ville. Nous appelons la zone de contribution la "zone d'influence" du Nœud et c'est la zone où les joueurs aident à faire progresser le Nœud dans lequel ils se trouvent.[43]
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 châteaux (5 châteaux x 3 nœuds de châteaux chacuns)[45][46][47] pour un total de 118 nœuds.[48][49]
- Il y avait 9 emplacements de nœuds dans l'Alpha-1.[50]
Les Nœuds sont le cœur du monde, ils créent le flux et le reflux de la vie. Ce sont des lieux prédéfinis, entourés d'une zone d'influence et de zones géographiques changeant au fil du temps selon la participation des joueurs. La carte du monde est divisée en plusieurs régions, chaque région contenant plusieurs Nœuds. Au fur et à mesure qu'un Nœud progresse, il influence les types de contenus en son enceinte et dans les zones environnantes. Les joueurs ne créent pas de Nœuds, mais s'ils font partie du gouvernement d'un Nœud spécifique, ils ont la possibilité d'influencer la diplomatie et de modifier les types de bâtiments/constructions ainsi que les services au sein de ce Nœud. Il y aura 103 emplacements de Nœuds au lancement, chacun ayant leur propre impact sur le récit et le développement du monde.[48] – Margaret Krohn

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.[52] – Steven Sharif
Les nœuds sont assignés un type de nœuds sur quatre (4), chacun contenant une spécialisation unique.[48]
- Les joueurs pourront identifier le type d'un nœud lors de la première étape de développement (Expédition) basé sur sa population de PNJs.[52]
Type de Nœud.[48] | Spécialisation.[48] | PNJs.[48] |
---|---|---|
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 ?[53]
Les types de nœuds sont prédéterminés et sont les mêmes pour chaque serveur.[48]
- Un type de Nœud est statique. Il ne change pas en fonction de l'avancement d'un nœud ou de sa destruction.[48]
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.[48] – Margaret Krohn
Les types de Nœuds affectent divers services et systèmes à chaque niveau d'avancement de nœud.[48]
- Gouvernement d'un nœud
- Narration
- PNJs
- Construction de nœuds et arrangements
Node stages
Nodes advance by collecting experience from the actions of players nearby. As players complete content inside of a Node’s Zone of Influence (the area around the node), they contribute that experience toward the Node’s development. The experience given to the Node may then be modified based on certain Events and Accomplishments. When a Node reaches the experience required, it undergoes the process of advancing to the next stage. There are a few exceptions where a Node cannot advance even though it has the required experience - most commonly, a Node can not advance if a Node is a Vassal of another Node and would advance to the same stage as its Parent Node.[54] – Margaret Krohn
Nœuds have seven (7) stages of advancement, with experience thresholds for each stage. When a Node reaches the experience required for its current stage, it advances to the next stage.[48]
Node stage.[3] | Symbol | Alternate name.[55] | Timeframe to advance.[3] | Habitation de joueur.[56] | |
---|---|---|---|---|---|
0. | Région sauvage | - | |||
1. | Expédition | ![]() |
Crossroads | Few hours | - |
2. | Encampment | ![]() |
Camp | Many hours | - |
3. | Village | ![]() |
- | Few days | Small houses |
4. | Town | - | Many days | Medium houses | |
5. | City | - | Few weeks | Large houses | |
6. | Métropole | Metro | Many weeks | Mansions |
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.[54] – 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.[48]
Étape de Nœud.[3] | Nom alternatif.[55] | Période pour avancer.[3] | Habitation de joueur.[56] | |
---|---|---|---|---|
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.[54] – 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.[48] – Margaret Krohn
L'avancement d'un nœud débloque son contenu unique, au prix du verrouillage de la progression d'avancement des nœuds voisins.[58]
- 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.[59]
- Plus le Nœud est avancé, plus sa ZI devient large.[42]
- 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.[57]
- 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.[61]
- 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.[62]
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.[61] – 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.[57]
- Les joueurs sont déplacés à l'abri s'ils intersectent avec des nouveaux objets apparaissants lors de l'avancement d'un nœud.[63]
- Les citoyens d'un nœud peuvent contribuer à l'avancement d'autres nœuds.[64]
- 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.[65]
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.[65] – 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.[54] – Margaret Krohn
Les Sièges de Nœuds permettent aux joueurs de détruire des nœuds.[54] 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 ![67] – Steven Sharif
Les nœuds peuvent régresser en niveau basé sur l'Atrophie de Nœud.[54]
Combat
Le combat est le système le plus palpable du jeu. C'est la chose que vous allez expérimenter le plus souvent; et en dehors du système et des mécanismes qui vont être présentes dans l'entièreté des fonctionnalités de base du gameplay, le combat doit d'être réactif. Il ne doit pas donner un effet flottant. Il doit être ressenti comme mobile. Il faut que ce soit fluide. Il se doit de donner un sentiment de satisfaction. Le son, les effets, les animations, les types de compétences et toutes ces choses : tout cela est vraiment notre objectif pour affiner notre approche sur le combat dans Ashes of Creation.[70] – Steven Sharif
Le combat dans Ashes of Creation se concentre sur la stratégie et la tactique.[71]
- Il s'agit du système le plus palpable du jeu. Il se doit d'être ressenti comme réactif, mobile et fluide. Il se doit de donner un sentiment de satisfaction. [70]
Nous voulons que le combat soit engageant, amusant... Actuellement nous avons débuté le sprint vers la première phase de déploiement de l'Alpha-1, donc nous nous penchons vraiment sur l'aspect action du combat et nous développons des systèmes en ce sens. La raison pour laquelle nous faisons cela c'est parce que le tab-targeting (système de ciblage automatisé par la touche tab) est depuis très longtemps un élément de base aux MMORPG, même si maintenant il y a un grand intérêt pour l'action dans les MMORPG et qu'il y a eu des titres à succès orientés vers l'action, comme TERA et BDO. Nous voulons vraiment nous plonger pleinement dans ce développement pour comprendre davantage comment fusionner le tab-targeting et l'action-combat dans un même jeu, car ce sont deux styles de jeu très différents.[72] – Steven Sharif
Un remaniment du système de combat sera déployé durant et après le test de l'Alpha-1.[73][74]
- Les tests de l'Alpha-1 sont initialement axés sur les fonctionnalités de base plutôt que sur l'équilibrage du combat.[75].
Hybrid combat
Vous remarquerez que lorsque j'entre en mode action, j'ai un réticule et lorsqu’il survole une cible ennemie, il deviendra rouge, disant en gros "Hey on sait que tu as une cible valide" que vous pouvez voir; et quand vous pressez 'Q' vous pouvez verrouiller cette cible. Vous pouvez aussi maintenir tab pour alterner entre les cibles. Ceci est un aspect important du combat que nous essayons d'incorporer, qui est une mélange de ciblage et d'action, pour que vous ayez toujours des éléments d'actions tout en vous permettant d'utiliser des compétences à ciblage.[77] – Steven Sharif
Le combat hybride fait référence au choix entre le combat en ciblage tab et le ciblage action dans Ashes of Creation.[77][78]
- Un boutton d'activation (Z par defaut mais peut être associé à une autre touche) permet au joueur de passer du mode tab au mode action.[79][80][76][81]
- Le mode action utilise un réticule de visée et est très proche d'un jeu de tir à la troisième personne.[77][76][81][82]
- Le joueur n'a pas besoin d’être en mode réticule pour utiliser des compétences de combat d'action.[83]
- Si vous utilisez une compétence de combat d'action qui cible une direction, vous n'avez pas besoin d’être en mode réticule pour l'utiliser. Ça tirera là ou le réticule devrait être. Donc si vous jouez au feeling et que vous êtes en mode ciblage tab, vous pouvez quand même utiliser vos compétences orientées action.[83] – Steven Sharif
- Le réticule va mettre en surbrillance/changer de couleur (en rouge) pour indiquer si la cible actuelle peut être attaquée par la compétence préparée.[77][76]
- Les compétences d'action n'auront pas de fonctions de verrouillage mais appuyer sur Q en étant en mode action verrouillera sur la cible actuelle pour permettre d’utiliser des compétences orientées ciblage tab en mode action.[79][77]
- Les compétences de combat d'action n'auront pas de verrouillage à proprement parler. Certaines d'entre elles seront seulement des tirs. Cependant comme vous pouvez avoir un mélange de compétence tab qui ont besoins d'une cible, vous pourrez aussi verrouiller en mode action. Pour le moment c'est associé à la touche Q par défaut, mais vous pouvez bien sûr l'associer à la touche que vous voulez, même la souris; et quand votre réticule survole une cible et que vous la verrouillez, si vous avez des compétences orientées ciblage tab, elle seront utilisées contre cette cible.[79] – Steven Sharif
- Maintenir Tab en mode action alternera entre les cibles.[77]
- Un clic droit en mode action passera en mode tab pour la cible en surbrillance.[76]
- La camera d'action est liée au réticule du joueur. Il y aura surement une touche qui si maintenue permettra des mouvement de camera libre.[84]
- A l’avenir l'utilisateur pourra choisir entre différentes apparences de réticules.[85]
- Le mode tab (MMO mode) facilitera le combat en ciblage tab[76][81] A tab-targeted ability requires a target in order to utilize that skill.[79][82]
- Un clic gauche en mode tab attaquera la cible (avec l'arme actuellement selectionnée).[76]
- Il y aura une possibilités de fonction "cible de la cible" dans l'interface utilisateur.[86]
Le combat hybride est en cours de test dans l'Alpha-1.[77][87]
- Les modes de ciblage peuvent être atteints par le choix des compétences/capacités.[79][87][88]
- Il ne sera peut-être pas possible de se spécialiser entièrement dans les compétences ciblées ou d'action. Il peut y avoir un plafond de 75 % sur le choix des compétences de n'importe quel type.[88]
- Différents rangs de la même capacité peuvent changer le mode de visée de tab à action ou vice-versa.[89]
La progressions des compétences, l'attribution des points de compétence est déterminée par le joueur. Le joueur pourra choisir soit des compétences plus axées sur le ciblage, soit des compétences plus basées sur l'action et personnaliser son expérience de jeu en fonction de ses préférences. D'un point de vue d'équilibrage pour nous, les développeurs, nous devons nous assurer que certaines capacités hébergent certaines fonctions afin qu'il y ait un équilibre entre les tirs de compétences et les capacités de ciblage tab.[88] – Steven Sharif
Les versions de capacités orientées action et tab auront des caractéristiques différentes. Les variables changeront en fonction de la version choisie.[90]
- Dégâts.[90]
- Temps de charge.[90]
- Effets de CC (contrôles de foules).[90]
- Temps de recharge.[91]
- Consommation d’énergie.[91]
- Coût d'utilisation.[91]
- La portée d'attaque restera probablement la même; car elle dépend de la capacité ou de l'arme elle-même.[92]
Par exemple : disons que vous jouez une classe à distance. Vous pourriez avoir un tir puissant axé sur l'action dans votre arbre de compétences ou vous pourriez avoir un tir puissant à cible unique qui augmente et fait plus de dégâts.[90] – Steven Sharif
À des fins d'équilibrage, certains types de compétences seront des compétences orientées tab ou action. Par exemple :[91]
- Les hard CC peuvent être logés dans des compétences orientées vers l'action, car ce sont des coups plus difficiles à placer.[91][88]
- Des CC plus doux seraient logés dans des capacités ciblées par tab.[91]
PvX
Nous préférons grandement nous qualifier de jeu JcX, car dans ce systèmes JcJ, JcE et artisanat sont tous interconnectés: ils sont co-dépendants l'un avec l'autre... Notre système nécessite réellement quelques co-dépendances entre ces éléments. Vous aurez besoin d'un artisan pour vous fournir les meilleurs objets. Vous aurez besoin de JcJ pour sécuriser les villes et châteaux. vous aurez besoin de JcE pour vaincre les world bosses pour les ressources d'artisanat.[93] – Steven Sharif
Ashes of Creation est un jeu JcX.[94] Les joueurs seront naturellement confrontés au éléments JcJ et JcE.[95][96] Il est très peu probable qu'un joueur puisse se concentrer uniquement sur le JcJ ou le JcE.[96]
- Il y aura un équilibre entre le JcJ et JcE dans Ashes of Creation.[96]
- Certains serveurs pourront être plus orientés JcJ que d'autres.[95]
- Il n'y aura pas de différence entre les types d'équipements JcJ et JcE .[97]
- La progression en jeu pourra nécessiter des éléments JcE.[96]
- Toutes les stats seront en rapport avec l'efficacité au combat du joueur en JcX.[98]
Nous sommes très clair sur notre objectif et philosophie sur le jeu et nous comprenons que ça ne plaira peut être pas à tout le monde. Mais vous savez que c'est une relation réciproque importante entre le contenu qui est orienté JcE et celui orienté JcJ et qu'ils s'alimentent l'un l'autre. Ils sont les catalyseurs pour un changement: leur progression, leur développement. Ce sont des choses que les gens apprécient quand ils voient quelque chose de gagné et quelque chose de perdu. Cela entraine une réponse émotionnelle des joueurs: le fait qu'ils aient investis du temps pour réussir ou échouer; et le JcJ permet à cet élément d'être introduit dans la partie. Et nous sommes très clair que c'est notre objectif: cette relation entre le risque et la récompense, cette mentalité basée sur les succès. tout le monde ne sera pas un gagnant et c'est normal.[99] – 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.[101] – Steven Sharif
Ashes of Creation will be a seamless open-world experience.[102]
There will be an approximately 80/20 split between open world vs instanced encounters.[103][101][104][105]
- Around 80% of the content is open-world, where healthy competition is an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX design of Ashes of Creation.[106][103]
- In situations where we want to contain a particular type of raid, we will utilize instancing; and that can protect certain engagements with certain bosses. But that's really more on the 20% of the scenarios will have instancing protection like that. Around 80% of the content is open-world, where competition is- healthy competition is an instigator for soft player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. So that's an intended part of the PvX design of Ashes. It's a core philosophical point. And just to be clear, that is not for everyone. We are not trying to make a product that appeals to every MMO gamer. That's impossible; and so we've been very upfront and forthright with what we are trying to accomplish and what our core pillars of philosophical design are.[103] – Steven Sharif
- Castle and node sieges may contain instanced locations where specific groups can participate in certain objective-based waypoints.[107]
- Donjons and raids will maintain an open world feel while also capitalizing on the benefits of instanced mechanics.[108] Instancing is only going to happen in certain dungeons where the desire is to have greater narrative appeal.[103][109] Outside of these and arenas there will not be too much instancing anywhere else.[102]
- There will be some open dungeons that have bosses at the end of the dungeons. There will be some open dungeons that just have a multitude of dungeon bosses, not necessarily world raids or something; and there will be lots of different rooms and they'll be progressive in the sense that in the earlier parts of the dungeon they'll be lower level and then at the later parts of the dungeons deeper down they'll be higher level and more difficult; and that creates again I think an ecosystem of where players across a multitude of levels have an opportunity to coexist within certain areas of the world; and that's good from a social dynamic. It's good from a recruitment dynamic. It's good from just a liveliness and relevance of particular areas. So that you don't end up with these locations that once you pass a certain level like it's empty.[110] – Steven Sharif
- 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.[102] – Jeffrey Bard
The PvP flagging and corruption system is in place to safeguard against griefing without limiting opportunities for open conflict.[112][103][113]
- Healthy competition is seen as an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX design of Ashes of Creation.[112][103]
- This friction presents an opportunity to engage in the political aspects of the game, which is the lifeblood of what keeps players interested and invested in the game.[112][103][110]
- Q: When you reach the bosses in [open world] dungeons can you be jumped?
