f
s

From ashes to glory.
your path will shape the world.

Ashes of Creation is an upcoming high fantasy MMORPG in which you will experience your actions permanently impacting the world around you.

Explore, fight, trade, build, and witness the world shaping based on your actions. Straight from your vision, through your will, and into everyone's reality. What you create will be the cornerstone of the next explorers ambition.

the world is yours

In Ashes of Creation, every journey starts raw. No pre-determined paths or force-fed stories. No ways which are obviously "correct" or "wrong". No pressure is put on subjective principles of "good" or "evil".

The adventure you set off on is determined by you and your choice alone. You can decide to shape the world crafting your legacy, or find other like-minded travellers and become part of something bigger than you alone could ever build.

Become the story.

Find out more soon

Apocalypse

Apocalypse is the standalone prequel to the upcoming epic MMORPG Ashes of Creation. It is both a testing ground for new systems and content in Ashes of Creation, and its own unique last-man-standing action game where magic, chaos, and combat reign supreme. Ashes of Creation Apocalypse is a high fantasy, Free-to-Play experience where no two battles are ever the same.

Find out more

FAQ

    General

    Ashes of Creation is an upcoming MMORPG, set in a high fantasy open world. We believe in choice, organic events, player narratives and massive communities. All of these come together in what we call our “Reactive World.” Players will shape the world we create through dynamic quests, castle sieges, our Node system, an economy that goes well beyond the auction house, and player housing (among many other systems). We’ll set up the initial state, you decide where it goes from there.

    Currently we intend to launch with 9 distinct races. As time goes on we will have in depth developer blogs that discuss the culture and identity of these unique races.

    Yes, simply put. Races will affect your stats, and stats will affect your skills and abilities. In addition, races will give unique flavors to your class archetype skills. Classes will not be restricted to certain races.

    No. This is a non-faction based game. Players are open to interact with anyone and everyone. Conflict or cooperation remains firmly in the hands of the players.

    We have a unique and detailed class system, which we will discuss further in a developer’s blog. For now, we can say that there are eight archetypes. You will choose an archetype as your primary class that you'lll take from starting level to max level. Along the way, you will choose a secondary class from the eight archetypes. That secondary class will augment your primary class’ abilities and skills. In total, our class system will have 64 distinct classes, of which there will be a wide variety of customization in skills and abilities based on the player’s choices.

    The Node System is one of the core systems that sets our game apart from every other game on the market. It’s a large topic that we can’t wait to explore further in our developer blogs, but we’ll go into a little bit of detail here: Nodes are the mechanic by which player driven settlements are developed, and how our world grows. Our map is sectioned off into zones; playable areas with an environmental theme. These zones are then subsectioned off into smaller, invisibly defined areas we call “Nodes.”



    These Nodes are listening all the time. Every player action within a Node, and every action associated with that Node (like quests that might require players to leave the Node) is tracked and scored. This includes player actions such as crafting, harvesting, killing a monster, or finding a point of interest. This ‘score’ abstracts and represents player participation within that Node. The more that players participate within a Node, the higher that score gets, and the closer that Node inches toward civilization. Upon reaching a certain participation score, the Node will develop into its first of six stages.



    All of the Nodes within our world fit into one of four distinct types (Military, Divine, Economic and Scientific), each of which will define how players interact with them. Regardless of the Node type, these newly developed settlements can be player governed, fought over, and customized. These Nodes even unlock hidden aspects of the world, creating an evolving landscape that reflects the player's decisions. Again, this is a large topic and we look forward to explaining it in more detail through our developer blogs!

    Our land owning system has an integrated personal housing and farming system to allow players to claim land in the open world. This land is the same static size for all players. You may then acquire blueprints for structures to build on that land, such as a home, stables for animal husbandry, crafting stations and more. In addition to open world housing, you will also be able to own homes within a Node itself; these homes will grow as the Node does, from a small cottage to a sprawling mansion! Player Governments can also build instanced housing for its citizens.

    PvP in Ashes of Creation is intended to be both organized and organic. We want to create an atmosphere where PvP is meaningful by utilizing different systems that create fluid PvP events, including: Castle Sieges, City defense/assaults, Caravans, and a scenario-based Arena combat. For our open world, we have designed a flagging system that severely deters people from griefing other players. Much more will be explained in great detail in our upcoming developer blogs.

    One of the main philosophical pillars behind our design was that PvE must be impactful and inclusive. We want solo players, small groups and large groups to all have a home within our system. With monsters throughout the world, challenging raid bosses, new dungeons spawning as your world develops, and scalable challenges, we know that each player will have a complete PvE experience. Our Node system allows the constant generation of new PvE content, a constantly challenging and diverse landscape that advances with development of the Nodes around you.

    Yes, and Yes.

    We are using the Unreal Engine 4 for development. Most of the artwork of the game is optimized to play on mid-range hardware made within the last six years. Additionally, we are exposing many optional settings which will improve performance on lower-than-minimum-specification hardware.

    Unreal Engine 4 is designed to create small, fully-functional projects right out of the box. Since an MMO is a literal culmination of every extreme in game design, one might, quite understandably, balk at the idea of using UE4 for such a project. Fortunately, UE4 is easily modified at a source code level to allow for custom or extensive divergences from the default, small project functionality. We have identified what we need to change – most notably, the network communication and level loading code – in order to get the gaming experience that is expected of a modern MMO.

    Our studio was founded by a gamer. Someone who spent many years of his gaming career settling for lesser MMO’s. He pulled together a team of the Industry's most veteran MMORPG developers and fresh talent to create the foundation for what we know will be the next big (and finally done right) MMORPG. Our team comes from many different studios and projects, including; Star Wars Galaxies, Everquest 1, Everquest 2, Everquest Next, Vanguard, Bioshock, Gears of War, Planetside 1 and Planetside 2, Call of Duty and X-Com.