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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


Certains environnements (biomes) ont des climats fixes, d'autres ont des climats variables.[10]

  • Les conditions météorologiques changent selon les saisons.[10][3]Jeffrey Bard
  • Il y aura une météo dynamique qui change en intensité.[11]
    • Par exemple : de la bruine à la tempête, ou du blizzard à la neige, et inversement.


Ashes of Creation Seasons – First Look (Pre-alpha).[12]

We want to really make the environment immersive and actually affect gameplay.[13]Steven Sharif

Seasons affect different zones (environments/biomes) based on their location in the world.[13]

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.[13]Steven Sharif

Different seasons may affect access to various roads.[17][18][13]

  • Pathways that are open during summer may be closed during winter.[13]
  • Seasonal affects may cause obstacles or blockages to the transit of goods via caravan.[17][18][20]
  • Water turning to ice in winter, enabling players to walk over the water but blocking access to what is underneath.[13]
    • Ice will make roads bumpy and slippery.[21]

Seasons change on a weekly basis during scheduled downtime.[22]

  • Each month in real-life will effectively be a full seasonal rotation in the game.[22]
  • Environmental seasons are not to be confused with PvP seasons, which last for six months.[23]

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.[20]

Day and night cycle

Early Alpha-1 dynamic lighting example.[24]

This has been some of the work done on the dynamic aspect of not just the clouds and the skyline, but also the different times of days that will be experienced through the world... We are not going with a 'baked' lighting aspect; we're going with a dynamic lighting aspect. So it can be a little bit costlier, but at the same time it really adds a type of mood that you would come to expect with the aesthetic you are seeing here in a game like Ashes of Creation.[25]Steven Sharif

There is a day/night cycle in Ashes of Creation.[27][28]

Fifteen minutes may be one hour in game time.[31]


Pre-alpha Mage's detection utility skill casts light and reveals magical explosive hazards.[32]

Darkness as an environmental obstacle is being considered as part of the game mechanics.[33]

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.

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".[34]

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.[34]Steven Sharif

Alpha-1 environment

Map of Alpha-1 testing zone.[36][37] Image credit: Axiom: Angelcry

The Alpha One map including nodes, dungeons, quest givers, POI, teleporters, and camps will be explorable! Note that this is only a small portion of the world of Verra.[38]

Alpha-1 testing tropical zone featuring a war beast and a tribe of pigmy goblins.[39]

This is a rather large tropical area; and what we use some of the creatures for is kind of like establishing character for different parts of this tropical place. So that even though it's the same biome, it feels different when you are going from place to place based on what's there and how those things are interacting with the environment.[40]Jeffrey Bard

Alpha-1 testing takes place in a zone to the north west of the world map.[41] This zone has many islands and a mainland area.[42]


There will be elements (such as Air, Fire, Water, Lightning) in Ashes of Creation each with their own resistances.[52][53][54]

  • Other elemental influences may include Darkness, Light and Planar.[54]
  • Elements may have more influence in certain seasons and climates. For example, frost abilities may be stronger in winter. This affects both JcE and JcJ.[55][56]
  • There may be ley lines and strong magical places in the world that change or alter the way spells work.[57]

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.[56]Steven Sharif

We want to get a nice spread of abilities that that are influenced by what's going on your zone.[56]Jeffrey Bard


200 foot tall Pyrian statues in Alpha-1.[58]

Landmarks are scattered throughout the world, allowing players to judge their position on the map.[58]

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.[58]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.[58]Mat Broome


Alpha-0 Underrealm environment.[59]

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.[60]Steven Sharif

Alpha-0 Underrealm Sharptooth cat mob concept art.[59]

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.[61]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.[62]

  • The Underrealm is estimated to be 100 km2 in area.[63]
    • The underrealm is not contiguous across the entire map. There will be areas that are obstructed by chasms or other features.[64]
    • 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.[64]
    • 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.[64]

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.[65]Steven Sharif

We've also talked about node states affecting what openings are open and what things are closed. So not all entrances to the Underrealm will be open at the same time. So that configuration can shift and different routes will open up and be more advantageous than other routes.[64]Jeffrey Bard


Alpha-0 Underrealm environment.[59]

Underrealm environments are vast.[66]

  • Caravanes should be able to operate as they do above ground.[66]
  • If there's insufficient room for Dragons, another mount type may be utilized.[66]
  • Burrowing mounts are being considered as an alternative to flying mounts in the Underrealm.[67]

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.[68]Steven Sharif

Seasons above ground will affect the Underrealm.[66]

  • 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.[66]Jeffrey Bard

Coastal and island nodes

Il existera des Nœuds le long de la côte et dans des archipels.[70]