- A: For the most part if there are bosses at the end of dungeons, it is possible for you to get jumped.[110] – Steven Sharif
- Q: In an open world dungeon, what prevents others from just waiting until you're at the boss and then killing you and taking your boss's loot? What prevents mega guilds from just owning an area and preventing you from accessing or enjoying it?
- A: In a majority of cases, we do not want to prevent another group from engaging potentially in PvP. We disincentivize it by creating safeguards within the flagging system that make that decision very concerning for the people that might go corrupt; and if you're in the large enough group of numbers I doubt you're going to experience that unless there's some rivalry between guilds. In which case there's apparatuses like Guild Wars that are more opt-in. You can drop guild tag if you want. But anyways, the competitive nature of this environment is a PvX element.[103] – Steven Sharif
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.[115]
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.[117] – Steven Sharif
The Node system facilitates the generation of new JcE content such as Quêtes, Donjons, Raids and Pièces de Monstres.[118]
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.[119] – Steven Sharif
JcE content adapts to the development of the world to avoid repetition.[117]
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.[115]
JcJ (Player versus player combat) is the catalyst for change in Ashes of Creation.[121] Player combat is intended to be meaningful, ranging from Caravan battles to vast open world conflicts fought for the pride of Rois et Reines.[118]
- 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.[67] – Jeffrey Bard
- The majority of players will experience JcJ through opt-in objective-based battlegrounds. These are high risk and high reward encounters that do not utilize the corruption system.[122][123][124][125]
- Sieges.[123][126][125][127][125]
- Caravanes.[123][125][126]
- Guerres de guilde.[123][128][126]
- Naval PvP in the open sea.[123][129][130]
- Better things in more abundance can be found in the open-sea zone. And as a result, that is why there's an added level of risk associated with opting into those locations.[122] – Steven Sharif
- Death penalties (mostly) do not apply to objective-based events (also called sanctioned events).[131][132][133][134]
- Gear degradation applies on death during Caravane JcJ.[132][133]
- There are also reasons to engage in open world PvP, which is subject to the player flagging and corruption system.[123][126]
- The risk of gaining corruption is expected to deter the vast majority of players from griefing other players but this doesn't mean that PvP won't occur in the open-world.[135][126]
- 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.[126] – Steven Sharif
- Q: Have you considered a high-stakes loot drop PvP zone/area in Verra?
- A: We have not; and the reason for that is our current PvP systems already allow for material risk essentially that's either through the flagging system or through other event-based pvp opt-in systems as well.[136] – Steven Sharif
- Archétypes such as Tank and Bard are viable in JcJ due to the rock-paper-scissors design philosophy, where each class is naturally strong against certain skill compositions.[137]
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.[138]
- Peu d'équipements seront liés à un compte ou à un personnage dans Ashes of Creation.[139][140]
- L'économie du jeu est basée autour de l'artisanat et la détérioration des objets.[139]
- L'équipement est obtenu via l'artisanat, la collecte et le traitement ainsi qu'avec les boss de raids et de donjons.[140]
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.[140] – Steven Sharif
- Armes and armor are not class locked, but certain classes are more efficient with certain types of weapons or armor.[141][142]
Armes and armor are not race locked, but armor will take on a racial appearance.[143][144]
Weapon types
Different weapon types offer different passive skills and proc effects from their weapon skill tree as well as different waterfall stats.[146]
- Hache (One and two handed).[147]
- Arcs.[147]
- Massues.[148]
- Dagues.[147]
- Marteaux.[69][149]
- Lance (longue).[150]
- Masses (One and two handed).[147]
- Orbes.[151][147]
- Polearms/Halberds.[147]
- Sceptres.[152]
- Boucliers.[147]
- Lance (One-handed).[153][154]
- Livres de sorts.[151][147]
- Bâtons.[147]
- Swords/Rapiers (One and two handed).[147][155]
- Baguette magique.[151][156]
The following weapon types are not equippable by players in the MMO.
- Arbalètes will not be in the MMO.[157][158]
- Previously crossbows were present in Ashes of Creation Apocalypse.[159][160]
- Lanceurs de Potions will only be able to be used as ship attachments in the MMO.[161][162]
- Previously potion launchers were present in Ashes of Creation Apocalypse.[160][163]
There is an even split between melee and ranged weapons.[147]
Armor types
Les types d'armure dans Ashes of Creation.
- Casques.[164]
- Epaulettes.[165]
- Manteaux/Capes.[166][167]
- Plastrons.[168]
- Protège-poignets.[169]
- Gants.[165]
- Ceintures.[165][170]
- Bas.[165]
- Bottes.[169]
Races
Ashes of Creation offre 9 races jouables.[172]
Parent race | Races | |
---|---|---|
Aela Humans | Kaelar.[172] | Vaelune.[172] |
Dünzenkell Dwarves | Dünir.[172] | Niküa.[172] |
Kaivek Orcs | Ren'Kai.[172] | Vek.[172] |
Pyrian Elves | Empyrean.[172] | Py'Rai.[172] |
Tulnar.[173] |
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..[174] – 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.[175] – 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.[176] – Steven Sharif
Once selected, a character's race should be final.[177]
Your primary archetype selection and your race selection should be - because they have gameplay influences - should be final.[177] – Steven Sharif
Factions
Il n'y a pas de factions prédéfinies dans Ashes of Creation.[178]
- Il y a des pseudo-factions (factions temporaires) dans Ashes of Creation.[179]
- 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.[179]
- 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.[179]
- Les Organisations sociales offrent des quêtes pour attaquer d'autres organisations.[179]
Nous offrons au joueur ces événements de friction légère et ensuite cela détermine qui sont vos amis et vos ennemis.[179] – 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.[180] – Steven Sharif
Classes
Avec 8 archétypes à combiner, les joueurs peuvent choisir parmi un total de 64 combinaisons pour créer leur classe.[181][182][183]
Rôles
Ashes of Creation a la trinité traditionnelle des rôles de Tank, DPS et Support/soigneur.[184][185]
- Bien que les rôles traditionnels soient présents, les joueurs ne doivent pas se sentir classifié par leur archétype principal.[184][185]
- Les améliorations de compétences disponibles par le système de classes permet aux personnages d'être personnalisés au-delà de leur rôle primaire.[184][185][186]
- Les joueurs peuvent aussi redoubler leur choix d'archétypes pour renforcer leur rôle primaire.[184][185]
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.[186] – Steven Sharif
Religions
Il y a six religions principales ainsi qu'une religion de l'Underrealm.[187][188]
- La religion est envisagée comme étant une source de motivation et non d'esthétique.[189]
- Choisir une religion permet au joueur de suivre un chemin lumineux ou sombre.[190]
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.[190] – Jeffrey Bard
Personnage
Players will have significant agency over the allocation of their stat progression.[195]
- Base stats defined by a character's primary archetype can be improved based on gear, tattoos, and other enhancements, such as socketed items.[195]
- There will be diminishing returns on certain stats, but there won't be hard caps.[196]
Alts
Il n'y a pas particulièrement de barrières aux alts.[197] L'équipement pourra être transféré entre les personnages.[198]
Créateur de personnages

The cool thing about this character creator is that it's not just intended for your character. It has application with NPCs that you might hire.[200] – Steven Sharif
We're gonna use similar tech for implementing things like Animal husbandry.[201] – Zachary Mallet
This tech is 100% created in-house at Intrepid and is not metahuman.[203] – Steven Sharif
We'll be adding many, many more customization options to the character creator.[204] – Cody Peterson
The character creator (or character customization system) allows players to define the look of their in-game characters, hired PNJs; and potentially creatures raised by the animal husbandry profession.[200][205]
- Character appearance can be adjusted through a wide range of presets and sliders.[200][205][206]
- Character blending provides easy to use customization by morphing together two or more character presets.[207]
- Character sculpting allows detailed customization of every aspect of the body.[208]
The Ashes of Creation character creator is 100% developed in-house by Intrepid Studios and is not MetaHuman.[203]
Additional character creator features include.
- There will be unlockable features for character customization.[209]
- You have that scar because you participated in this siege, or these many sieges; or you have this tattoo because of your of a cultural background, or because of a quest that was accomplished where you're able to get that.[209] – Steven Sharif
- The beauty of it is that you can save your character- and we already have some of those features available- and load them; and in the future we want people to be able to share those characters amongst each other.[199] – Margaret Krohn
- The ability to undo changes (Ctrl + Z) will be supported, including undoing changes that were made several edits earlier.[211][212]
- Choosing base idle animations of characters will be possible in future.[213]
- Certain animations, such as blinking, will be present when they don't interfere with the customization process.[214]
- Adjusting the background scene and lighting is a planned feature.[214]
- There's going to be a lot of environmental controls that are offered to the character creator so that people can set it up their scene the way they want to grab screenshots or to grab recordings or whatever they want to do.[215] – Steven Sharif
- Asymmetry in terms of manipulating different components of the body or different body features such as hair, beard, and eyes.[216]
- Asymmetry is going to be functionality that's possible in manipulating either different components of the body or different features like hair. The beard we saw a little bit of that blending with highlights that you can do. Margaret talked a little bit about the eye asymmetry that you can include. Obviously those are going to exist within certain parameters that we want to define on a per-race basis, but it is something that we think is cool.[216] – Steven Sharif
- Body adornments, such as piercings will be possible within cultural limits.[217]
- The developers are considering whether to allow custom tattoos to be uploaded by users.[218]
The aim is for the character creator to be on par if not much better than that of BDO.[219][220]
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.[223] – Steven Sharif
L'apparence du personnage peut être customisée via le créateur de personnage (CC)[224] et par les salons/barbershops.[225]
- Les modèles des personnages se veulent réalistes.[226]
- Le joueur verra un personnage générique avant de débuter la customisation.[227]
- Les joueurs peuvent faire des personnages en surpoids, maigres, musclés.[228]
- Les designs des personnages s'inspirent d'un grand panel de cultures, Européennes, Africaines et Asiatiques.[229]
- Il n'y aura pas de Lolis dans le jeu.[230]
Des curseurs permettront une certaine flexibilité dans la customisation.[231]
- Des variantes pour les coupes de cheveux.[223]
- Ajouter de la pilosité sur certaines parties du corps.
- De la peinture corporelle.[223]
- Des tatouages
- Modifier les traits du visage.[223]
- Modifier la structure osseuse.[223]
- Modifier la taille.[223]
- Soyons sérieux, vous ne pourrez pas faire un personnage faisant 3cm de haut.[232]
- Modifier la morphologie.[223]
- Ajuster le pourcentage de graisse.[223]
Ces ajustements permettront de faire transparaître un personnage plus féminin ou masculin.[233]
- La hauteur des sourcils.[233]
- Ajuster le menton.[233]
- Modifier les cheveux.[233]
- Modifier la pilosité faciale.[234]
- La morphologie.[233]
- Il y aura des curseurs pour les seins.[232]
- Ils dépendront de la race du personnage.
- L'échelle sera réaliste.
Vous pourrez enregistrer l'apparence de votre personnage sur votre disque dur.[210]
Body appearance
So many options coming down the road. Our character team continues to refine our customization options![236] – Steven Sharif
- Body presets.[237]
Head appearance
Every hair color uses the accent and the fill differently, but usually the fill is the root color and the accent is the tip color.[245] – Zachary Mallet
Face appearance

Heads will be relatively proportional to the body size, with some limited variability.[253]
- Facial features.[255]
Appearance details
A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.[259][260][261]
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.[263] – Steven Sharif
Cosmétiques provide a wide array of customization in Ashes of Creation.[264]
- There are no pay-to-win gameplay benefits from any purchasable items.[263][265]
- 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.[262]
- Types of cosmetics:
- Equitable cosmetics, both from a quantity and quality standpoint, are achievable through in-game means.[266] Cosmetics achievable in-game will be on-par, and in the case of legendary skins, even more elaborate than shop items.[267][268][263]
- 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.[266] – 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.[269] – Steven Sharif
- There will be legendary cosmetics that are only achievable in-game that will never be offered in the cosmetic shop.[267][268][263]
- The most grand looking cosmetics will be from in-game achievment only.[270] – Steven Sharif
- There will not be recolors or material swaps on the monthly cosmetics as a means to populate in-game achievements.[267]
- There will be variants of the monthly cosmetics for PNJs and Monstres.[267][271]
- Component pieces of cosmetic armor may be reused in other in-game achievable gear sets.[267]
- 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.[267] – Steven Sharif
- Different variants of store purchased cosmetic creatures (Pets and Montures) may exist in the wild.[272][273]
- While the exact same skin will not be available again in the future once it's gone from the Shop, these skins are all variants of creatures that you can expect to see across Verra - so perhaps you will find one with a similar style in-game![272] – Sarah Flanagan
- Cosmétiques can be used by all races but there may be slight variations to make them work with the body builds of each race.[274][275]
- There will not be mascot looking/furry cosmetics.[276]
- 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 every time there is an expansion.[267] – 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.[267] – Steven Sharif
- Costume and pet cosmetics don't have a level restriction. Building, ship, caravan and mount cosmetics require an in-game item to be obtained first to apply the cosmetic.[277][278]
- I know there have been quite a few questions regarding cosmetics over the years. As we get further along in development, we'll be providing more specific information regarding what specific buildings, items, etc., you can place each cosmetic on. We'll update this for all past items.[279] – Margaret Krohn
- Cosmétiques are not tradeable with other players but can be reassigned to other characters (alts) within the same account.[280][281]
Obtaining cosmetics
Some cosmetics can be obtained in-game:[282]
Succès may unlock some cosmetics.[282]
Not all cosmetics are obtainable through in-game means. These will be purchasable through the cosmetic store.[282]
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.[283] – Steven Sharif
Cosmetic items
Cosmetic items allow players to customize their character in-game.[206]
- Eye color.
- Skin color.
- Hair color.
- Hairstyles.
- Tattoos.
- Scars.
Cosmetic items that produce in-game cosmetic effects will also be available.[284]
- Fireworks.
- Picnics.
- Camps.
