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Volcano area concept art by Ricky Ho.[1] [2]

We are a high fantasy game... That means that outside of the traditional sorts of environments you're going to start seeing some pretty crazy and wild stuff that will also change based on seasons.[3]Jeffrey Bard

Alpha-1 Oasis environment preview.[5]

This is a second one of two of the large water oasis areas that we incorporated into the tropics biome.[6]Michael Bacon

There are approximately 18 biomes (environments) in Ashes of Creation.[6]

We just wanted to represent just about every biome type under the sun really and just have enough diversity over the world that like when you went from area to area you know, you really just got a contrast of different biome types.[7]Michael Bacon

List of biomes

Node influences

L'agencement d'un village sur l'Alpha-1 .[10]

Même à la 3e étape de développement d'un village, l'agencement est plutôt de taille ; et la plupart de ces agencements incluent essentiellement des maisons statiques disponibles à l'achat pour les joueurs.[10]Steven Sharif

Styles d'architecture raciale d'un nœud à l'étape de village lors de l'Alpha-0. Influence Elfique Empyrean (en haut). Influence Humain Kaelar (en bas).[11]

L'agencement et l'architecture à l'intérieur des zones de développement d'un nœud sont déterminés par l'influence raciale. Par exemple, un Nœud à la 3e étape dont la majorité des contributions des joueurs étant Py’rai aura un village Py’rai avec une architecture Py’rai. La plupart des PNJs serait des elfes Py’rai, et offriraient des suites de quêtes concernant l'histoire des Py’rai.[12]Margaret Krohn

Chaque expérience contribuée par les joueurs est marquée par la race de leurs personnages ainsi que d'autres identifiants. Lorsqu'un Nœud avance, la race avec la plus grande contribution d'expérience déterminera le style et la culture du Nœud. Un changement de style et de culture peut arriver à n'importe quelle étape d'un Nœud. Par exemple, si un Nœud avance au Niveau 2 - l'étape du Campement et que 51% de toute l'expérience a été gagnée par des joueurs Ren’Kai, le Nœud deviendra un Nœud de Niveau 2 Ren'Kai. Si ce même Nœud avance au niveau 3 - l'étape du Village, mais que les Py’Rai ont contribués à hauteur de 62% de l'expérience gagnée, le Nœud deviendra à ce moment-là un Nœud Py’Rai de Niveau 3. Les influences culturelles apportent plus que de simple changement esthétique ou des changements narratif - des bénéfices sont également accordés à la culture dominante à l'intérieur de la zone d'influence du nœud.[13]Margaret Krohn

L'agencement des noeuds et le style sont déterminés par plusieurs facteurs :[14]

Certaines parties sont déterminées par la zone. D'autres sont déterminés par le type. D'autres par la race ; et le reste est déterminé par le maire.[14]Jeffrey Bard

Tous les nœuds, qu'ils soient associés avec un château ou associés avec une structure de nœud normale, ont des influences culturelles qui se réplique sur les bâtiments qui sont produits et les PNJs qui sont présents.[17]Steven Sharif

Il existe une mécanique d'usure qui affecte l'expérience et l'influence pour réduire les chances qu'une race domine le monde entièrement.[18]

Il y a de l'usure et cette usure sur l'expérience et l'influence augmente en fonction des performances d'une race dans le monde. Donc si tous les nœuds appartiennent aux orcs leur taux d'usure est très élevé pour rivaliser avec l'établissement d'autres cultures dans les nouveaux nœuds car ils ont plus d'influence dans le monde et l'opinion populaire est contre leur expansion dans les régions éloignées où ils n'ont pas assez d'influence.[18]Steven Sharif


Certains environnements (biomes) ont des climats fixes, d'autres ont des climats variables.[20]

  • Les conditions météorologiques changent selon les saisons.[20][3]Jeffrey Bard
  • Il y aura une météo dynamique qui change en intensité.[21]
    • Par exemple : de la bruine à la tempête, ou du blizzard à la neige, et inversement.