  • Ces nœuds auront des compétences, services et influences maritimes, ainsi que des Quêtes, qui seront liées à la mer.[70]
  • Les nœuds côtiers changeront les tables d'apparitions du contenu maritime alentour et pourront déclencher des Evénements spécifiques.[71]
  • Les ports à l'intérieur des nœuds côtiers auront des suites de quêtes liées à l'océan et aux îles proches.[71]
  • Il sera peut-être possible d'assiéger une ville côtière par la mer.[72]

Les archipels font partie du contenu naval dans Ashes of Creation.[73][74]


Sous-marin content will be accessible, not cumbersome.[77]

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.[79]

  • Il n'y aura pas de nœuds sous-marins ou dans l'eau.[70]


House plants may be available as housing decor items.[82]

  • The developers have discussed potentially adding mechanics to potted plants that yield unique items if the plant is properly maintained.[82]

One of the big directives for the environment team- and I know Mia has been amazing in this regard- is each of the biomes really need to have a 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.[83]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.[86]

Nous voulons que la destruction fasse partie des éléments cœurs sur la façon dont les joueurs évoluent à travers le monde.[86]Steven Sharif

  • Les attaquants ne seront peut-être pas capables de détruire un Nœud pendant un siège de nœud. À la place ils peuvent tenter des attaques précises pour désactiver des Bâtiments de Nœuds et leurs services à l'intérieur d'un nœud. Ces bâtiments peuvent être ciblés avec des Engins de siège et des bombes.[87]
  • Les Bâtiments de Nœuds (incluant les Habitations de joueurs) ont des points de Santé et peuvent être endommagés pendant des sièges. Si les bâtiments reçoivent plus de 25% de dégâts approximativement, tous les PNJs ou les services offert par ce bâtiment ne seront plus disponibles jusqu'à ce que le bâtiment soit réparé.[88]
  • Si le nœud existe encore après la fin du siège, les citoyens devront obtenir les Ressources nécessaires à la réparation et devront reconstruire toute infrastructure endommagée.[88][89]
    • Les bâtiments plus larges, plus avancés, requièrent plus de ressources pour les réparer. Les habitations de nœud auront sans doute besoin du moins de ressources pour les réparer.[90]
  • Une Habitation de joueur qui est détruite pendant un siège de nœud ne peut plus être vendue.[91]

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.[87]Steven Sharif



Voir également

Les références

  1. Direct, 2021-09-24 (1:08:43).
  2. steven-volcano-guy-quote.png
  3. 3.0 3.1 Direct, 2017-06-01 (29:33).
  4. verran-environments.png
  5. Direct, 2021-06-25 (55:39).
  6. 6.0 6.1 Direct, 2021-01-29 (21:55).
  7. Direct, 2021-06-25 (53:15).
  8. Direct, 2021-05-28 (1:40:47).
  9. Vidéo, 2017-05-30 (0:01).
  10. 10.0 10.1 Direct, 2017-07-18 (36:47).
  11. Direct, 2017-07-28 (41:25).
  12. Vidéo, 2017-01-22 (0:02).
  13. 13.0 13.1 13.2 13.3 13.4 13.5 13.6 13.7 Direct, 2017-05-08 (20:27).
  14. Ashes of Creation Instagram. May 1, 2020.
  15. Ashes of Creation Facebook. March 19, 2020.
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  20. 20.0 20.1 Our immersive world - Environments.
  21. frosty-roads.png
  22. 22.0 22.1 seasons.png
  23. Entrevue, 2020-07-18 (16:34).
  24. Direct, 2020-11-30 (41:49).
  25. 25.0 25.1 Direct, 2020-11-30 (24:51).
  26. Ashes of Creation - Screenshots.
  27. Direct, 2021-06-25 (29:58).
  28. 28.0 28.1 28.2 Direct, 2017-05-12 (57:41).
  29. day cycle.jpg
  30. Podcast, 2021-04-11 (15:55).
  31. time.jpg
  32. Vidéo, 2017-02-07 (0:02s).
  33. Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
  34. 34.0 34.1 Entrevue, 2018-10-20 (2:17:43).
  35. Entrevue, 2018-10-20 (2:28:08).
  36. Alpha-1 screenshot.
  37. toast-a1map.png
  38. Guide to Alpha One.
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  45. steven-a1-map.png
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  49. steven-pi-not-alpha-island.png
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  58. 58.0 58.1 58.2 58.3 Direct, 2018-08-17 (10:01).
  59. 59.0 59.1 59.2 Ashes of Creation - The visuals.
  60. Entrevue, 2018-10-31 (6:00).
  61. A chat with Ashes of Creation's Steven Sharif, 7 June 2017.
  62. Kickstarter $1,750,000 Stretch Goal Unlocked, 13 May 2017.
  63. Entrevue, 2018-08-17 (10:43).
  64. 64.0 64.1 64.2 64.3 Direct, 2020-10-30 (1:19:13).
  65. Entrevue, 2018-10-31 (5:43).
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  74. Kickstarter - We Just Broke $1,500,000!
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  90. Entrevue, 2020-07-08 (59:38).
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