Apparences d'équipements

Nous voulons être réalistes avec l'application de types particuliers d'armures, telles que les armures en plaques. À cet égard, pour les différents sexes, il faut tracer une ligne fine entre accentuer la forme du corp et le rendre quelque peu réaliste et réellement applicable à l'environnement.[285] – Steven Sharif
L'équipement est destiné à être d'apparence réaliste.[286][287]
- Il n'y aura pas d'armes "surdimensionnées".[288]
- L'armure ne sera pas trop sexualisée en apparence.[287]
Nous allons vers une sorte de look plus réaliste; pas nécessairement un cadre réaliste, mais nous voulons que nos personnages aient du poids et se sentent comme s'ils étaient là.[286] – Jeffrey Bard
Je pense plutôt que cela ne servirait à rien d'avoir une armure de plaque de bikini, tout comme la réalité, si vous voulez avoir une armure, elle devrait être protectrice. Je pense que le coté esthétique est agréable pour certaines personnes, mais c'est une sorte de problème immersif.[286] – Steven Sharif
L'armure prendra une apparence raciale.[289]
- Les cosmétiques peuvent être utilisés par toutes les races, mais il peut y avoir de légères variations pour les faire fonctionner avec la morphologie de chaque race.[274]
Les joueurs peuvent changer les couleurs de leur équipement à l'aide de colorants.[290][291]
L'affichage du casque peut être activé et désactivé.[164]
Les effets de particules sont utilisés pour indiquer l'importance et la rareté de certaines armes.[293]
Les armes peuvent être rengainées.[294]
Les artisans peuvent influencer l'apparence de leurs objets fabriqués.[295][296]
Appearance slots/Transmogs
Les Equipement auront des appearance slots (Transmutation/Transmog/cosmetic slots) qui permetront de copier l'apparence d'un objet (dans certains cas).[297][298]
- Il y a des règles pour appliquer des cosmétiques sur des objets spécifiques, contrairement aux costumes, qui n'ont pas de restrictions de niveau. [278]
- Les Cosmetic slots peuvent être activés ou désactivés par le joueur.[299]
- une "apparence par défaut du joueur" peut être automatiquement appliquée durant des sieges ou autres combats à grande echelle pour améliorer la performance du serveur.[259][260]
Gear attachments
Attachments are able to be unlocked as flair pieces to armor to create a customizable look.[300]
- There will be hundreds of attachments available ranging from a small clasp to the front plate of a breast plate.[300]
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.[302] – Jeffrey Bard
The Phoenix is the celestial avatar of the Goddess of creation. Her sacrifice protected the people of Verra during the apocalypse.[303] – Steven Sharif
There are different parts to the Histoire et traditions in Ashes of Creation.[304]
These story arcs drive one or more quest lines.[304]
- It is possible for some storylines to relate to a darker/evil path, if a character should choose.[190]
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.[305] – 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.[306] – Jeffrey Bard
Arcs Narratifs

Story arcs are like a pre-packaged tabletop campaign. They contain all of the NPCs and quests and monsters- all the things you need to make a cool fantasy story. They're not procedurally generated... We write all the dialogue and we construct all the narrative beats and everything like that, but they will enter the world dynamically depending on the state that the world is currently in; how players have built up specific nodes, what races control various nodes. We have plans to include lots of different things on top of that, but we don't have any quest hubs or anything like that in this game, because players build up all the cities. So we had to get a system that looks at what players are doing and can inject content into the world that makes sense for what they're doing.[308] – Skott B
When story arcs come online, they change a lot the environment. They update what monsters are in the world. They create quest NPCs... and then new Pathways can open up through the environment.[310] – Skott B
Arcs Narratifs are unlocked by multiple types of player activity within each server.[311][309][308][312]
- 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.[312] – Steven Sharif
- Personal or class-based activity.[315][103][316][99][313][314][317][304]
- It is possible for some storylines to relate to a darker/evil path, if a character should choose.[318]
- 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.[317] – Steven Sharif
- If there are too many other major arcs happening at the same time in the same zone, a story arc may need to wait its turn, even if conditions are right for it to be unlocked.[311]
- Story arcs can branch into different stories with multiple possible endings depending on the quest objectives that players complete during each chapter.[319][320]
- The developers with try to ensure that story arcs in future expansions flow on from existing story arcs, regardless of the different possible outcomes.[319]
- There will be a variety of different types of story arc content at different scales, with different cooldowns to suit different types of players in the game.[321]
- We must provide enough of this content at varying scales such that it isn't worthwhile or economical to control every single story arc in the world. Some will be smaller in scale and production value, and thus, will move faster and have shorter cooldowns before they're reintroduced.[321] – Skott B
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.[322]
- Maires require certain resources.[322]
- Bâtiments are required within a node.[322]
- Social organization tasks need to be completed.[322]
Progression
Progression occurs through a variety of pathways.[323][324]
- The objective is to provide both vertical and horizontal progression.[325]
- Repetition will not be part of progression in Ashes of Creation.[326]
- Progression pathways in Ashes of Creation are per-character.[327]
The way that Ashes is constructed is there are multiple paths of progression from a from a PvX perspective, a kind of wide net perspective that players have interest in; and you're not going to be able to become the master of everything. So you're going to have to pick and choose, but even picking and choosing that gives you a place within that aspect of the world at a place that's going to be something that you can build up a reputation around.[323] – Steven Sharif
The game hosts a wide array of progression paths, and some of those paths will grant additional paths to augmenting your threat generation. This can be in the form of enchantments and stats ... and even in the form of augments granted from societies and religions. Gear and skills choice are also a big component.[328] – Steven Sharif
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.[329] – 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.[330] – Steven Sharif
One of the cool abilities we all love seeing and gives us a major dopamine response is when our character levels up.[331] – Steven Sharif
Nivellement won't follow a traditional linear path, although classic mechanics for leveling exist.[332][333]
- Experience (XP) is gained through a variety of vertical and horizontal progression paths, such as JcJ, JcE, Exploration, Collecte/Traitement/Artisanat, Evénements/Quêtes, Grinding mobs.[332][325][334]
- XP will be awarded for participating in objective-based PvP on a diminishing returns basis.[335]
- A character's level is visible to other players.[336]
- Some levels may offer more rewards than others.[337]
- I think you can emphasize some levels more than others and that's a great way to do progression. But I think ultimately that you should see a reward for your progress or effort spent.[337] – Steven Sharif
- There will not be level boosts or auto-leveling (AFK leveling).[338][339]
- As part of our ideals as a game we're not going to give boosts away. We're not going to auto-level up a character. You have to spend time acclimating yourself to what this game is, to what the world that you're part of is; and that's an investment- a time investment; and that plays towards our ideas of risk-versus-reward; and I've always said our game's not going to be for everybody and that's okay.[338] – Steven Sharif
- 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.[340] – Steven Sharif
- A player could in theory level to max level at a single node, providing that node was at a high-enough stage, but it would not be the most effective means of leveling.[341]
End game
There is not going to be a typical end-game in Ashes of Creation.[342]
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.[342] – 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.[343] – Sarah Flanagan
Level cap
The level cap at launch is expected to be approximately level 50.[344]
- On release the developers anticipate max level should be attainable in approximately 45 days if playing 4-6 hours per day.[345][346]
- Alpha-1 had progression to level 15.[347]
- Alpha-2 expects progression to level 35 (subject to change).[348]
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.[349]
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.[345] – Steven Sharif
Grinding
Repetition will not be part of progression in Ashes of Creation.[350]
- There will be no "grindy" quests.[350]
- There will not be repetitive quest lines through a single dungeon to obtain gear.[140]
- The aspiration is to have more things to do in the game than a player has time to do.[350]
AFK leveling
Il n'y aura pas d'AFK leveling dans Ashes of Creation.[339]
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. [339] – Jeffrey Bard
Level scaling
Levels, stats, or skills will not be scaled to allow low level players to participate in encounters with higher level players or world bosses.[351][352][342]
- Q: Will world bosses scale when it comes to player levels and is it based on players or the zone itself leveling?
- A: They they will not scale based on player level, no.[351]
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.[342]
- 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.[353]
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.[354] – 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.[353] – Steven Sharif
Class progression
- Les joueurs reçoivent des points de compétences en augmentant de niveau. Ils peuvent être utilisés pour améliorer leurs capacités dans leur arbre de compétence.[357]
- Il sera impossible de maximiser toute les compétences d'un arbre de compétence.[357]
- Un joueur peut choisir un archétype secondaire lorsqu'il atteint le niveau 25.[181] La combinaison des archétypes primaires et secondaires est appelée classe.[181][182][183]
- L'archétype secondaire n'offre pas de compétences supplémentaires.[358]
- Les archétypes secondaires peuvent être modifiés, mais pas "à la volée".[356][359]
- Le joueur peut alors améliorer ses compétences primaires avec les effets de son archétype secondaire.[181][355]
- Chaque compétence de l'arbre primaire aura plusieurs options d'améliorations grâce à l'arbre secondaire. C'est un exemple de progression horizontale.[355]
- Les améliorations apportées aux compétences primaires peuvent fondamentalement changer le fonctionnement de la capacité - en adaptant ce que la capacité faisait avant pour incorporer l'identité de l'archétype/classe secondaire.[343]
Si un Combattant choisissait Mage comme archétype secondaire, le Combattant deviendrait un Spellsword. Cette combinaison débloque des améliorations qui peuvent être appliquées aux compétences de leur arbre de compétences primaire. Les Combattants ont une compétence Rush leur permettant de se ruer sur une cible; et en atteignant la cible, d'infliger un certain nombre de dégâts avec une chance de renverser la cible. Une amélioration d'évasion d'un Mage pourrait être appliquée à la compétence de rush, qui téléporterait le joueur vers la cible à la place; éliminant ainsi le temps de charge de la compétence.[355]
La progression de la classe est indépendante de la progression artisanale.[360]
Les événements du monde n'impactent pas directement l'efficacité des classes mais peuvent avoir des effets liés aux disponibilités d'équipements, d'enchantements ou de tatouages.[361]
Weapon progression

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.[363] – Steven Sharif
Armes have their own progression paths.[364][365]
- Each type of weapon has its own skill tree that grants passive skills and proc effects and other status conditions.[366][367][368][369][370][371][372][373][364][343][374]
- The weapon use combo system determines special effects that proc based on weapon progression.[364][374]
- Ancillary effects proc based on enchantment types.[374]
- Augmentations d'équipement (power stones) can be applied to add elemental or energy types of damage.[374]
- Dual wielded weapons will have its own progression based on weapon type.[375]
- Weapon proficiency (based on length of use of a weapon) is not a planned feature.[343]
- 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.[343] – 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 impacts the world... We kind of want the weapon system [to] add an element of that as well... You can determine special effects that proc from currently the combo system; 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.[374] – Steven Sharif
Pet progression
Familiers de combat will be levelable and will have gear available to them.[376][377]
- Familiers de combat will incorporate some of their owner's power in a way that keeps the power progression horizontal.[378][379][380]
- Power is delegated to the pet when it is summoned and returned to the player immediately when the pet despawns.[381]
Summoner summons (Summoner pets) do add to the summoner's power when they are summoned.[378]
- Equipement is not available to Summoner summons.[376]
Combat pets, which can be acquired by any archetype- and this is essentially an item that exists within your backpack- you cast the item to summon your pet. When it is summoned it's not intended to be a vertical gain of power, because when you make combat pets a vertical power gain, then it becomes a no choice solution: you must have a combat pet if you want to play efficiently- you must have a combat pet; and I wanted to steer clear of that because the way I wanted to approach combat pets was more of a horizontal power choice; meaning: depending on the type of encounter you're facing, depending on the threat assessment you have, a combat pet might be relevant, or it might not. One combat combat pet might be more relevant than another combat pet and that's part of your gear acquisition, your item chase to attain this more comprehensive selection of combat pets that you can have available to you and can be summoned in the event that you want to engage an encounter with a different aspect of your power curve: Not vertical, but horizontal.[378] – Steven Sharif
Artisan progression
Les joueurs doivent choisir un chemin dans l'arbre de compétences d'artisan pour chaque personnage.[382] Pour chaque chemin d'artisan (Collecte, Traitement et Artisanat) il y a plusieurs professions. Un personnage ne pourra suivre qu'un seul chemin entièrement.[383][384]
- Les joueurs peuvent s'essayer à chaque profession en tant que "débutants" avant de décider quel chemin ils suivront.[385]
- 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.[386]
- Il est possible de maîtriser chaque profession du chemin d'artisan choisi, mais cela sera une épreuve longue et laborieuse, coûteuse en ressources.[387]
- 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. [390]
- Choisir une profession n'affecte pas les stats des joueurs.[391]
- Les personnages d'un même compte (Alts) pourront avoir différentes professions.[383]
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.[385] – 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.[384] – Steven Sharif
Religion progression
Il y a des voies de progression du joueur au sein d'une religion.[392][189]
- Les joueurs ne peuvent pratiquer qu'une seule religion à la fois.[392][189]
- La progression religieuse est basée sur des quêtes qui ne sont offertes qu'aux disciples de cette religion.[392]
- Les religions ont un système de classement basé sur la performance du joueur dans ces quêtes et le nombre de quêtes terminées.[392][393]
- Un changement de religion entraînera une perte de progression dans la précédente religion du joueur.[392][189]
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. [394] – 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.[395][396]
- Interaction with attachments, such as gunnery.[395][396]
- Piloting/driving the ship.[395][396]
- Ship navigation.[395][396]
- Utilizing ship components, such as furling the sails.[395][397]
- Ship repair, such as the speed and amount of health restored.[395][396]
- Defensive skills.[396]
- Utility based skills.[396]
- The benefits of having Mariner expertise is not just related to activities you can do on the ships, but will also incorporate skills that become available when you're piloting ships as well. There's a few things that Mariner classes provide: interaction with attachments on the ship, driving the ship itself, utilizing the ship's components—like furling the sails or not—as well as repairing ships when damage is taken—the speed at which you can do it, the health you regenerate when you do it.[395] – Steven Sharif
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.[398][399][48]
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.[400] – Steven Sharif
Guild progression

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.[401] – Steven Sharif
Guild progression occurs through participation in different systems.[401]
- Quêtes.[401][402]
- Nœuds.[401]
- Organisations sociales.[401]
- Artisanat certain items.[402]
- Evénements.[402]
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.[401][403][404]
- 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.[401]
- Augmentation may apply at the upper tiers of guild progression.[401]
- Guild members do not need to be citizens of the same node in order to benefit from passive skills and augments.[405]
- Guild size can be traded off for guild progression.[401][406]
- The higher the guild's member cap, the fewer available skill options will be available to that guild.[407]
- Guild alliances may be a key part in creating a larger "guild".[406]
- Salles de guilde can be unlocked at a certain stage of guild advancement.[403]
- Guilds cannot respec their skill points once allocated. This is subject to testing.[408]
- 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.[401] – Jeffrey Bard
Social organization progression
A player progresses through a social organization by accomplishing tasks or quests.[409] There are hierarchical paths pertaining to specific questlines for the organization's thematic.[409] These quests will either be cooperative with or adversarial against other nodes based on their mutual war status.[410]
- - For example, a Guilde des voleurs may have objectives and quests toward securing a particular item to enable players to advance within the organization.[409]
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.[411] – 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.[412] – Jeffrey Bard
Alliance progression
Ashes of Creation aura du contenu original centré sur les alliances.[413]
- Les alliances offriront des chemins de progression en plus.[413]
- Les guildes pourront partager des services entre membres d'une même alliance.[413]
- Les alliances peuvent nouer des relations avec les nodes.[413]
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.[413] – Steven Sharif
Freehold progression
Freehold progression unlocks new bonuses, abilities and capabilities for freeholds.[414]
- Bâtiments de propriété privée are able to be levelled up based on the length of time and productivity of the freehold.[414]
- 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.[414] – Steven Sharif
Tavernes provide tiered services.[415]
- Quêtes that might only be gathered from the player-owned taverns.[415]
- Meals that grant buffs for a period of time after a player leaves.[415]
- Recipes that could potentially be sold to cooking professions, that may only be obtained from a player-owned business in a certain area.[416][415]
The longer the tavern is in business and the more patrons served, the faster the tavern will level up.[416][415]
- Q: What benefits do players receive for taking on the role of a tavern owner?
