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Fans vs Dev Match #2 [Kralon Map] - Ashes of the Singularity: Escalation

Posted on Thursday, August 10, 2017 By Island Dog

Designer Callum McCole (GGTheMachine) faces off on the Kralon map against one of the community's top players, Rebellions.

Fans vs Dev Match #1 [Atwater Map] - Ashes of the Singularity: Escalation

Posted on Wednesday, August 02, 2017 By Island Dog

Designer Callum McCole (GGTheMachine) faces off on the Atwater map against one of the community's top players, Rebellions.

Dev Play Through: Genesis Campaign [Glarus] - Ashes of the Singularity: Escalation

Posted on Monday, July 31, 2017 By Island Dog

Managing designer Callum McCole showcases the second mission in the Genesis Campaign on the Much Harder difficulty.


Posted on Tuesday, July 18, 2017 By GeneralsGentlemen

Hey guys!

Lots to talk about here. Last month I was at Stardock headquarters in Michigan, USA all the way from Australia. I had an incredible time, and while I was there we crafted up a roadmap for the rest of 2017. Here's a dorky photo of Brad (Draginol) & I.

##Upcoming 2.4 Update##

Check out the video below to hear all about the update! If you crave more detail, keep reading. 

There won't be an update in July, partially due to Stardock being closed last week for the 4th of July celebrations, and partially due to having so much we want to get packed into the 2.4 update coming August. Here's what you can expect for 2.4, and I'll expand upon some of them.

  • New Tutorial/s
  • Better DX12 stability
  • Improvements to modding capabilities
  • Campaign and scenario updates
  • Bug fixes
  • Improvements to menus and UI
  • Various Quality of Life changes
  • Minor balance changes


New Tutorial

I've been working on a new tutorial to retire our old one, and packing it with more useful information in a more concise manner. The plan is to have several Tutorial missions broken up into parts as a Campaign screen. It won't be too long, but it'll be more digestible in parts and then players can jump into some Skirmish action for a bit before learning more. This is what I have in mind for the parts:

  • Basic Tutorial
  • Advanced Tutorial
  • Substrate (To explain how playing Substrate is different to PHC, the default faction for the earlier tutorials)
  • Unit and Ability Guide (To explain the role and function of each unit and Orbital Ability)
  • Multiplayer Guide (Though this may just be better as a link to a YouTube video)

 It's possible that not all of them will be ready for in time for 2.4.  So if the last ones aren't ready in time they will be shipped later.


2.4 includes a few extra features and improvements to modding capability. These are:

  • The ability to modify game Physics, unit Movement and Unit Formations. 
  • The cheat menu in the modding Steam beta now allows swapping between every player instead of just toggling between player 1 and 2.
  • Configuration files in mod directories now add to the base configuration instead of replace. This means modders won't have to go back and update their mod as we continue to update the base game. 

Campaign & Scenario Updates

There's some minor tweaks to all 3 campaigns and the scenarios, mainly bug fixes or to make them better balanced and updated for the various changes to the game since they came out, such as gunships being much stronger and Smarties no longer targeting air. 




##2017 Road Map##

There's a lot of new content and improvements that we'll be working the remainder of 2017.  Here's what you can expect to see over the next few months. 

  • Improved modding support
  • Air Transports
  • Quality of Life improvements
  • Improved polish and cosmetics
  • Rebindable hotkeys
  • More Dreadnoughts & Juggernauts
  • Co-op Scenarios



Modding will continue to be a priority for us and we are working on improving the capabilities and functionality for modding every major update. We also will be creating more and better documentation to explain the modding process to anyone who is interested, as well as make changes to make the process more intuitive. 

Air Transports

We are keen to equip both factions with air transports in order to add more depth to the game by creating additional strategies and room for harassment. Air Transports (and equipping the AI with the ability to use them) will open up a lot of options for more unconventional map design, which some of our modders have already been experimenting with. The plan is to have two Air Transports for each faction, a light and heavy transport with different carrying capacity. 

With air transports, we can re-examine the role of Orbital Unit Summons 

Improved Cosmetics

We want to improve the visual polish and presentation. This will involve destroyed units leaving wrecks, and the edges of maps having a nice Skybox. We also have some updates to our engine which will overall improve fidelity. 