Ashes of Creation Seasons in the Riverlands.[22]

Seasons affect much more than just the world around you on Verra. They will also change a variety of mechanics from skills and abilities to crops and gatherables.[22]

Seasons affect different zones (environments/biomes) based on their location in the world.[23][24]

Winter might have a spawner that activates on a road that spawns at large fallen tree and players who see that will have an opportunity to go up and exert some type of one-time action that helps in removing that tree and it might require you know X number of people to do that before the tree gets removed; and that you know as an example is not beneficial for the transit of goods because as you know caravans require- well they don't require but they move better on roads and if that tree were present let's say blocking you know a road that led to a bridge per-se that they would have to off-road.[24]Steven Sharif
  • Different seasons may affect access to various roads.[27][28][24]
    • Pathways that are open during summer may be closed during winter.[24]
    • Seasonal affects may cause obstacles or blockages to the transit of goods via caravan.[27][28][31]
    • Water turning to ice in winter, enabling players to walk over the water but blocking access to what is underneath.[24]
      • Ice will make roads bumpy and slippery.[32]
    • Seasonal flooding is something the developers are talking about internally, but will not be present in Alpha-2.[33]

Seasonal changes

Right now we're getting some rain which will usher in springtime and so you'll see all the flora that's growing up right now out of the ground.[34]Brian Gans

Seasons change on a regular basis, but may also be triggered or elongated by certain events.[35][36][37]

  • Each season will be approximately one or two IRL weeks long.[35][36][37]
They might last longer if you don't deal with the dragon, or if you keep that relic active, but these on a cycle on a cyclical perspective as a normal season transition might be exist within a one week timeframe right and then it transitions over a period of hours.[36]Steven Sharif
  • The final duration of seasonal cycles is subject to testing during Alpha-2.[38]
The weather systems, the season systems, that's going to be a obvious point of testing for Alpha 2 of course. We're going to play around with the different cycles and and times and how they impact the economy, the rotation of resources, the movement of goods: all of those things play into the purpose- one of the purposes of having seasonal systems. So that is something that we are going to play with during our Alpha 2 testing and will land on what feels both most comfortable- is visually appealing, but also has the impact on the economy that we desire to see on the design side.[38]Steven Sharif
  • Environmental seasons are not to be confused with PvP seasons, which last for six months.[39]
In Ashes of Creation the world will change on a regular basis. Zones will progress in a seasonal cycle, which will alter the very nature of the environment around you. Snow may block pathways that are accessible in warmer months, spring may encourage creatures otherwise unseen to come to the surface, and fall might be the only time that certain crops thrive. This cycle can then take in the state of the world’s Nodes and shift depending on their progression.[31]

Day and night cycle

Alpha-2 day/night cycle.[40]

Day and night cycles in Ashes of Creation are actually over the course of a few hours.[41]Steven Sharif

There is a day/night cycle in Ashes of Creation.[43][44]

  • Day and night cycles occur over the course of a few hours.[41]
    • Fifteen IRL minutes may equate to one hour in game time but this is subject to change.[35][45]
    • Day and night cycle tied to server time will be tested in Alpha-2.[46]
The day night cycle is tied to server time, yes. So there is a number of hours that exist between each of the cycles. That's something that we'll be fine-tuning of course during Alpha 2 as well, but it is intended for players to interact with certain systems even based on in-game time as well.[46]Steven Sharif
Certain creatures will react differently. Certain spawns react differently during night times and different day/night cycles. those might also influence things like abilities and/or buff/debuff vulnerabilities. You'll have to find out based on the type of creature you're experiencing.[49]Steven Sharif


Pre-alpha Mage's detection utility skill casts light and reveals magical explosive hazards.[53]

How deeply we take this though is really going to come down to how much fun it actually is, which we’re still in the process of discovering. As long as we can nail some interesting mechanics, and it’s not more frustrating than fun, make sure you bring your torch.[54]

Darkness as an environmental obstacle is being considered as part of the game mechanics.[48][54]

  • The developers are requesting feedback on the intensity of illumination and darkness that will be present in Alpha-2.[47][48]
In more survival oriented games you're expected to have really dark night times because you utilize instruments like torches and lights that can be present, but when you think about an MMORPG and you think about the types of player numbers and player count you're expected to have in certain locations and dungeons, you need to be able to accommodate those types of visibility lines and those mechanics around that large multiplayer environment. So when you guys are giving feedback think about whether or not you want the outside night time to really be very dark, or if you want that to be reserved for specific locations in game, like certain dungeons and towers where we can utilize mechanics like different types of lighting mechanisms in order to facilitate that more dark feel.[48]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".[55]