- A: You will get noticeability with regards to your creations because that will be displayed to the characters that consume those things; but, in addition, you can get certain types of itemization rewards depending on the number of patrons that you serve. You can also reap economic rewards, such as gold from the inn that you are selling your goods at. And then you can unlock access to certain types of recipes and or vendors based on the level of reputation you build up in that particular node.[416] – Steven Sharif
Monster coin progression
There is a progression system that levels a player's monster skills based on how often they participate in monster events.[417]
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.[418] – Steven Sharif
As nodes advance, so does the scale of the monsters.[419] There are tiers of events denoting the caliber of the monsters being spawned.[420]
- The tier of the monster coin dictates how powerful the monster is.[421]
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.[422] – Steven Sharif
Siege balance
There are points of balance that we want to incorporate, such as the defense mechanisms that the defenders have, the types of buffs that are acquired through completing killing the bosses, or capturing control points, the stages before a siege when it comes to those node progressions in the preceding weeks: Those are all going to be balanced considering all things being equal between the two sides. But obviously we're not going to control the state of gear acquisition that one side might have as an advantage over the other. There might be a much better geared team over there. There might be a much better coordinated team. There might be a higher number of individuals who are part of the attacking or the defense. Those are components that we aren't necessarily going to put on railroads so-to-speak. But the aspects of design that we can talk about like the hit point health of a particular wall or door, or mercenaries that can be hired; what's their cost, what's their damage output: Those are things yes we're going to balance. But obviously anything that's player dependent or that has player interaction and activity and determination you can't always balance; and you don't want to balance. Those aspects you leave those to the players.[423] – Steven Sharif
Class balance
Les soixante-quatre (64) classes sont décomposées en 8 principaux archétypes. L'équilibrage des compétences actives ne concerne que ces 8 archétypes primaires.[424][425]
- Il existe 4 principaux groupes d'améliorations assignés à chaque archétype de base. L'équilibrage des améliorations concerne les groupes de chacun des 8 archétypes primaires.[425]
Même si les améliorations changent radicalement les capacités de vos compétences actives, l'accent est toujours mis sur l'archétype de base lui-même et non sur les 64 classes entières.[424] – Steven Sharif
Nous ne parlons pas vraiment de 64 vraies classes, nous parlons de huit classes avec 64 variantes...Il n'y a pas autant de variance entre les 64 classes qu'on pourrait s'y attendre. Ce n'est pas comme s'il y avait 64 versions différentes de... classes radicalement différentes.[424] – Jeffrey Bard
L'équilibrage dans Ashes of Creation est axé sur le jeu en groupe et non sur le combat à 1 contre 1.[424][426]
- Les affrontements à 1 contre 1 auront une dynamique de pierre-papier-ciseaux, où une classe sera supérieure à une autre.[426]
Il y aura des affrontements à 1 contre 1 où une classe sera supérieure à une autre; et cela prendra la forme d'une dynamique de pierre-papier-ciseaux. Nous voulons qu'il y ait des contres-jeu entre les différentes classes... Au lieu de cela, ce sera un équilibre axé sur le groupe, où tant que la diversité des classes est présente, ce sera un terrain de jeu égal. Cela dépendra beaucoup des compétences et de la stratégie.[426] – Steven Sharif
Certains archétypes secondaires sont capables de "combler le fossé" entre leur homologue.[427]
Certains archétypes sont capables de réduire l'écart entre leur homologue. Si je suis un archétype de Tank et qu'un Mage est mon contre, je peux prendre un secondaire Mage et en quelque sorte combler légèrement le fossé; et ensuite mouvoir mon identité très légèrement dans cette direction.[427] – Steven Sharif
Le test de l'Alpha-1 se concentre initialement sur les fonctionnalités de base plutôt que sur l'équilibrage des combats.[75]
Excès de puissance
The developers intend to limit power creep via item sinks, the lack of gear binding, and the absence of pay-to-win or pay-to-convenience in Ashes of Creation.[363]
Méta
L'efficacité des classes, des compétences et de l'équipement dépendra de l'adversaire ou de la rencontre. Il y aura des builds optimaux pour différents défis et niveaux de difficultés. Cette conception vise à éviter tout build méta évident ou universel dans Ashes of Creation.[361]
- Différents défis sont présentés de manière dynamique aux joueurs en fonction de la progression et de la destruction des nœuds. Les situations basées sur un concept de pierre-papier-ciseaux inspireront à une chasse d'équipement horizontale. Ces défis dynamiques changeront chaque mois, provoquant un changement de la demande dans l'économie car des builds différents sont requis par le nouveau contenu.[361]
- L'augmentation des niveaux de difficulté inspire davantage une progression de puissance verticale traditionnelle qui est courante dans d'autres MMOs.[361]
Souvent, vous avez juste une échelle de puissance très verticale et cela détermine la chasse, mais lorsque vous avez une variété d'intérêts pour certains types d'adversaires et que cette variété change au fil du temps en raison de l'activité du joueur, cela affecte alors l'économie et le système d'artisan et qui produisait quoi pour quelle demande - et tout est chamboulé. C'est un environnement très amusant dans lequel exister. Il présente une situation plus dynamique plutôt qu'une sélection universelle.[361] – 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.[428] – Steven Sharif
- Q: How do you go about designing some of the more old school systems such as XP debt, minimal fast travel, and open world raiding that have really gone away for the most part in modern MMOs?
- A: When looking at the reasoning behind why some of those old systems existed, a lot of it was centralized around the idea of risk versus reward. I mean, let's take a look at the three that you name, XP debt, minimal fast travel, and open world raiding. Experience debt is a cost of failure. Experience debt is the bite of not achieving success. If I die to a monster because my strategy was bad, because my performance was bad, because my planning was bad: all of that means that debt is the cost I pay for the bad choice... Minimal fast travel: My location matters; and the time it travels there is the cost I pay. Open world raiding: I'm not the only person interested in completing this objective. I have competition. That competition represents pressure. That pressure represents a desire to succeed and perform. All of those are touch points on player emotional connectivity. There is a reason why I want to succeed: Part of that reason can be incentivization through reward; part of that reason can be distance; it can be incentivization through failure. So that I think are one of the core fundamental philosophies as to how you design some of the more old-school systems.[429] – Steven Sharif
Piliers de conception
The design of Ashes of Creation adheres to five main pillars.[430]
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.[430]
Inspiration
Ashes of Creation puise son inspiration dans plusieurs MMORPGS.[431]
- 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.[431] – Jeffrey Bard
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.[432] – Steven Sharif
Open development
Intrepid Studios has embraced an open (transparent) development approach, rather than sharing information through carefully curated press releases and announcements.[433]
- Player feedback is important, but the developers will not change what they consider to be the core identity and vision for the game.[315][103][316][99]
- Player feedback is important, however the identity and the vision of the game is not up for discussion; and so when we talk about the core systems and tenets and philosophies behind what the game that we're trying to make is, we believe that the game we are trying to make resonates with a large enough section of the MMORPG player base that it is a sustainable and profitable venture for us to create that core game. Now, the ancillary systems that live around the core philosophy of Ashes of Creation, or the subtleties and what we need to do in order to make a particular system or feature better... that we want to collect player feedback.[315] – Steven Sharif
- Some game aspects will be more polished than others before they are presented.[434]
- The delicate blend between a transparent development process, but also understanding that [the] majority of your player audience will not grasp, or will not take into context, what a work in progress looks like. So certain things we have to polish to the point where they're presentable; where they can be understood- again in its own context without my verbal support or Margaret's verbal support.[434] – 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.[433] – Steven Sharif
- The purpose of transparent development is to enable participation and feedback from the community without the need to purchase access.[435]
- The whole purpose of our development process being transparent being open is that you don't have to buy a package actually to participate. You can be a voice from the community. You can observe people playing. You can give your experiences and feedback.[435] – Steven Sharif
- 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.[436] – 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.[437] – Steven Sharif
Payment model
Box cost
Il n'y a rien à payer d'avance pour accéder à Ashes of Creation.[439]
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.[441]
Ashes of Creation (the MMORPG) is a subscription based game.[441]
- The monthly subscription fee is USD $14.99.[442][443]
- There will be no region locking, but certain regions will have "harmonized" subscription prices that better reflect their local economies. Harmonized regions will be segregated from other regions.[444][445]
- Lifetime subscriptions were granted to crowdfunding backers at the Braver of worlds level or higher.[38][446] These will never be available again.[447]
- 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.[448]
- Game time (earned through crowdfunding and pre-order packs) will not begin counting down until the game is released.[449]
- 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.[268] – Steven Sharif
- There is no P2W in Apocalypse or the MMORPG![451]
Expansions
DLC expansions (post-launch releases) are planned on a monthly, quarterly, or six-monthly basis.[40][41]
- The frequency and size of expansions will be based on the popularity and subscription base of the game.[40]
- DLC will not cost anything more than the normal subscription.[452][453]
- New content will primarily be introduced through the node system. The goal is for existing content to remain relevant alongside the new content.[455]
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.[456] – 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.[456] – 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.[453] – Steven Sharif
Pay to win
Ashes of Creation will not be pay to win.[457][268][458]
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.[458]
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.[268] – 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.[457] – Steven Sharif
Inventaire slots, RNG loot boxes and XP potions are considered pay-to-win.[459][460][461][462]
- There will not be level boosts or auto-leveling.[338]
- There will not be a loot box system in Ashes of Creation.[459]
We will not use a loot box system for cosmetics either. We currently have a cosmetic store that offers limited time, limited quantity items to help sustain game development. These items are purely decorative and do not offer any in-game benefits.[459]
- Multiple accounts and multi-boxing on separate computers is not currently considered pay-to-win.[460][463][464]
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.[461] – Steven Sharif
- Q: Will there be RNG boxes?
- A: I dislike RNG. Archeage made me loath rng monetization gimmicks.[462] – Steven Sharif
Publishers
Intrepid Studios will self-publish Ashes of Creation in the NA (North American), OCE (Oceanic) and SEA (Southeast Asia) regions.[465][466]
- Intrepid Studios will be opening offices in Amsterdam to help support their publishing operations in the EU (European Union) and CIS regions.[467]
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.[467] – Steven Sharif
The Ashes of Creation MMORPG will not be published on the Steam platform.[468]
- 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]
NFTs
Intrepid Studios does not plan to introduce NFTs or any other type of play-to-earn mechanics into Ashes of Creation.[469][470]
- To be really clear, we have no plans to have NFTs in Ashes of Creation, or any other "play-to-earn" mechanics.[469]
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.[268] – Steven Sharif
The Magasin cosmétique enables players to purchase Cosmétiques for use in Ashes of Creation.[282] The cosmetic store offers limited time, limited quantity items to help sustain game development.[266]
- Equitable cosmetics, both from a quantity and quality standpoint, are achievable through in-game means.[266]
- Nothing in the cosmetic store will be pay to win.[265]
Nothing in our shop will ever be pay to win as we believe this practice greatly hurts the MMORPG genre.[265]
- Cash shop cosmetics will offer a diverse selection of unique looks.[269]
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.[266] – Steven Sharif
- All cosmetic store items will be non-tradeable.[281] There will be no gifting mechanism for cosmetic items.[472]
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.[472] – 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.[457] – Steven Sharif
Pets, Montures, Armure, Bâtiments and Accessoires sold in the cosmetic store are skins.[474]
- Skins are cosmetic items that do not grant the user any benefit.[262]
- Skins are only be able to be applied to things that have already been earned, crafted or found within Ashes of Creation.[475]
- Mount skins require a specific type of mount to have been achieved in-game.[476]
- The flavor text next to store items relates to the lore and background of creatures and items in the world of Verra.[262]
- Caravan skins change the appearance of an in-game mount and in-game caravan that are hooked up to each other.[477][478]
- The best skins will be in-game achievable.[479]
The best skins will be in-game achievable (obviously “best” is subjective, so I’d say the most ornate and detailed/unique).[479] – 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".[480]
- Tous les éléments artistiques de Ashes of Creation Apocalypse battle royale ont été réalisé par Intrepid Studios.[481]
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.[480] – Steven Sharif
Artistic influences
- L'architecture Aeléenne est inspirée de la France médiévale.[482]
- Les Dünir ont une influence culturelle nordique.[483]
Les Empyreans donnent un sentiment gréco-romain impérialiste.[484]
Les Niküa ont une influence polynésienne.[484]
Les Py'Rai possèdent une influence amérindienne navajo.[484] L'architecture Py'Rai présente une inspiration forestière.[485]
- L'architecture Pyrian a une influence gréco-romaine.[486]
- Les Vek ont une influence mésoaméricaine.[487]
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.[488] – Steven Sharif
Il faut trouver un élément de base venant du monde réel et l'utiliser comme point de départ puis fantasmer autour.[482] – Steven Sharif
Cultural references
There will be real-world cultural references, particularly with regards to real-world holidays and historical events.[489]
- These won't be out of place in terms of immersion. They will be homages.[489]
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.[490] – 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.[492]
- There may be an option to turn off blood and gore in the game.[493]
- There probably won't be swearing in quests.[494]
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.[494] – Jeffrey Bard
Game difficulty
Ashes of Creation will be on the higher side of difficulty when it comes to engagements.[495]
- 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.[496] – Jeffrey Bard
- There's a ton of room for difficulty on whatever scale... In a living world everything becomes much more difficult.[496] – Peter Pilone
Learning curve
Ashes of Creation will be easy to understand yet hard to master.[497]
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.[498] – 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.[499] – Steven Sharif
Player types
Ashes of Creation will cater for a variety of player types; from Raiders or PvPers to Role players and Crafters.[500]
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.[500] – 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.[500] – Steven Sharif
Casual vs. hardcore players
Les joueurs casuals auront un impact car tout ce qu'ils feront sera nécessaire et bénéfique.[501]
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.[501] – 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.[502]
- Une performance élevée dans les premières phases de la confrontation augmentera la difficulté des phases suivantes.[502]
- Plus élevée est la difficulté, meilleures seront les tables de butin.[502]
- Les Bosses et monstres se seront pas calibrés automatiquement sur la base de la taille du groupe.[503]
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.[342]
- 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.[353]
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.[354] – 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.[353] – Steven Sharif
Solo players
Ashes of Creation provides gameplay options for solo oriented players.[505]
- For those solo players who don't really care about finding a community to play with but they want to have one when they need it, there's going to be a lot of opportunities from a dialogue perspective, in-game chat options; you can join as part of citizenships: there's a lot of pseudo factions there- social organizations that give you an in to other players without the strong bonds that typically come with guild-oriented organizations; and I think that that's a comfortable medium between the two.[505] – Steven Sharif
- Certain quest lines and hunting grounds are devoted towards solo players.[505][115]
- Node citizenship and social organizations provide the ability to interact without the strong bonds that typically come with guild-oriented organizations.[505][506]
- Mechanics exist within larger conflicts for small groups and solo players to impact the battle.[507]
- This includes systems that will likely focus on single group sized participants while the larger battle is occurring.[507]
Localization/Translation
Ashes of Creation is aiming to be available in the following languages: English, French, German, Russian, Italian, Polish, Spanish, and Portuguese.[508][509][510][511]
- Previously it was stated that English, French, German, and Russian will be supported then Italian, Polish and Spanish be added later.[509][512]
- Other languages are being considered based on interest.[508][510][511]
- Interface utilisateur localization tools are available in the chat window.[513]
The current plan is for Ashes of Creation to be available in the following languages: English, French, German, Russian, Italian, Polish, Spanish, and Portuguese. Although this may not be the final list of languages we support, we are still looking at which other languages into which the game may be translated.[508]
Serveurs won't be language locked.[510]
Platforms
Ashes of Creation will be released on the Windows PC platform.[514][515]
- Console support may be added at a later point.[514][515]
- Native Linux support may be possible in future.[514][516]
Q: Will the upgrade to UE5 affect the supported systems? A lot of people are like linux question mark.[514]
A: It's something that we'll evaluate in the future. I haven't ruled it out necessarily- would see how much work it would take to do that, but really like less than one percent of the player base is using Linux.[514] – Steven Sharif
Performance
What you're seeing here showcases the new modular appearance component which can combine any set of meshes and materials into a single mesh and single material at run-time. What you're looking at is over 1300 different entities, different actors. These are simulated players essentially. Previously you saw the example they were just standing still. There was no animation, there was no effects, there was no environment and it was a thousand. This is thirteen hundred playing animations, playing effects, plus the environment which is Nanite in this example. So what you're seeing is all of these players moving around and doing something and you're seeing the frame rate at about 30 on Clayton's rig.[519] – Steven Sharif
Here you see that the FPS in the top right corner is like seven or eight on average, so not too good from a rendering perspective... So by merging now you can see that the same thousand players who are wearing the same armors as previously are actually having a 300 percent increase- 300 to 400 increase- in the performance of the of the FPS. So it went from 7 to about 21 on average and that is a significant optimization point that obviously this is just the beginning of the optimization efforts.[520] – Steven Sharif
Ashes of Creation was performing at 50-60 FPS on a 1080 Ti during early Alpha-1 testing.[522]
- Game settings allow players to fine tune performance to suit their preferences and hardware capabilities.[523][524][261]
- A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.[259][260][261]
- I think you guys will agree with me here that effects now are, as opposed to where they were in Alpha-1, we've taken into account what people's feedback were, although it was always the case we were going to address them; and we've implemented them in such a way where they're more conducive to large player battles.[523] – Steven Sharif
Alpha system requirements

