Difficulty rework, improvements and opening playtest sessions
We have added a giant crystal you can destroy to gain crystals money, it feels very satisfying to do.
We have also reworked the Shards Altar. Old behavior: it used to give you 1 shard for free 3 times when holding button. It took a lot of time and it was slowing run pace. New behavior: you only need to interact once to get the 3 shards but they now cost you crystals to get. You can purchase as many as you want but these altars share a crystal counter price that increases for your whole run!
The altar also has a new look that we did not implement yet One more mechanic we added is related to Fight Rooms (waves of enemies) where Zodiacs can appear and give you extra challenges (more elites enemies, don't get hit during the fight etc). If you success you will get even more rewards but if you fail you won't get anything so be careful! Finally, we added a new enemy that will try to run away and escape, if you can capture it, you will get special rewards!
We have done an important rework with difficulty points. We wanted to have it in our Kickstarter demo but had not enough time to implement it. First thing is that difficulty points that used to be red skulls in the demo are now blue stars and instead of being limited from 1 to 3 points they are now from 1 to 6 and display the actual difficulty of the room instead of a difficulty based on current progression like it used to be. (it was confusing because a first room difficulty 3 was much easier than a last level difficulty 1)
These difficulty points can be used in dedicated altars that can give you crystals or astral keys (we explain keys very soon). You can find these altars in merchant rooms and in first rooms of each new worlds.
You can also unlock the astral keys when defeating fight rooms:
But what to do with these keys? At specific moments you will be able to spend either one key to have a small reward or three keys to have a stone altar or relic altar.
This looks a bit complicated on paper but it plays really well! The design decision behind this change comes from our will to create a link between different room types. We want main rewards to be in Exploration Rooms but we think Fight Rooms (waves of enemies) are really fun too so now to maximize your explorations you need keys that you can find in the other room type. It makes room choices even more strategic too.
Our art team thinks that world 1 is visually outdated in comparison with next worlds (all worlds are nearly complete) so we started to improve the first assets. Constance, our first intern since the creation of the studio, is making great work about it:
We are also working on "defensive spells", we had gravity ball & 2 more in the Kickstarter demo but they were not good enough but really few people used them so we are completely reworking them. First spell we made is a teleport:
We call them defensive because they do not deal damage to enemies but it can be movement spells, adding effects stacks to enemies and even more: anything that does not deal damage. Also they use cooldown instead of mana points. If you have any suggestions for these spells we would be really happy to know about it in our #suggestions channel on our Discord Server. We are also making a lot of new gambits and relics for Early Access, we know some were not good enough on Kickstarter demo so we removed them and we are working on new ones like these auto-target missiles:
Last small element we added is a "snap-jump" when jumping on platforms: you will get on it much easier.
We aim to have most of these new mechanics in our new demo of the game that should be up around October 2021. Your feedback were very useful during the Kickstarter demo and we really value having your opinion on the game so we created a new channel on our Discord Server. Once you claimed your backer role (directly contact an admin to get it if you backed on Backerkit shop), you can see #playtests-register channel and get a special playtester role there that gives you access to private #playtests channel where we will ask people to join exclusive playtests sessions during the coming months. Don't forget about our Backerkit shop and our Discord Server to discuss about the game development, Have an excellent day, - The Hibernian Workshop Team
[ 2021-07-15 12:47:32 CET ] [ Original post ]
Last month we mainly focused on new enemies and a new boss fight but this month contains a wide range of improvements, this bouncing toad fellow is very excited:
We really love this world 3 enemy, it has became one of our mascot!
New mechanics
We have added a giant crystal you can destroy to gain crystals money, it feels very satisfying to do.
We have also reworked the Shards Altar. Old behavior: it used to give you 1 shard for free 3 times when holding button. It took a lot of time and it was slowing run pace. New behavior: you only need to interact once to get the 3 shards but they now cost you crystals to get. You can purchase as many as you want but these altars share a crystal counter price that increases for your whole run!
The altar also has a new look that we did not implement yet One more mechanic we added is related to Fight Rooms (waves of enemies) where Zodiacs can appear and give you extra challenges (more elites enemies, don't get hit during the fight etc). If you success you will get even more rewards but if you fail you won't get anything so be careful! Finally, we added a new enemy that will try to run away and escape, if you can capture it, you will get special rewards!
Difficulty rework & key currency
We have done an important rework with difficulty points. We wanted to have it in our Kickstarter demo but had not enough time to implement it. First thing is that difficulty points that used to be red skulls in the demo are now blue stars and instead of being limited from 1 to 3 points they are now from 1 to 6 and display the actual difficulty of the room instead of a difficulty based on current progression like it used to be. (it was confusing because a first room difficulty 3 was much easier than a last level difficulty 1)
These difficulty points can be used in dedicated altars that can give you crystals or astral keys (we explain keys very soon). You can find these altars in merchant rooms and in first rooms of each new worlds.
You can also unlock the astral keys when defeating fight rooms:
But what to do with these keys? At specific moments you will be able to spend either one key to have a small reward or three keys to have a stone altar or relic altar.
This looks a bit complicated on paper but it plays really well! The design decision behind this change comes from our will to create a link between different room types. We want main rewards to be in Exploration Rooms but we think Fight Rooms (waves of enemies) are really fun too so now to maximize your explorations you need keys that you can find in the other room type. It makes room choices even more strategic too.