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.[55]Steven Sharif

Alpha-1 environment

Vous en verrez davantage à l'approche de l'Alpha 2, mais ceci vous donnera un aperçu de la capitale de l'empire Aelan avant l'Exode. C'est l'une des zones de départ dans laquelle les joueurs entrent. Ce sera l'une des zones de départ dans l'alpha 2.[57]Steven Sharif


There are elements (such as Air, Earth, Fire, Water, Electrical) in Ashes of Creation each with their own resistances.[59][60][60][61][62][63]

  • There may be ley lines and strong magical places in the world that change or alter the way spells work.[67]
We've discussed a little bit about how the seasons and biomes will react with different types of skills. Like if you have a fireball and it's summer it might be a little bit different. If it's winter and you have a frost ability it might be different.[66]Steven Sharif


200 foot tall Pyrian statues in Alpha-1.[68]

Landmarks are scattered throughout the world, allowing players to judge their position on the map.[68]

From a lore perspective these statues have been around for a long time; and they are representative of the civilizations that existed once on this world before.[68]Steven Sharif

Major visual landmarks. You can look all the way across the horizon have an idea where you're going or where to meet friends or where to meet just based on these huge landmarks in the world.[68]Mat Broome


Alpha-0 Underrealm environment.[69]

One of the aspects of the Lore behind the Tulnar was that in the pantheon of gods that exist- having foretold the future through the Goddess of Fate to the Goddess of Creation- these areas in the Underrealm were created in to allow for refuge for which the gods knew would be left behind that couldn't make it to Sanctus. So that was a pre-thought there in the creation of the Underrealm to facilitate that realm where refugees could seek.[70]Steven Sharif

Alpha-0 Underrealm Sharptooth cat mob concept art.[69]

We plan to have the Underrealm really pervasive throughout the game itself, a part of the open world. It will introduce some unique elements such as the type of monsters you see, the type of crops you can grow and houses you can have.[71]Steven Sharif

The Underrealm is a rich environment where bio-luminescence abounds in the fauna and flora that exist here. These deep caverns and underground valleys provide new destinations for civilization to develop. Bringing the node system into the depths of the world may awaken darker creatures than the surface.[72]

  • The Underrealm is estimated to be not too much bigger than 100 km2 in area.[73][74] It is not contiguous space across the entire map. There will be areas that are obstructed by chasms or other features.[75][76]
The expansiveness of the Underrealm itself is quite large. It does persist across across a lot of the playable game area that's above ground. So there are alternatives in the Underrealm for passages and traversal throughout the world.[77]Steven Sharif
  • The location of Underrealm entrances throughout the world is focused around natural geographic choke-points that exist above ground. This provides alternate subterranean routes that can be used by caravans, raids, and other player activities.[73][75][76]
The Underrealm is intending to be bespoke segments of Underrealm territory that are available around areas of choke-point in the world map that are above ground, which are provided for caravan transit across the world. So those caravans as they're approaching these choke-points on land, they will have alternate route options to go down into the Underrealm and to try to traverse that space, as opposed to the choke-points.[75]Steven Sharif
  • Not all entrances to the Underrealm will be open at the same time. This can shift dynamically (based on node states) that cause different routes to open up, which may be more or less advantageous than other routes.[76]
  • There will be bodies of water such as rivers and lakes in the Underrealm that house unique species of fish.[78][79]
    • There won't be boats and other water vehicles in the Underrealm.[78]
There will absolutely be Underrealm lakes and rivers. Those will be locations and very important ones for unique material goods like certain types of fish that players will be able to go down and fish with. But there will not be the use of boats and vehicles within the water- water vehicles of the Underrealm, at least not for launch.[78]Steven Sharif


Alpha-0 Underrealm environment.[69]

Underrealm environments are vast.[80]

  • Caravanes should be able to operate as they do above ground.[80]
  • If there's insufficient room for Dragons, another mount type may be utilized.[80]
  • Burrowing mounts are being considered as an alternative to flying mounts in the Underrealm.[81]

One of the important aspects of color play is going to be the distinguishing factor between different Underrealms and the regions that exist in the world: Their color influences set them apart from different regions.[82]Steven Sharif

Seasons above ground will affect the Underrealm.[80]

  • This will not be a one-to-one correlation: for example, it won't snow in the Underrealm.
  • Tunnel flooding and other effects will be related to the weather above ground.