Histoire amusante, hier, alors que nous faisions des tests de stress/densité avec nos testeurs NDA, j'ai accidentellement invoqué 5 000 ours autour de quelques centaines de joueurs. Mais bon, ça n'a pas planté ! Pouvez-vous trouver Lt. Toast ici ?[525] – Steven Sharif
Ce sont des PNJ pleinement opérationnels. Ils ont des arbres de comportement, ils ont des tableaux d'IA ; ils fonctionnent comme un PNJ le ferait ; à ma surprise et à la surprise de tout le monde en fait, le serveur a très bien géré cela : 5 000 entités, toutes dans une zone très étroite.[526] – Steven Sharif
Configuration minimale requise pour l'Alpha-test de Ashes of Creation.[527] Ces spécifications système n'ont pas été changées pour l'Unreal Engine 5.[528][529]
- Système d'exploitation : Windows 10 64-Bit
- Processeur : Intel Core i3-2125 3.3GHz / AMD Phenom II X4 3.3GHz
- Carte graphique : Nvidia GeForce GTX 460 / AMD Radeon 6870 HD avec 1GB et DirectX 12
- Mémoire vive : 6 GB RAM
- Réseau : Connexion internet haut débit
- Stockage: 35 GB d'espace disque disponible
- Carte de son : Carte son compatible DirectX
Configuration recommandée.[527]
- Système d'exploitation : Windows 10 64-Bit
- Processeur : Intel Core i7-6700K 4.0GHz / AMD FX-9590 4.7GHz
- Carte graphique : Nvidia GeForce GTX 1060 / AMD Radeon R9 Fury avec 4GB et DirectX 12
- Mémoire vive : 16 GB RAM
- Réseau : Connexion internet haut débit
- Stockage: 35 GB d'espace disque disponible
- Carte de son : Carte son compatible DirectX
Unreal Engine 5
Lumen has done a great job in really bringing to to life this area. As you can see, there's light bouncing off of the surfaces and casting into the rest of the cave... I love how you can also see the detail in the costume and the cloth that we have now.[530] – Steven Sharif
Unreal Engine 5 is the graphical engine for Ashes of Creation.[530][531] The game was originally developed in Unreal Engine 4.[532] Migrating to UE5 required some front-end work, but in the long run it will be easier to do so in the alpha phases of the game, rather than closer to release, or post-release.[533][534]
- Unreal Engine 5 enables improved forms of locomotion/animation (motion warping), such as crouching, tilting and mantling.[535][536]
- What it provides in my opinion as person who enjoys PvP is it adds additional dynamics to what is possible from your opponent or from yourself. You know, if there is a ledge and jumping off that ledge is going to deal a lot of damage to me when I hit the ground and that puts me at a significant disadvantage, maybe I have an option to jump off the ledge at a point where I can mantle onto the side of a cliff or something. Now the give and take there is I won't be able to use my skills while I'm mantled. I won't be able to react easily, but I didn't have to take the fall damage per-se. Or if there's an obstruction and you know I'm going to take a significant reduction in speed so that I can crouch and make it past that, and now I have a effective line of sight has been obstructed as a result of that decision. I think it adds interesting elements to the battlefield and the key here is going to be making sure that it's not cumbersome- that it doesn't feel opposite of the flow of combat.[535] – Steven Sharif
- Unreal Engine 5 Lumen provides enhanced global illumination and Nanite enables increased graphical fidelity in the game (without excessive overhead).[537][538][539][533]
- The recommended system specs for the game have not changed for Unreal Engine 5.[528][529]
- Nanite brings us really an entirely new approach to rendering and art workflows. Now we can render more actors with extremely high detail while eliminating the need to bake out normal map textures. For artists essentially what this means is that they can import high quality sculpted meshes directly into Unreal 5 without really having to reduce the poly count, making the workflow more efficient while simultaneously improving the quality of the art.[540] – Steven Sharif
- Lumen is going to greatly improve the visual fidelity and performance of the game with the reduced work and effort that's required by the art team, making Ashes of Creation much more beautiful than in UE4.[537] – Steven Sharif
- Unreal Engine 5 features (such as World partitions and One file per actor) make it much easier for multiple developers to work together.[533]
- World partitions also enable Unreal Engine 5 maps to exceed the map size constraints of UE4 (~20 kilometers squared).[533]
- Q: How does this upgrade to UE5 affect the Ashes of Creation release timeline?[533]
- A: While UE4 is a great engine, there are certain focuses and technological endeavors that Epic is doing on UE5 that won't necessarily be supported by UE4; and we want to make sure given the lifespan of Ashes and how long we intend this MMO to last, that when we made this decision early on during the development process that we weren't going to exacerbate the amount of effort it would take to move over later in the lifespan or after launch.[533] – Steven Sharif
Ashes of Creation features 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.[541]
- The networking solution dynamically distributes processes and scales up necessary server instances to accommodate player density across the world.[542]
- Over October and November, that's when McP and the engineers began to do the base migration of our custom code-base into UE5 see where there were any major issues. The great thing about UE5 is that it's mainly focused around updating the renderer- giving access to Nanite, Lumen global illumination- those are big components. There's other great aspects of it, but really it's a front-end change and it doesn't affect our networking layer. It doesn't affect our back-end code.[543] – Steven Sharif
- The upgrade to Unreal Engine 5 is primarily a change to the front-end side of the game. The custom back-end networking code remains largely unaffected.[543]
- As of January 24, 2022 all teams have moved over to Unreal Engine 5.[544]
- The developers were able to transition to Unreal Engine 5.1.1 in February 2023 as part of milestone 4.[545][546][547]
- The decision to upgrading to 5.2 will be considered based on the team's needs.[548]
- At some point the developers intend to stop updating Unreal Engine until post-launch. This decision will be based on careful consideration of potential delays and other risks.[549]
- Q: What is your stance in regards to focusing on delivering an MVP versus continuously upgrading your tools and engine to deliver a better product with new tech, even if that results in delays or additional years of development like UE 5.2, maybe 5.3 etc?
- A: Our technical teams, especially our network team, our ICS teams, our gameplay engineering teams, they convene and weigh when our next update should be on the engine side: What new technologies might bring benefit overall. My perspective on how we balance the need for integration of new technology versus the responsibility we have in a timely manner to provide testing sessions that get us closer to the launch date; that's a delicate balance. I would say generally our disposition is not to incorporate new technologies that yield some significant amount of delay on the development side. We very much take the perspective that we're capable of adjusting and/or integrating those new technologies post-milestone, post-launch if necessary. At some point we'll stop updating the Unreal Engine in development until launch. That point hasn't come yet, but of course the larger the project grows and on the more custom we make the engine for our back-end needs; and for whatever else merge conflicts can occur- those mergers can become big and painful; and the update process gets more painful. So to answer your question shortly, we have a team that evaluates what direction we need to take there; and at the top of my mind is always, let's not incorporate delays as a result of leveraging new technologies.[549] – Steven Sharif
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.[550]
- To answer your question about "what stops all servers from from progressing the same nodes," the answer to that question is "other players." Certain content is locked behind different nodes that develop. If we assume that at some point all of the information regarding node progression is available, not all players on a server may agree on what content they want access to, or that they want other players to have access to. Even if a certain perks from node progression are considered "best value" to players trying to solve a node meta, that doesn't mean all players on a server benefit from that in the same way. Because of this, some players make act against your best interests, because it isn't their best interest. Nodes define (and redefine) the world around you, influence points of interest, world quest lines, story arcs, drop tables, resource pools, and even spawn tables for NPCs and bosses. The cycle of nodes leveling and triggering events is something we expect to see play out in a variety of different ways, across different servers, based on how players choose to play Ashes of Creation.[551] – Ry Schueller
- Serveurs will be named after the champions of the great battles that led up to the fall of Verra.[552]
- Server-firsts will be able to be captured and collected on memory fragments that players can collect in-game so they may relive their experiences.[553]
There will be a multitude of servers located throughout the various regions of the world.[554]
- Post launch, users will be able to select their server by the ping or the region that's notated next to the server.[554]
- Ashes of Creation Apocalypse server selection is driven by the party leader. Whatever region they have selected will apply to their friends and squad.[554]
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.[554] – Steven Sharif
The developers may occasionally release stats relating to server populations and archetype/class makeup, but there isn't going to be an official page that surfaces this information.[555]
- Stats are available on a per-guild basis, subject to a permissions structure.[555]
Regions
Ashes of Creation will launch with the following server regions:[556][557]
- North America (NA).[558][559][560]
- Europe (EU).[558][559][560]
- Asia/Pacific (SEA).[558][560][561]
- Oceania (OCE) (Australia).[558][560][561]
- The likelihood is very high for Sydney or Melbourne based OCE servers.[562]
- OCE servers may not be provisioned until Beta for Ashes of Creation (the MMO) and live launch for Ashes of Creation Apocalypse.[287]
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.[563] – Steven Sharif
Other server regions will be considered based on interest.[558][557]
- South America is under consideration due to traffic from that region.[564]
Once we get closer to launch we'll update this information, which may include additional regions.[558]
Certain regions will have "harmonized" subscription prices that better reflect their local economies. These regions will be segregated from other regions.[444]
- Players will be able to make characters on any server they wish. There will be no region locking (outside of harmonized regions).[445]
Folks have always been able to make characters on any server they wish. We are not region locking anyone.[445] – Margaret Krohn
Server population
Des limites de population seront appliquées pour chaque serveur.[565]
- Environ 8 à 10 000 utilisateurs simultanés par serveur sont anticipés.[563][566][567] Ceci représente environ 50 000 comptes enregistrés par serveur.[568]
- Les développeurs entendent gérer de manière prudente les populations des serveurs pour éviter d'avoir à les fusionner.[62] 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.[568]
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.[568] – Steven Sharif
Server history
L'histoire de chaque serveur sera suivie et visible par les joueurs.[569]
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.[569] – Jeffrey Bard
Server instancing
There won't be server channels (sharding) on a server.[570][571]
Server types
- Il n'y aura pas de serveur séparé dédié au jeu de rôle.[572]
- Il n'y aura pas de serveur séparé pour le JcE et le JcJ.[573]
Server transfers
Server transfers, outside of server merges, will not be possible initially.[574][343]
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.[575]
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.[575] – Steven Sharif
Voice acting
- PNJs will have voice acted audio greetings.[576][577]
- Certain bosses and creatures will have voice lines along with other audio cues.[578]
- Narrated quest lines are not currently planned for launch.[576] It has been stated that adding voice acting into the game at a later point will be a fairly cosmetic change.[576]
- Is it difficult to add voice acting later? No, it's definitely not... It's a fairly cosmetic change.[576] – 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.[579] – Steven Sharif
Music
Le chef compositeur de Ashes of Creation est Bear McCreary. Sa musique sera dévoilée dans la Beta-1.[580]
L'archétype Barde est prévu pour avoir des compétences musicales.[581]
- Les Bardes pourraient savoir jouer des instruments de musique, tels que le flûte ou la cornemuse.[582][583]
Tavern music
Music within taverns can be set by players.[584]
Game masters
Game masters (GMs) will be present and active on Ashes of Creation servers.[585][586][587]
- On the customer service side, we do plan to have in game GMs. We do plan to service people in the best way possible. And we will grow our service team as much as we need as our player base grows.[585] – Margaret Krohn
- 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.[587] – Steven Sharif
- 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.[587]
- 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.[587] – Steven Sharif
- Botters, cheaters, gold sellers, and RMTers, will face harsh penalties from the GM and community teams.[586][588]
- When a player takes their play experience to the point of harassing another player, and doing so on a repetitive basis, in order to diminish their play experience, it is a ticketable offense. If you are following around a streamer or you're following around a player and your intent is to keep them from playing the game or to force them to quit, that is a dirty player mindset. It's a bad player mindset. It's a griefer's mindset. It's not something that's desired in the ecosphere in the community of Ashes of Creation. And as a result, it is a serviceable customer service situation. That is where warnings are given and actions can be taken against the account holder of an individual whose sole purpose is to disrupt and affect negatively the gameplay experience of the game.[585] – Steven Sharif
- Players that work outside of the game design to grief or harass other players are actionable by customer services.[135]
- I believe that so far in development we have demonstrated the level of customer service and community engagement that will be on display after our live launch. You are right however in saying that many of these problems that can arise on the fringe of certain systems will require an active GM support team available to address problems that the user base encounters[590]
- The volunteer moderator program will continue (post-launch).[591]
Security systems
Security systems will be in place to combat cheating, exploiting, botting, gold selling/real money transactions (RMT), item duplication and other things that affect the economy starting from Alpha-0.[592][593][594][588]
- These systems collect user data and flag abnormal activities for investigation. This combined with player reporting functions generates a live "heat map" that draws attention to unusual behavior.[592][588]
- We do have already built into the game on the outset is essentially behavioral metrics. So in the game, as a player does normal things and they acquire normal gold, that's all good and well, but if there starts to be item IDs that appear on the player account that are out of the norm, like either a large amount of gold, or significant legendary items, what it does in the back-end it flags the account for view so that we can take a look at where did this item come from. Is it coming from a known gold seller or a flagged bot, or whatever; and then we investigate. So we're going to be pretty hard on the ability for players to subvert the natural economy systems by RMT or botting.[592] – Steven Sharif
- Botters, cheaters, gold sellers, and RMTers, will face harsh penalties from the active GM/community team.[586][588]
- It's important to note that there is a sanctity that must be protected within the game from RMTing; and let me just go into a little diatribe about this: But in games that I've played where the company or the publisher does not enforce rules, it becomes the standard that you buy gold if you want to be competitive. If you want to compete at the top tier levels in certain games, and everyone's buying gold, you almost either have to buy the gold or you're just not going to be able to compete with those people and that's a really shitty feeling to have. Excuse my French, I apologize. That is sucky; and in order for that not to be the case it is the responsibility of the publisher or the developers both to make sure that we have stringent practices from a CS- from a customer customer service perspective- to enforce our rules and to make sure that players are aware if they partake in this there is a huge risk in doing so. It's not going to be a slap on the hand. It's not going to be a "we told you once, we told you twice, we told you three, four, five six times okay. We're just taking some gold away", that kind of thing. We have got to ensure that it is feared to do those things because you know that ashes has active GMS, it has active customer service, it has an active community team.[586] – Steven Sharif
Two-factor authentication
Token-based two-factor authentication (2FA) may be in place for Alpha-1.[595]
Addons/mods
En général, les addons ne seront pas autorisés.[596]
- Les développeurs ne veulent pas que les addons/mods soient nécessaire pour vivre une bonne expérience de jeu.[597]
- Les développeurs pensent que les DPS Meters peuvent avoir des effets négatifs.[596]
- Il y aura des tableaux de scores.[598]
- Le design de l'API du jeu est toujours en développement.[599]
- 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.[600]
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.[600] – Steven Sharif
Nous voulons que le studio puisse offrir le plus possible par lui-même... Nous ne voulons pas d'addons.[597] – Steven Sharif
Journal de combat
There are combat logs in Ashes of Creation.[601]
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.[498] – Steven Sharif
Étapes
December 2015 | First team members were hired.[602] |
---|---|
February 2016 | Ashes of Creation design documentation and prototyping.[603][602] |
December 10, 2016 | Official website was launched and project announced.[602] |
January 18, 2017 | Official discord was launched.[604] |
May 2, 2017 | Kickstarter crowdfunding campaign launched with $750,000 funding goal.[605] |
June 3, 2017 | Kickstarter crowdfunding campaign completed with 19,576 backers raising $3,271,809.[171] |
June 2017 | Game production began with a team size of 15-20.[603] |
June 21, 2017 | Summer crowdfunding campaign launched.[606] |
July 22, 2017 | Summer crowdfunding campaign completed with 2,485 backers.[607] |
September 1, 2017 | PAX West 2017.[608][609] |
November 4, 2017 | Raised $16,500 for Extra Life children's hospitals.[610] |
December 15, 2017 | Alpha-0 released on schedule.[8] |
March 19-23, 2018 | Game Developers Conference (GDC) 2018.[611] |
April 5, 2018 | PAX East 2018.[612] |
August 15, 2018 | Last day for purchases of Alpha-1 through Intrepid pre-order packs.[87] |
August 20, 2018 | At Gamescom with My.com.[613] |
August 27, 2018 | 100 developers working on Ashes of Creation.[614] |
September 1, 2018 | PAX West 2018 panel.[615] |
October 19, 2018 | Ashes of Creation Apocalypse battle royale (previously called Alpha-1 phase 1 battlegrounds).[11] |
November 4, 2018 | Raised $20,518 for Rady Children's hospital with Extra Life.[616] |
April 15, 2019 | 60 developers working on Ashes of Creation at San Diego offices (following disengagement with Malaysian art team).[617] |
November 3, 2019 | Raised $20,901 for Rady Children's hospital with Extra Life.[618] |
August 21, 2020 | Announced a mutual parting of ways with publisher My.games.[467] |
October 17, 2020 | Almost 3,000,000 registered accounts for Ashes of Creation.[619] |
October 17, 2020 | ~87 developers working on Ashes of Creation.[620] |
November 8, 2020 | Raised $88,546 for Rady Children's hospital with Extra Life.[621] |
February 26, 2021 | Official ashesofcreation.com website redesign.[622] |
May 5, 2021 | Alpha-1 sales resumed with the announcement of the Adventurer pre-order pack.[623] |
May 17, 2021 | Verbal NDA was lifted from Alpha-1 testing.[624] |
July 9, 2021 | Alpha-1 no-NDA preview weekend began on schedule.[31] |
July 11, 2021 | Alpha-1 no-NDA preview weekend completed on schedule.[30] |
July 14, 2021 | Alpha-1 no-NDA month long test began on schedule.[625][626] |
August 15, 2021 | Alpha-1 no-NDA month long test completed on schedule.[32] |
November 7, 2021 | Raised $34,485 for Rady Children's hospital with Extra Life.[627] |
December 23, 2021 | Announced that Ashes of Creation is moving to Unreal Engine 5.[530][531] |
January 14, 2022 | Over 120 people working on Ashes of Creation.[628] |
November 5, 2022 | Raised $77,939 for Rady Children's hospital with Extra Life.[629] |
Accomplishments
- MMORPG le plus financé sur Kickstarter.[630]
- 7ème jeu vidéo le plus financé sur Kickstarter.[631]
- MMO le plus attendu – MMORPG.com's Best of 2017 Awards.[632]
- Accès anticipé le plus attendu pour un MMORPG – MMOs World.[633]
- Gamescom 2018: Meilleur jeu indépendant.[634]
- Gamescom 2018: Meilleur jeu en ligne.[634]
- Meilleur MMO indépendant de 2020 – sondage des lecteurs de massivelyop.com.[635]
- MMO le plus attendu de 2021 et au-delà – sondage des lecteurs de massivelyop.com.[636]
Franchise
Ashes of Creation will be a franchise.[637]
- Ashes of Creation MMORPG.[637]
- Ashes of Creation Apocalypse.[638]
- Ashes of Creation board game.[639][640]
- Ashes of Creation TTRPG (Table Top Role Playing Game) is a possibility post-launch.[639]
- Q: Given that you said that these story arcs are kind of like a module that get placed into the world, do you plan to sell or release your Ashes of Creation themed TTRPG module for other DMs to use?