Rebindable hotkeys

A commonly requested feature. We will have the ability to rebind any hotkey in the game. This release would also coincide with some additional Quality of Life buttons such as "Select all units." or "Select Factory"

More Dreadnoughts & Juggernauts

We have more Dreadnoughts and more Juggernauts on the way! We don't have dates for these yet but stay tuned.

Co-op Scenarios

We think our sophisticated multi-core AI is the best on the market and one of the strengths of the game. We want to tap into this by releasing some co-op Scenarios. Team up with your friends against a super powerful AI or combine defences to hold off against wave after wave of enemy attackers. Sounds fun right? Some of our existing Scenarios would convert well to co-op, such as "Against All Odds", so down the line we'll be converting some of the single player scenarios and creating additional ones for co-op play.

So that's it for now! I'm proud of what we have done so far in 2017 and looking forward to seeing where Ashes will be by the end of the year.


Ashes Dev Journal: June 2017

Posted on Friday, June 09, 2017 By Frogboy


Managing Designer, Callum McCole of the Generals Gentlemen, is here in Plymouth all the way from Perth Australia where we're working out the roadmap for Ashes of the Singularity.

Version 2.3 just arrived which includes Juggernauts and Episode 3 (yes, all for free).  It's an exciting time so let's talk about what's happening...


Steam Reviews

As I write this, the recent Steam review score is 96%! Thank you! We love you too!  The overall, however, is 78 which is 2 points below the threshold to be featured in the upcoming Steam summer sale.  If you haven't reviewed Escalation yet, we'd appreciate it if you would:  It would take only a tiny percentage of our active player base to review the game (assuming positive reviews) to get the game to 80 which in turn would get it featured which would bring in new players.

(Update: We have since hit "Very Positive" on Steam. Thank you so much everyone!)

More Juggernauts

Episode 4 will bring forward two more Juggernauts and 2 more Dreadnoughts.  We don't have an ETA on that as that is obviously tied to budget.  Like Episode 3, we plan to release Episode 4 for free.

Ascendancy Wars vs. Campaigns

So we've decided to split things up a bit.  The campaigns will tell you the Post-Singularity story.  Ascendancy Wars will begin the infinite single player challenge.


Ascendancy Wars

Ashes of the Singularity: Ascendancy will work something like this:

You create a character, choose a faction (and you will find out how many other players have chosen a given faction -- note that a race is NOT a faction).  You will then be shown a map of the Orion sector (that's where we humans live btw) and battle it out.  Different planets will give you differing amounts of points (which is tied to victory).  As you go up in points, you will gain access to new equipment and units which will let you tackle more powerful planets. 

Planets will have a procedurally generated scenario (i.e., this isn't some endless series of skirmishes).  Now, this is a single player thing so you're not directly playing other people online but rather your faction is collectively competing against other factions which are trying to take over the Orion sector.

How much will Ashes of the Singularity: Ascendancy cost? $0.

Why are we doing this? Because we are convinced that as we keep making the base game better, we will increase the player base and it will be through sales of the game itself that we will be able fund this development.

Modding Modding Modding

Lots of important progress has been made on this front.  We have modders working on tracked units, spider units and more. 

The goal will be that you'll be able to just press a button and submit your unit via Steamworks and others will be able to download it and play with it (in SP anyway and custom MP where modded units are allowed -- host option).

This Summer, we expect to release the Scenario editor and a way to upload (and download) player made scenarios.   The Map editor continues to be a bit of a sore point for all of us.  It takes a lot of memory to make these maps and the editor is not graceful and we haven't had any free engineers to give it love.



Ashes Nitrous 1.5

We have been working on the underlying engine for some months.  None of this has made it into the game yet but we hope to start rolling this out soon.  This will result in fairly dramatic visual improvements (and stability).  Our most important goal is stability right now but along the way, we make improvements to the visual fidelity. 

Summer vacation

There will be a bit of a lull in July as many of us go on vacation.  But don't worry, Callum won't be on vacation, it's Winter in Australia! ;)



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