The seasons above ground will kind of inform what happens underneath. I mean, it's not going to be a direct one-to-one correlation right, not like it's going to be raining in the underworld, but you will see the effects from above happen down below: You might find tunnels being flooded.[80]Jeffrey Bard

Coastal and island nodes

Il existera des Nœuds le long de la côte et dans des archipels.[84]

  • Ces nœuds auront des compétences, services et influences maritimes, ainsi que des Quêtes, qui seront liées à la mer.[84]
  • Les nœuds côtiers changeront les tables d'apparitions du contenu maritime alentour et pourront déclencher des Evénements spécifiques.[85]
  • Les ports à l'intérieur des nœuds côtiers auront des suites de quêtes liées à l'océan et aux îles proches.[85]
  • Il sera peut-être possible d'assiéger une ville côtière par la mer.[86]

Les archipels font partie du contenu naval dans Ashes of Creation.[87][88]


Sous-marin content will be accessible, not cumbersome.[91]

Treasures may be obtained through fishing and by exploring naval content.[94][95]

Nœuds sous-marins

Les Points d'intérêt sous-marins qui auront des structures de PNJs pourront apparaître comme des villes, mais ne se seront pas des Nœuds.[96]

  • Il n'y aura pas de nœuds sous-marins ou dans l'eau.[84]


Foliage rendus 3D.[97]

Biomes really need to have a fairly eclectic selection of plant life, of vegetation, of foliage. These help to create the atmosphere that you are really immersed in this different climate zone and that that's obviously something that we as players enjoy when we get to see a significant diversity of plant life, because it does lend itself to the immersive nature of the world.[98]Steven Sharif

Environnements rendus 3D.

Foul and ravenous spirits have been bound to these stinking flowers[99]

As you move through a plant you're not just gonna go straight through the plant. It will move around on the client for you: you'll see that plant move because you intersected with it and passed through it. So there's collision with foliage there; but I'm not sure if it's going to be as granular on blades of grass. We do have footprints and footsteps... you can see them on the dirt surfaces; you can see them on the snow surfaces.[102]Steven Sharif
For example as for trees, sapling stage requires no collision, but the young stage will have a collision that you can no longer go through.[103]Alex Khudoliy
  • Later stages of game polish will address quality-of-life issues, such as foliage blocking the player's camera.[104]
Q: Folks were wondering about foliage as it seems like it could hide your character from your own camera. Can it do something like turn transparent to you, so you... don't lose yourself in the grass?
A: Absolutely. Those are literal higher fidelity types of polish that we get around to when we're out of guts of building core systems and abilities and archetypes. So, part of watching our game in development is understanding that a lot of the quality-of-life or polish-oriented features that you would typically see in a launched game are not yet worked on from our perspective. We're very much still on the core aspects of our feature development.[104]Steven Sharif

Environnements destructibles

Les Environnements destructibles seront des éléments cœur sur la façon dont les joueurs interagissent avec le monde, à la fois dans Ashes of Creation Apocalypse et dans Ashes of Creation le MMORPG.[107]

Nous voulons que la destruction fasse partie des éléments cœurs sur la façon dont les joueurs évoluent à travers le monde.[107]Steven Sharif

Vous pourriez être plus précis dans vos décisions lors de l'attaque d'une ville. Admettons qu'il s'agisse d'un nœud rival qui tente d'atteindre, imaginons, un nœud de niveau 5, ou quelque chose dans le genre, et vous voulez désactiver leurs accès aux systèmes de religions pour les empêcher de progresser donc vous visez leur temple pendant l'attaque, ou vous voulez empêcher leur académie d'érudits de monter en niveau pour que votre nœud puisse le faire ; ou alors vous voulez désactiver de multiples bâtiments qui permettent aux citoyens de récupérer de l'expérience ou de faire des quêtes, ce qui les empêcherait de suivre votre cadence en terme d'expérience gagnée par votre nœud. Ces attaques peuvent être plus précises et n'ont pas forcément besoin de mener à la prise du nœud lui-même.[108]Steven Sharif



Voir également

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