- A: There's a lot of things I want to do when we launch Ashes. One is, of course, a module that's set in the world of Ashes of Creation. Yes, I would love to release a throwback to the original campaign. It's very different from where Ashes of Creation is today. But I think it's- there's a lot of overlap between gamers who enjoy tabletop RPGs and MMOs and one of the benefits of telling a story through different venues, mediums and systems is that you reach a broader audience, because not all of us like the same things; and I think the story of Ashes is a rich one. And because of that, telling it through multiple mediums is definitely a desire. From a board game perspective, I'm a huge board game nerd. I love playing board games. A lot of us at the office do. I would love to tell the story of Ashes through a board game as well. I would love to tell the story of Ashes through a RTS. I would love to tell it through film and television. There's a lot of ways I think that the story can be told. It doesn't all have to be focused around the return to Vera. There's a lot of different opportunities across the many thousands of years of timeline that Verra's existed that we can tell the story and even other aspects of that.[639] – Steven Sharif
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.[642]
Ashes of Creation Apocalypse (also referred to as APOC)[638] was a free-to-play[450] matchmaking-based arena game with three primary modes.[644]
Ashes of Creation Apocalypse utilizes action-based combat.[644][87][90]
- Ashes of Creation Apocalypse will be implemented side-by-side with the Ashes of Creation MMORPG.[646][647]
- 6.25 km2 map size.[648]
- The Forest of Erinthia map is roughly 1/5th the size of the original map.[649]
- A Créateur de personnages will be available to allow creation and saving of characters for use in the MMORPG.[646]
- Establish Habitation de joueur and save Meubles arrangements for use in the full game.[646]
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.[640]
Juste pour être clair, un jeu de plateau n'impacte pas le développement d'un MMO. Ce sont deux genres de développeurs totalement différents.[650] – Steven Sharif
C'est un jeu de gestion de ressources et de combat avec une économie qui évolue au fil de la partie.[640]
- 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.[640]
- 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.[640]
- 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.[640]
- 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.[640]
- 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.[640]
Le joue se joue de 2 à 5.[640]
- La partie durera entre 1h et 3h environ.
Des extensions sortiront après la sortie du jeu, mais le jeu peut se jouer sans.[640]
- 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.[640]
Le prix du jeu sera entre 50 et 100 US Dollars.[640]
Il se pourrait que certaines versions alternatives contiennent des cosmétiques.[640]
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.[651] – 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
- 2021-03-26 Livestream
- 2021-04-30 Livestream
- 2021-04-30 Video - 4K - Alpha One Raid Boss - April Update
- 2021-05-28 Livestream
- 2021-05-28 Video - Early Siege Gameplay in 4K
- 2021-07-14 Guide to Alpha-1
- 2021-07-30 Livestream
- 2021-12-23 Video - Ashes of Creation Unreal Engine 5 Walkthrough
- 2021-12-27 Video - Ashes of Creation Unreal Engine 5 Preview
- 2022-06-30 Livestream
- 2022-06-30 Video - Ashes of Creation Alpha Two Basic Melee Weapon Attack Update
- 2022-09-30 Video - Ashes of Creation Alpha Two Basic Ranged Weapon Attack Update
- 2022-10-28 Video - Ashes of Creation Alpha Two Gathering Updates
- 2022-12-02 Video - Ashes of Creation Alpha Two Night and Day and Other Heavenly Things
- 2023-01-27 Video - Alpha Two Tank Preview
- 2023-03-31 Video - Alpha Two Story Arc Systems Preview and the Lore of Carphin
- 2023-04-28 Video - Alpha Two Mage Archetype Preview
- 2023-05-31 Video - Alpha Two Cyclops Combat Preview
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 3.8 3.9 A reactive world - Nodes.
- ↑ Podcast, 2021-04-11 (46:44).
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 Direct, 2023-03-31 (5:57).
- ↑
- ↑
- ↑ 8.0 8.1 Direct, 2018-01-18 (2:48).
- ↑ 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).
- ↑ Blog: Early Access for Ashes of Creation Apocalypse Battle Royale Testing Ends.
- ↑ 18.0 18.1 18.2 18.3
- ↑ March 2020 newsletter.
- ↑ Vidéo, 2020-03-23 (0:01).
- ↑
- ↑
- ↑
- ↑ Creative Director's Letter, 2020-04-1.
- ↑ 25.0 25.1 25.2 Blog: Creative Director's Letter, October 16 2020
- ↑ Direct, 2021-02-26 (14:58).
- ↑ Blog: Creative Director's Letter, January 2021.
- ↑ 28.0 28.1 28.2 28.3 28.4 Alpha One Schedule Update, May 10 2021.
- ↑ 29.0 29.1 An Update on Alpha One Schedule, March 12 2021
- ↑ 30.0 30.1
- ↑ 31.0 31.1 Ashes of Creation Twitter - Alpha-1 Preview Weekend Begins
- ↑ 32.0 32.1
- ↑ 33.0 33.1 33.2 33.3 33.4
- ↑ 34.0 34.1 Direct, 2022-10-14 (17:05).
- ↑ Direct, 2018-01-18 (25:22).
- ↑
- ↑ 37.0 37.1
- ↑ 38.0 38.1
- ↑ Direct, 2019-03-08 (57:26).
- ↑ 40.0 40.1 40.2 40.3 40.4 40.5 40.6 40.7 40.8 Entrevue, 2021-02-07 (21:57).
- ↑ 41.0 41.1 41.2 Direct, 2017-05-08 (11:14).
- ↑ 42.0 42.1 42.2 Node series part II – the Metropolis.
- ↑ Node series part I
- ↑ Ashes of Creation - Screenshots.
- ↑ Blog: 10 facts about castle sieges in the MMORPG.
- ↑
- ↑ Podcast, 2018-04-23 (15:14).
- ↑ 48.00 48.01 48.02 48.03 48.04 48.05 48.06 48.07 48.08 48.09 48.10 48.11 48.12 48.13 Blog - Know Your Nodes - The Basics.
- ↑ Entrevue, 2018-08-24 (3:44).
- ↑ 50.0 50.1 Direct, 2020-11-30 (37:16).
- ↑
- ↑ 52.0 52.1 Direct, 2017-05-04 (15:15).
- ↑ Know Your Nodes: Economic Node Type.
- ↑ 54.0 54.1 54.2 54.3 54.4 54.5 Blog - Know Your Nodes - Advance and Destroy.
- ↑ 55.0 55.1 Direct, 2018-12-12 (14:48).
- ↑ 56.0 56.1 Entrevue, 2020-07-20 (3:45).
- ↑ 57.0 57.1 57.2 Direct, 2017-10-16 (50:20).
- ↑ Vidéo, 2017-04-20 (0:02).
- ↑
- ↑
- ↑ 61.0 61.1 Entrevue, 2020-07-08 (1:00:15).
- ↑ 62.0 62.1 Entrevue, 2020-07-18 (10:04).
- ↑ Direct, 2017-11-17 (55:27).
- ↑
- ↑ 65.0 65.1 Direct, 2017-05-26 (28:16).
- ↑ Vidéo, 2016-12-04 (0:02).
- ↑ 67.0 67.1 Vidéo, 2017-04-30 (5:31).
- ↑ 68.0 68.1 Vidéo, 2021-05-28 (25:44).
- ↑ 69.0 69.1 Vidéo, 2020-03-23 (0:41).
- ↑ 70.0 70.1 Direct, 2020-08-28 (1:19:24).
- ↑ Direct, 2017-05-03 (17:59).
- ↑ Direct, 2018-04-8 (PM) (41:44).
- ↑
- ↑ Vidéo, 2021-02-26 (6:17).
- ↑ 75.0 75.1 Direct, 2021-05-28 (1:13:05).
- ↑ 76.0 76.1 76.2 76.3 76.4 76.5 76.6 Direct, 2020-08-28 (1:15:39).
- ↑ 77.0 77.1 77.2 77.3 77.4 77.5 77.6 Direct, 2021-06-25 (22:34).
- ↑ Direct, 2017-11-16 (30:45).
- ↑ 79.0 79.1 79.2 79.3 79.4 Direct, 2021-06-25 (27:43).
- ↑
- ↑ 81.0 81.1 81.2 Direct, 2020-04-30 (1:09:51).
- ↑ 82.0 82.1 Entrevue, 2019-04-15 (38:03).
- ↑ 83.0 83.1 Direct, 2021-06-25 (27:10).
- ↑ Direct, 2021-03-26 (59:21).
- ↑ Direct, 2021-06-25 (26:11).
- ↑ Direct, 2020-04-30 (40:19).
- ↑ 88.0 88.1 88.2 88.3 Direct, 2018-04-8 (PM) (37:57).
- ↑ Direct, 2020-08-28 (1:12:50).
- ↑ 90.0 90.1 90.2 90.3 90.4 90.5 Podcast, 2018-08-04 (1:07:59).
- ↑ 91.0 91.1 91.2 91.3 91.4 91.5 Podcast, 2018-08-04 (1:11:05).
- ↑
- ↑ Vidéo, 2018-04-16 (1:32).
- ↑ PvX definition.
- ↑ 95.0 95.1 Direct, 2017-05-12 (24:52).
- ↑ 96.0 96.1 96.2 96.3 Direct, 2017-05-05 (33:25).
- ↑ Direct, 2017-05-15 (14:05).
- ↑
- ↑ 99.0 99.1 99.2 Direct, 2017-06-01 (37:39).
- ↑ Direct, 2020-04-30 (1:05:34).
- ↑ 101.0 101.1 Entrevue, 2020-07-19 (11:04).
- ↑ 102.0 102.1 102.2 102.3 Direct, 2017-05-22 (20:59).
- ↑ 103.0 103.1 103.2 103.3 103.4 103.5 103.6 103.7 103.8 103.9 Direct, 2023-03-31 (1:00:16).
- ↑
- ↑ Direct, 2020-03-28 (1:48:36).
- ↑ Direct, 2023-05-31 (45:47).
- ↑ Direct, 2022-01-28 (17:50).
- ↑
- ↑ Podcast, 2021-09-29 (34:11).
- ↑ 110.0 110.1 110.2 Podcast, 2021-09-29 (35:17).
- ↑
- ↑ 112.0 112.1 112.2 Direct, 2023-04-28 (2:06).
- ↑ Direct, 2017-05-19 (24:17).
- ↑ Vidéo, 2021-05-28 (5:40).
- ↑ 115.0 115.1 115.2 About Ashes of Creation.
- ↑ Vidéo, 2021-04-30 (4:51).
- ↑ 117.0 117.1 Podcast, 2018-07-09 (22:24).
- ↑ 118.0 118.1 Ashes of Creation FAQ.
- ↑ Direct, 2018-04-8 (PM) (1:14:01).
- ↑ Vidéo, 2020-05-31 (1:09:50).
- ↑
- ↑ 122.0 122.1 Direct, 2022-10-28 (1:41:55).
- ↑ 123.0 123.1 123.2 123.3 123.4 123.5 123.6 Direct, 2022-10-28 (24:28).
- ↑ Direct, 2022-04-29 (41:27).
- ↑ 125.0 125.1 125.2 125.3 Direct, 2017-05-05 (14:26).
- ↑ 126.0 126.1 126.2 126.3 126.4 126.5 126.6 126.7
- ↑ Podcast, 2021-04-11 (49:40).
- ↑ Direct, 2017-11-17 (45:19).
- ↑ Direct, 2022-08-26 (1:00:14).
- ↑ Direct, 2021-04-30 (1:06:41).