More elements
Our art team thinks that world 1 is visually outdated in comparison with next worlds (all worlds are nearly complete) so we started to improve the first assets. Constance, our first intern since the creation of the studio, is making great work about it:
We are also working on "defensive spells", we had gravity ball & 2 more in the Kickstarter demo but they were not good enough but really few people used them so we are completely reworking them. First spell we made is a teleport:
We call them defensive because they do not deal damage to enemies but it can be movement spells, adding effects stacks to enemies and even more: anything that does not deal damage. Also they use cooldown instead of mana points. If you have any suggestions for these spells we would be really happy to know about it in our #suggestions channel on our Discord Server. We are also making a lot of new gambits and relics for Early Access, we know some were not good enough on Kickstarter demo so we removed them and we are working on new ones like these auto-target missiles:
Last small element we added is a "snap-jump" when jumping on platforms: you will get on it much easier.
We aim to have most of these new mechanics in our new demo of the game that should be up around October 2021. Your feedback were very useful during the Kickstarter demo and we really value having your opinion on the game so we created a new channel on our Discord Server. Once you claimed your backer role (directly contact an admin to get it if you backed on Backerkit shop), you can see #playtests-register channel and get a special playtester role there that gives you access to private #playtests channel where we will ask people to join exclusive playtests sessions during the coming months. Don't forget about our Backerkit shop and our Discord Server to discuss about the game development, Have an excellent day, - The Hibernian Workshop Team
Astral Ascent
Hibernian Workshop
Hibernian Workshop
Coming Soon Wishlist now!
Indie Adventure Singleplayer Multiplayer Coop
Game News Posts 95
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive
(3776 reviews)
https://hibernian-workshop.com/
https://store.steampowered.com/app/1280930 
linux64 [343.13 M]
Be part of our community by joining our dedicated Discord server!
Astral Ascent is a 2D platformer rogue-lite set in a modern fantasy world. As one of 4 Heroes with very different personalities, you must escape from the Garden, an astral prison guarded by 12 powerful and vicious bosses, the Zodiacs.
FIGHT YOUR WAY
Unlock dozens of unique spells for your 4 distinct characters. Optimize your own build or try out a new one to take down 12 powerful bosses. Get stronger with time to match up with your foes. Each run will test your skills and your reactivity.DON'T GO ALONE
The weight of destiny is too heavy to carry by yourself? Don’t worry and bring a friend to play in our two player co-op mode. Fight and crush your enemies together in local co-op or online using the Steam's Remote Play Together feature.AN ASTRAL THREAT
The Zodiacs are 12 experienced guardians dispatched over 4 gorgeous worlds. They’ll bring to the battlefield unique attacks, abilities, and patterns, backstories to uncover, and reasons to be fighting you. Get yourself warned!NARRATION THROUGH REPLAYABILITY
Astral Ascent is a rogue-lite infused with narration. Replayability is part of our story which will be unravelled piece of piece. As you get stronger, you will discover more about the characters, their motivations, and the secrets of the world they’re trapped in.A BEAUTIFUL MODERN FANTASY WORLD
Dash across gigantic landscapes. Explore original and hand-crafted areas. Discover the world created by our artists, with a gorgeous art and frame-by-frame animation.4 PLAYABLE CHARACTERS
Unique characters. Unique weapons. Unique ways to play.- Ayla: The sole survivor of her guild of assassins, she uses her twin daggers to eliminate her enemies before they can react. Her speed and profenciency are unmatched.
- Kiran: This orphan learned life the hard way. He uses his strength to deliver attacks powerful enough to create shockwaves. Brutal.
- Calie: This talented sculptor wants her freedom back. She will use her magical gemstones to pierce enemy defenses and shred them to bits. She is unforgiving.
- Octave: Trained by a powerful witch, this young fighter summons ethereal guns to attack his foes. When needed, he can conjure bigger weapons as well. Lethal in all cases.
A COALITION FOR HOPE
You can count on faithful allies to help you find your way out- The Merchant: This mysterious figure has the power to unveil your true potential through rememoring forgotten skills. Careful… it won’t be free.
- Zim-Zim: Her greenhouse hides magical plants which can increase your abilities. If you can bear her whimiscal and frankly immature behavior.
- Oloon: The best stylist in the known universe is right here and available. Want to change the color of your clothes? Dye your hair? She has everything you need!
- Papa Yalee: This old cat—he is almost 20!—will always have a good story about the foes you’ll encounter and your runs. The good news is that… most of them are true.
- Sova: Once a powerful sorceress, Sova was cursed and must now serve the Garden. Her past is a burden of shame she carries in silence.
- Ordan: De facto leader of the Garden, this fierce warrior helps the Heroes in their quest. Her might is legendary.
- Ikki: Ordan’s ex-husband and a powerful warrior on his own, he is in charge of training Heroes. His knowledge of the art of war is endless.
GAMEBILLET
[ 5852 ]
GAMERSGATE
[ 513 ]
FANATICAL BUNDLES
HUMBLE BUNDLES
by buying games/dlcs from affiliate links you are supporting tuxDB