- ↑ Direct, 2023-02-24 (1:29:45).
- ↑ 132.0 132.1 Direct, 2022-06-30 (1:14:52).
- ↑ 133.0 133.1 Direct, 2021-08-27 (1:22:56).
- ↑ Direct, 2020-12-22 (1:13:51).
- ↑ 135.0 135.1 Direct, 2022-10-28 (13:53).
- ↑ Direct, 2022-03-31 (1:12:27).
- ↑ Direct, 2022-10-14 (51:25).
- ↑ Direct, 2017-05-15 (13:06).
- ↑ 139.0 139.1 Entrevue, 2020-07-18 (52:57).
- ↑ 140.0 140.1 140.2 140.3 Entrevue, 2018-08-24 (4:15).
- ↑
- ↑
- ↑ Direct, 2017-05-26 (44:11).
- ↑ Direct, 2017-05-26 (20:46).
- ↑ Direct, 2022-09-30 (1:05:25).
- ↑ Direct, 2022-10-14 (18:34).
- ↑ 147.00 147.01 147.02 147.03 147.04 147.05 147.06 147.07 147.08 147.09 147.10 Direct, 2017-05-24 (14:15).
- ↑
- ↑ Direct, 2017-07-28 (45:21).
- ↑
- ↑ 151.0 151.1 151.2
- ↑ Direct, 2018-05-04 (33:27).
- ↑ Direct, 2019-09-27 (1:06:44).
- ↑ Direct, 2017-05-24 (18:40).
- ↑
- ↑ Direct, 2017-12-15 (59:49).
- ↑
- ↑ Direct, 2023-02-24 (1:05:54).
- ↑ Direct, 2019-05-30 (58:28).
- ↑ 160.0 160.1 Direct, 2018-05-04 (33:56).
- ↑
- ↑ Podcast, 2021-09-29 (56:50).
- ↑ Direct, 2018-05-04 (54:58).
- ↑ 164.0 164.1
- ↑ 165.00 165.01 165.02 165.03 165.04 165.05 165.06 165.07 165.08 165.09 165.10 165.11 165.12 Direct, 2018-02-09 (7:31).
- ↑
- ↑ Direct, 2018-02-09 (15:01).
- ↑
- ↑ 169.0 169.1 Direct, 2017-07-28 (31:30).
- ↑
- ↑ 171.0 171.1 Ashes of Creation Kickstarter.
- ↑ 172.0 172.1 172.2 172.3 172.4 172.5 172.6 172.7 172.8 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).
- ↑ 177.0 177.1 Direct, 2021-01-29 (1:15:44).
- ↑ Direct, 2017-05-26 (39:36).
- ↑ 179.0 179.1 179.2 179.3 179.4 Entrevue, 2020-07-18 (22:26).
- ↑ Direct, 2018-04-8 (PM) (11:27).
- ↑ 181.0 181.1 181.2 181.3 181.4 Entrevue, 2020-07-18 (1:05:04).
- ↑ 182.0 182.1 182.2 Ashes of Creation class list.
- ↑ 183.0 183.1
- ↑ 184.0 184.1 184.2 184.3 Group dynamics blog.
- ↑ 185.0 185.1 185.2 185.3 Direct, 2017-05-22 (46:04).
- ↑ 186.0 186.1 Entrevue, 2018-10-20 (2:40:16).
- ↑ Entrevue, 2020-07-19 (23:15).
- ↑
- ↑ 189.0 189.1 189.2 189.3 Direct, 2017-05-08 (44:51).
- ↑ 190.0 190.1 190.2 Direct, 2017-05-26 (15:37).
- ↑ 191.0 191.1 191.2 191.3 191.4 191.5 191.6 191.7 191.8 Direct, 2020-01-30 (25:39).
- ↑ 192.00 192.01 192.02 192.03 192.04 192.05 192.06 192.07 192.08 192.09 192.10 192.11 192.12 192.13 192.14 192.15 192.16 Direct, 2020-08-28 (15:21).
- ↑ Direct, 2020-01-30 (1:40:48).
- ↑ 194.0 194.1 194.2 Direct, 2017-05-30 (16:25).
- ↑ 195.0 195.1 Direct, 2023-01-27 (1:27:42).
- ↑ Direct, 2021-03-26 (1:02:08).
- ↑ Direct, 2017-05-15 (18:25).
- ↑ Direct, 2017-05-15 (19:15).
- ↑ 199.0 199.1 199.2 Vidéo, 2022-03-31 (34:16).
- ↑ 200.0 200.1 200.2 Vidéo, 2022-03-31 (18:47).
- ↑ Vidéo, 2022-03-31 (19:14).
- ↑ Vidéo, 2022-03-31 (0:00).
- ↑ 203.0 203.1
- ↑
- ↑ 205.0 205.1 Direct, 2017-06-30 (09:43).
- ↑ 206.00 206.01 206.02 206.03 206.04 206.05 206.06 206.07 206.08 206.09 206.10 Direct, 2017-05-08 (48:49).
- ↑ Vidéo, 2022-03-31 (29:14).
- ↑ Vidéo, 2022-03-31 (16:23).
- ↑ 209.0 209.1 Direct, 2022-04-29 (5:05).
- ↑ 210.0 210.1 Direct, 2017-05-24 (28:22).
- ↑ Ashes of Creation Reddit - Ctrl + Z in the Character Creator (1).
- ↑ Ashes of Creation Reddit - Ctrl + Z in the Character Creator (2).
- ↑ Direct, 2022-01-28 (39:30).
- ↑ 214.0 214.1 Direct, 2022-03-31 (56:40).
- ↑ Direct, 2022-03-31 (4:57).
- ↑ 216.0 216.1 Direct, 2022-03-31 (58:47).
- ↑ Direct, 2022-03-31 (59:36).
- ↑ Direct, 2022-03-31 (1:01:08).
- ↑ 219.0 219.1 Direct, 2020-07-25 (1:11:52).
- ↑
- ↑ Direct, 2017-10-16 (15:18).
- ↑ Ashes of Creation - The visuals.
- ↑ 223.00 223.01 223.02 223.03 223.04 223.05 223.06 223.07 223.08 223.09 223.10 223.11 223.12 223.13 223.14 223.15 223.16 223.17 223.18 223.19 Direct, 2018-04-8 (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).
- ↑ 228.0 228.1 Direct, 2017-06-30 (10:27).
- ↑ Direct, 2017-06-30 (12:39).
- ↑
- ↑ Direct, 2017-06-30 (13:13).
- ↑ 232.0 232.1 232.2 Direct, 2017-05-24 (48:45).
- ↑ 233.0 233.1 233.2 233.3 233.4 233.5 233.6 233.7 233.8 233.9 Direct, 2017-05-22 (54:32).
- ↑ 234.0 234.1
- ↑ Direct, 2020-10-30 (46:22).
- ↑
- ↑ Vidéo, 2022-03-31 (7:05).
- ↑ 238.0 238.1 238.2 238.3 Direct, 2022-01-28 (59:48).
- ↑ Vidéo, 2022-03-31 (9:23).
- ↑ Vidéo, 2022-03-31 (7:50).
- ↑ Direct, 2020-04-30 (1:10:46).
- ↑ Vidéo, 2022-03-31 (8:54).
- ↑ 243.0 243.1 243.2 243.3 Vidéo, 2022-03-31 (7:49).
- ↑ 244.0 244.1 244.2 244.3 244.4 Vidéo, 2022-03-31 (10:00).
- ↑ 245.0 245.1 Twitter - A little salt and pepper never hurt anyone!
- ↑ Twitter - We took our Vek to the barbershop for some fresh new cuts!
- ↑ 247.0 247.1 Vidéo, 2022-03-31 (11:02).
- ↑ Direct, 2020-04-30 (46:51).
- ↑ 249.0 249.1 249.2 249.3 249.4 249.5 249.6 Vidéo, 2022-03-31 (11:04).
- ↑ 250.00 250.01 250.02 250.03 250.04 250.05 250.06 250.07 250.08 250.09 250.10 250.11 Vidéo, 2022-03-31 (11:52).
- ↑ Ashes of Creation Twitter.
- ↑ Vidéo, 2022-03-31 (39:29).
- ↑
- ↑ 254.0 254.1 254.2 Vidéo, 2022-03-31 (13:31).
- ↑ 255.0 255.1 255.2 255.3 255.4 255.5 255.6 Vidéo, 2022-03-31 (13:56).
- ↑ 256.0 256.1 256.2 Vidéo, 2022-03-31 (13:59).
- ↑ 257.0 257.1 257.2 257.3 257.4 257.5 Vidéo, 2022-03-31 (19:49).
- ↑ Vidéo, 2022-03-31 (21:03).
- ↑ 259.0 259.1 259.2 Direct, 2020-07-25 (54:10).
- ↑ 260.0 260.1 260.2 Direct, 2019-11-22 (1:08:05).
- ↑ 261.0 261.1 261.2 Direct, 2018-08-17 (1:07:51).
- ↑ 262.0 262.1 262.2 262.3 Rime and Regal.
- ↑ 263.0 263.1 263.2 263.3 Ashes of Creation Reddit - Heat and Harmony.
- ↑ Direct, 2017-05-08 (48:52).
- ↑ 265.0 265.1 265.2
- ↑ 266.0 266.1 266.2 266.3 266.4 Direct, 2018-04-8 (PM) (58:29).
- ↑ 267.0 267.1 267.2 267.3 267.4 267.5 267.6 267.7
- ↑ 268.0 268.1 268.2 268.3 268.4 268.5 Direct, 2020-07-25 (1:53:46).
- ↑ 269.0 269.1
- ↑
- ↑
- ↑ 272.0 272.1
- ↑ Direct, 2019-06-28 (1:25:55).
- ↑ 274.0 274.1
- ↑ Direct, 2020-06-26 (1:42:55).
- ↑ Podcast, 2020-11-15 (49:02).
- ↑
- ↑ 278.0 278.1 Direct, 2020-11-30 (57:50).
- ↑
- ↑
- ↑ 281.0 281.1
- ↑ 282.0 282.1 282.2 282.3
- ↑ Direct, 2018-07-09 (55:20).
- ↑ Direct, 2017-05-26 (32:14).
- ↑ 285.0 285.1 Direct, 2020-05-29 (50:20).
- ↑ 286.0 286.1 286.2 Direct, 2017-05-26 (19:51).
- ↑ 287.0 287.1 287.2 Reddit Q&A, 2019-01-8.
- ↑
- ↑ 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, 2018-02-09 (50:29).
- ↑ 300.0 300.1 Entrevue, 2018-10-20 (3:34:46).
- ↑ Ashes of Creation Press Kit.
- ↑ Interview, 2016-12-7.
- ↑
- ↑ 304.0 304.1 304.2 304.3 304.4 304.5 304.6 304.7 304.8 Direct, 2018-01-18 (39:08).
- ↑ Vidéo, 2018-04-05 (37:50).
- ↑ Vidéo, 2018-04-05 (37:13).
- ↑ Vidéo, 2023-03-31 (14:14).
- ↑ 308.0 308.1 308.2 308.3 Vidéo, 2023-03-31 (3:32).
- ↑ 309.0 309.1 Vidéo, 2023-03-31 (1:22).
- ↑ Vidéo, 2023-03-31 (6:30).
- ↑ 311.0 311.1
- ↑ 312.0 312.1 312.2 Vidéo, 2018-04-05 (35:01).
- ↑ 313.0 313.1 313.2 313.3 Direct, 2022-04-29 (1:05:37).
- ↑ 314.0 314.1 314.2 Direct, 2022-03-31 (1:15:29).
- ↑ 315.0 315.1 315.2 Direct, 2023-04-07 (55:22).
- ↑ 316.0 316.1 Direct, 2022-10-28 (32:52).
- ↑ 317.0 317.1 Direct, 2019-05-30 (1:18:16).
- ↑ Direct, 2017-05-26 (15:37).
- ↑ 319.0 319.1 Direct, 2023-04-07 (58:39).
- ↑ Vidéo, 2023-03-31 (14:20).
- ↑ 321.0 321.1
- ↑ 322.0 322.1 322.2 322.3 Direct, 2017-10-31 (29:50).
- ↑ 323.0 323.1 Direct, 2021-12-23 (1:32:10).
- ↑ Direct, 2017-05-19 (51:52).
- ↑ 325.0 325.1 Entrevue, 2018-10-20 (1:55).
- ↑ Direct, 2017-05-12 (42:17).
- ↑ Direct, 2021-04-30 (1:17:40).
- ↑ Official Livestream - May 4th @ 3 PM PST - Q&A
- ↑ Direct, 2018-04-8 (PM) (28:38).
- ↑ Entrevue, 2018-10-20 (2:53:53).
- ↑ 331.0 331.1 Direct, 2020-07-31 (1:05:58).
- ↑ 332.0 332.1 Direct, 2022-10-14 (23:15).
- ↑
- ↑ Direct, 2017-05-24 (46:27).
- ↑ Direct, 2022-05-27 (1:11:10).
- ↑ Direct, 2020-07-25 (1:33:37).
- ↑ 337.0 337.1 Direct, 2022-07-29 (1:24:58).
- ↑ 338.0 338.1 338.2 Entrevue, 2021-06-13 (48:27).
- ↑ 339.0 339.1 339.2 Direct, 2018-09-27 (52:41).
- ↑ 340.0 340.1 Direct, 2020-07-25 (1:34:55).
- ↑ Direct, 2022-04-29 (1:06:34).
- ↑ 342.0 342.1 342.2 342.3 342.4 Vidéo, 2018-04-05 (40:08).
- ↑ 343.0 343.1 343.2 343.3 343.4 343.5 343.6 February 8, 2019 - Questions and Answers.
- ↑ Direct, 2017-12-15 (58:48).
- ↑ 345.0 345.1 Entrevue, 2020-07-08 (1:07:59).
- ↑ Direct, 2017-05-24 (19:25).
- ↑ Direct, 2021-04-30 (41:18).
- ↑ Direct, 2022-01-28 (15:35).
- ↑ Entrevue, 2020-07-08 (1:12:51).
- ↑ 350.0 350.1 350.2 Direct, 2017-05-15 (26:13).
- ↑ 351.0 351.1 Direct, 2023-05-31 (43:55).
- ↑ Entrevue, 2021-06-13 (24:14).
- ↑ 353.0 353.1 353.2 353.3 353.4 353.5 353.6 353.7 353.8 353.9 Direct, 2020-09-30 (1:07:22).
- ↑ 354.0 354.1 Entrevue, 2018-08-24 (8:52).
- ↑ 355.0 355.1 355.2 355.3
- ↑ 356.0 356.1 Entrevue, 2020-07-29 (54:44).
- ↑ 357.0 357.1 Direct, 2017-07-28 (19:05).
- ↑ Direct, 2017-05-03 (50:50).
- ↑ Direct, 2017-07-18 (37:43).
- ↑ Direct, 2020-07-31 (1:31:11).
- ↑ 361.0 361.1 361.2 361.3 361.4 Podcast, 2021-04-11 (54:35).
- ↑ Direct, 2021-04-30 (53:08).
- ↑ 363.0 363.1 Entrevue, 2018-10-20 (2:53:52).
- ↑ 364.0 364.1 364.2 Direct, 2020-01-30 (1:28:40).
- ↑ Direct, 2018-05-04 (45:37).
- ↑ Direct, 2022-06-30 (1:12:38).
- ↑ Direct, 2022-09-30 (53:15).
- ↑ Direct, 2022-09-30 (43:45).
- ↑ Vidéo, 2022-09-30 (24:49).
- ↑ Podcast, 2021-09-29 (47:57).
- ↑ Entrevue, 2021-02-07 (49:18).
- ↑ Entrevue, 2020-07-19 (53:59).
- ↑ Entrevue, 2020-07-18 (1:07:51).
- ↑ 374.0 374.1 374.2 374.3 374.4 Direct, 2018-06-04 (1:11:19).
- ↑ Direct, 2021-06-25 (1:29:39).
- ↑ 376.0 376.1 Direct, 2020-11-30 (1:26:00).
- ↑
- ↑ 378.0 378.1 378.2 Entrevue, 2022-01-14 (42:18).
- ↑ Direct, 2020-10-30 (1:21:14).
- ↑ Direct, 2019-06-28 (1:24:27).
- ↑ Direct, 2021-07-30 (1:15:29).
- ↑
- ↑ 383.0 383.1 Direct, 2017-05-24 (32:07).
- ↑ 384.0 384.1 Direct, 2019-07-26 (1:09:46).
- ↑ 385.0 385.1 Entrevue, 2020-03-27 (5:25).
- ↑ Direct, 2017-05-10 (6:12).
- ↑
- ↑ 388.0 388.1
- ↑
- ↑
- ↑ Direct, 2017-07-18 (37:25).
- ↑ 392.0 392.1 392.2 392.3 392.4 Direct, 2020-07-25 (57:02).
- ↑
- ↑ Direct, 2017-06-01 (33:40).
- ↑ 395.0 395.1 395.2 395.3 395.4 395.5 395.6 Direct, 2022-09-30 (1:24:54).
- ↑ 396.0 396.1 396.2 396.3 396.4 396.5 396.6 Direct, 2018-07-09 (36:05).
- ↑ 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, 2017-04-13.
- ↑ 401.00 401.01 401.02 401.03 401.04 401.05 401.06 401.07 401.08 401.09 401.10 401.11 Direct, 2018-09-27 (55:39).
- ↑ 402.0 402.1 402.2 Direct, 2017-05-19 (22:10).
- ↑ 403.0 403.1 Entrevue, 2020-07-19 (36:07).
- ↑
- ↑ Direct, 2020-06-26 (1:31:53).
- ↑ 406.0 406.1 Direct, 2017-05-05 (23:26).
- ↑ Entrevue, 2018-08-08 (9:36).
- ↑ Direct, 2020-10-30 (1:11:13).
- ↑ 409.0 409.1 409.2 Direct, 2017-05-17 (7:27).
- ↑ Entrevue, 2020-07-19 (24:34).
- ↑ 411.0 411.1 411.2 411.3 Podcast, 2018-05-11 (18:52).
- ↑ Direct, 2017-06-01 (31:47).
- ↑ 413.0 413.1 413.2 413.3 413.4 Podcast, 2018-05-11 (21:07).
- ↑ 414.0 414.1 414.2 Podcast, 2018-05-11 (48:29).
- ↑ 415.0 415.1 415.2 415.3 415.4 Podcast, 2018-04-23 (29:56).
- ↑ 416.0 416.1 416.2 Direct, 2022-12-02 (1:22:30).
- ↑
- ↑ Direct, 2017-05-03 (31:46).
- ↑ Direct, 2017-05-03 (36:25).
- ↑
- ↑
- ↑ Vidéo, 2018-04-05 (49:36).
- ↑ Direct, 2021-06-25 (1:10:52).
- ↑ 424.0 424.1 424.2 424.3 Direct, 2020-10-30 (33:26).
- ↑ 425.0 425.1 Entrevue, 2018-10-20 (2:40:17).
- ↑ 426.0 426.1 426.2 Podcast, 2018-04-23 (59:28).
- ↑ 427.0 427.1 Podcast, 2018-04-23 (1:01:01).
- ↑ MMOGames interview, January 2017
- ↑ Direct, 2023-04-07 (40:30).
- ↑ 430.0 430.1
- ↑ 431.0 431.1 Entrevue, 2018-08-24 (8:35).
- ↑ Direct, 2020-07-25 (1:31:44).
- ↑ 433.0 433.1 A chat with Ashes of Creation's Steven Sharif, 2017-06-7.
- ↑ 434.0 434.1 Direct, 2022-04-29 (21:00).
- ↑ 435.0 435.1 Direct, 2021-12-23 (1:23:41).
- ↑ Entrevue, 2018-10-20 (3:43:52).
- ↑ 437.0 437.1
- ↑ Direct, 2018-05-04 (39:41).
- ↑
- ↑ Packs de précommande
- ↑ 441.0 441.1
- ↑
- ↑ Direct, 2018-05-04 (53:34).
- ↑ 444.0 444.1 Direct, 2020-07-25 (1:21:03).
- ↑ 445.0 445.1 445.2
- ↑
- ↑
- ↑ Direct, 2021-02-26 (1:08:47).
- ↑
- ↑ 450.0 450.1 Direct, 2018-10-31 (38:47).
- ↑ 451.0 451.1 Blog: Steam Announce And Play Test FAQ For Ashes of Creation Apocalypse
- ↑
- ↑ 453.0 453.1 Direct, 2018-08-17 (1:02:38).
- ↑ 454.0 454.1 454.2 454.3 454.4 Direct, 2020-06-26 (1:26:54).
- ↑ Entrevue, 2021-06-13 (42:22).
- ↑ 456.0 456.1 Direct, 2017-06-01 (19:12).
- ↑ 457.0 457.1 457.2 Direct, 2020-11-30 (56:02).
- ↑ 458.0 458.1
- ↑ 459.0 459.1 459.2
- ↑ 460.0 460.1 Direct, 2020-07-25 (48:28).
- ↑ 461.0 461.1 Podcast, 2018-08-04 (1:57:56).
- ↑ 462.0 462.1
- ↑
- ↑
- ↑
- ↑ Entrevue, 2018-08-21 (11:20).
- ↑ 467.0 467.1 467.2 Blog: New Adventure Awaits.
- ↑
- ↑ 469.0 469.1 Reddit - Developer response regarding play-to-earn mechanics.
- ↑
- ↑ Ashes of Creation cosmetic store.
- ↑ 472.0 472.1 Entrevue, 2018-05-11 (32:36).
- ↑ Ashes of Creation Store: Ashes of Creation.
- ↑
- ↑ Direct, 2018-12-06 (41:43).
- ↑ Direct, 2020-11-30 (58:24).
- ↑ 477.0 477.1
- ↑ 478.0 478.1
- ↑ 479.0 479.1
- ↑ 480.0 480.1 Entrevue, 2018-10-20 (2:17:43).
- ↑ Entrevue, 2018-10-20 (2:28:08).
- ↑ 482.0 482.1 Entrevue, 2018-10-20 (3:47:17).
- ↑
- ↑ 484.0 484.1 484.2 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).
- ↑ 489.0 489.1 Podcast, 2018-05-11 (36:28).
- ↑ Podcast, 2018-05-11 (36:28).
- ↑ Direct, 2017-11-17 (23:00).
- ↑ Entrevue, 2018-08-17 (31:09).
- ↑ Direct, 2017-11-17 (33:56).
- ↑ 494.0 494.1 Direct, 2018-05-04 (49:45).
- ↑ Direct, 2022-12-02 (1:05:51).
- ↑ 496.0 496.1 Direct, 2018-06-04 (7:25).
- ↑ Podcast, 2018-05-11 (33:09).
- ↑ 498.0 498.1 Ashes of Creation Forums - No participation trophy.
- ↑ Podcast, 2018-05-11 (33:09).
- ↑ 500.0 500.1 500.2 Vidéo, 2018-04-05 (44:06).
- ↑ 501.0 501.1 Vidéo, 2018-04-05 (48:03).
- ↑ 502.0 502.1 502.2 Entrevue, 2020-07-19 (14:51).
- ↑ Entrevue, 2020-07-19 (17:12).
- ↑ Vidéo, 2022-09-30 (23:13).
- ↑ 505.0 505.1 505.2 505.3 Direct, 2022-09-30 (2:40).
- ↑ Direct, 2017-05-08 (28:48).
- ↑ 507.0 507.1
- ↑ 508.0 508.1 508.2 What languages will Ashes of Creation be in?
- ↑ 509.0 509.1 509.2 Entrevue, 2018-08-24 (2:35).
- ↑ 510.0 510.1 510.2 Direct, 2017-05-17 (1:09:22).
- ↑ 511.0 511.1 Direct, 2017-05-24 (45:49).
- ↑
- ↑ Entrevue, 2018-08-24 (3:19).
- ↑ 514.0 514.1 514.2 514.3 514.4 Direct, 2021-12-23 (48:45).
- ↑ 515.0 515.1 Direct, 2017-05-26 (38:30).
- ↑ Direct, 2017-05-24 (23:50).
- ↑ Direct, 2021-12-23 (1:10:09).
- ↑
- ↑ Direct, 2021-12-23 (1:08:42).
- ↑ Direct, 2021-09-24 (52:48).
- ↑ Direct, 2019-12-17 (51:20).
- ↑
- ↑ 523.0 523.1 Direct, 2023-04-28 (1:03:41).
- ↑ Direct, 2023-01-27 (1:07:12).
- ↑ 525.0 525.1
- ↑ Direct, 2021-03-26 (12:34).
- ↑ 527.0 527.1 What are the minimum requirements for Alpha?
- ↑ 528.0 528.1 Direct, 2021-12-23 (49:39).
- ↑ 529.0 529.1 Direct, 2021-12-23 (42:09).
- ↑ 530.0 530.1 530.2 530.3 Vidéo, 2021-12-23 (0:00).
- ↑ 531.0 531.1 Direct, 2021-12-23 (19:59).
- ↑
- ↑ 533.0 533.1 533.2 533.3 533.4 533.5 Direct, 2021-12-23 (40:53).
- ↑ Direct, 2021-12-23 (50:50).
- ↑ 535.0 535.1 Direct, 2021-12-23 (55:32).
- ↑ Vidéo, 2021-12-23 (23:53).
- ↑ 537.0 537.1 Direct, 2021-12-23 (54:00).
- ↑ Direct, 2021-12-23 (52:52).
- ↑ Vidéo, 2021-12-23 (2:54).
- ↑ Direct, 2021-12-23 (52:58).
- ↑ Direct, 2017-05-03 (26:50).
- ↑
- ↑ 543.0 543.1 Direct, 2021-12-23 (47:51).
- ↑ Direct, 2022-01-28 (7:26).
- ↑ Direct, 2023-03-31 (1:10:30).
- ↑ Direct, 2023-02-24 (1:14:41).
- ↑ Direct, 2023-01-27 (1:07:46).
- ↑ Direct, 2023-04-07 (1:21:29).
- ↑ 549.0 549.1 Direct, 2023-03-31 (1:27:15).
- ↑ Direct, 2017-05-19 (37:03).
- ↑
- ↑ Official Livestream - May 4th @ 3 PM PST - Q&A
- ↑ Direct, 2023-01-27 (4:18).
- ↑ 554.0 554.1 554.2 554.3 Direct, 2018-09-27 (48:13).
- ↑ 555.0 555.1 Direct, 2021-11-19 (52:35).
- ↑ Entrevue, 2017-05-08 (22:06).
- ↑ 557.0 557.1 Direct, 2017-05-24 (40:50).
- ↑ 558.0 558.1 558.2 558.3 558.4 558.5
- ↑ 559.0 559.1
- ↑ 560.0 560.1 560.2 560.3 Ashes of Creation FAQ: Where will your servers be?
- ↑ 561.0 561.1
- ↑
- ↑ 563.0 563.1 Direct, 2018-04-8 (AM) (26:41).
- ↑ Direct, 2018-07-09 (47:54).
- ↑ Direct, 2017-05-17 (59:25).
- ↑ Vidéo, 2018-09-06 (4:25).
- ↑
- ↑ 568.0 568.1 568.2 Entrevue, 2020-07-18 (12:56).
- ↑ 569.0 569.1 Entrevue, 2018-04-20 (9:20).
- ↑ Direct, 2017-05-08 (36:26).
- ↑ Direct, 2017-07-28 (35:42).
- ↑ Direct, 2017-05-10 (35:27).
- ↑ MMORPG Interview, 2016-12-12.
- ↑ Direct, 2022-10-14 (2:53).
- ↑ 575.0 575.1 Direct, 2018-04-8 (PM) (39:48).
- ↑ 576.0 576.1 576.2 576.3 Entrevue, 2018-10-20 (2:22:09).
- ↑ Direct, 2018-04-8 (AM) (25:12).
- ↑ Direct, 2023-05-31 (45:26).
- ↑ Direct, 2018-04-8 (AM) (24:14).
- ↑
- ↑ Direct, 2019-06-28 (1:21:02).
- ↑ Direct, 2017-07-28 (40:15).
- ↑ Direct, 2018-04-8 (PM) (1:18:37).
- ↑ The mighty beard!
- ↑ 585.0 585.1 585.2 Direct, 2022-10-28 (29:32).
- ↑ 586.0 586.1 586.2 586.3 Direct, 2022-08-26 (1:32:45).
- ↑ 587.0 587.1 587.2 587.3 Entrevue, 2020-07-08 (48:30).
- ↑ 588.0 588.1 588.2 588.3 Direct, 2018-02-09 (20:40).
- ↑
- ↑
- ↑ Forums - Livestream Q&A 2022-08-26.
- ↑ 592.0 592.1 592.2 Entrevue, 2020-07-19 (1:12:37).
- ↑ Direct, 2017-11-17 (38:35).
- ↑ Massively OP, 2017-06-1
- ↑ Entrevue, 2018-08-21 (40:44).
- ↑ 596.0 596.1 Direct, 2017-05-10 (20:02).
- ↑ 597.0 597.1 Entrevue, 2018-10-20 (6:29).
- ↑ Direct, 2017-05-10 (43:27).
- ↑ Direct, 2017-05-10 (21:41).
- ↑ 600.0 600.1 Entrevue, 2018-05-11 (49:03).
- ↑ Ashes of Creation Forums - No Damage Meter?
- ↑ 602.0 602.1 602.2 MASSIVELY OP interview: Ashes of Creation on a new way to MMO.
- ↑ 603.0 603.1
- ↑
- ↑ 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).
- ↑ Ashes of Creation Store: May cosmetics.
- ↑
- ↑
- ↑ Guide to Alpha One.
- ↑
- ↑ Entrevue, 2022-01-14 (9:11).
- ↑
- ↑
- ↑
- ↑ MMORPG.com's Best of 2017 Awards.
- ↑ Most Anticipated MMORPGs For 2018.
- ↑ 634.0 634.1 DualShockers’ Gamescom 2018 Awards
- ↑ MassivelyOP 2020 awards reader's poll.
- ↑ MassivelyOP reader's poll.
- ↑ 637.0 637.1 Direct, 2017-05-17 (41:27).
- ↑ 638.0 638.1 Direct, 2018-10-31 (35:00).
- ↑ 639.0 639.1 639.2 Direct, 2023-04-07 (1:24:36).
- ↑ 640.00 640.01 640.02 640.03 640.04 640.05 640.06 640.07 640.08 640.09 640.10 640.11 640.12 Direct, 2018-11-03 (0:00:17).
- ↑ Ashes of Creation Apocalypse official site.
- ↑ 642.0 642.1 Ashes of Creation Apocalypse Early Access.
- ↑ Vidéo, 2019-09-24 (0:10).
- ↑ 644.0 644.1 Entrevue, 2018-08-24 (13:17).
- ↑ 645.0 645.1 645.2 Direct, 2018-08-17 (30:29).
- ↑ 646.0 646.1 646.2 Direct, 2018-09-01 (1:05:10).
- ↑
- ↑ Direct, 2018-09-27 (9:08).
- ↑
- ↑
- ↑ Ashes of Creation Forums - Has Intrepid considered a physical collectors edition box for us box collectors?