First of all, thanks for the great reception of the World 4 Update! It has been by far the most appreciated of our updates since we launched Early Access back in April 2022. Everyone has enjoyed playing Calie, fighting the new Zodiacs and the new direction for game progression that felt more coherent and less chaotic.
It feels like everything is nicely coming together but we are not done yet! Today we release a new update, one of many planned before the Final Release of the game anticipated to be Q4 2023.
These upcoming updates, as well as today's one, are focusing on what is feeling to be the most urgent elements to work on at a specific state of the game. In this case we received a lot of feedback about how complicated it felt to make meaningful & varied builds in the game, so let's discover together what are the changes we made to improve this.
Complete Patch Notes to read -
https://store.steampowered.com/news/app/1280930/view/3691300790688811125
Aura System major changes
We have added a
rarity system for Auras, similar to what is already in place for Gambits. We made it so you will find rarer Auras in each new world, this way
you always improve your build through the runs instead of having always the same possible elements in each worlds.

There are 4 rarities for the Auras -
- Common - white
- Rare - blue
- Mythic - orange
- Astral - purple
Common,
Rare and
Mythics exist with better and additional effects depending of their rarities.

On the other side
Astral Auras are extremeley rare but have very unique effects that can litteraly change your runs. You can even find them in World 1 if you are lucky but your chances increase when you go to next worlds.

The
Common and
Rare auras can be upgraded through a new system called the
Aura Upgrader.

This new element allows you to upgrade -
- a Common aura into a Rare aura
- a Rare aura into a Mythic aura

It does not pick a random higher rarity Aura, it is the
same Aura that evolves into a better version. It is free to use in Andromeda's bar but you can only use it 2 times in a run (or 4 times in co-oop). We did that so when you find a
Common aura that you like in World 1, you are guaranteed to be able to have its
Mythic version at the end of your run and be able to build around it if you wish to.
But you are also free to keep it to upgrade new ones later or even salvage it to get a drink from Andromeda.
In addition to that, we have created
more effects for each elemental families -
- Poison Meteors
- Poison Explosions
- Ice Swords
- Lightning Strike
- Fire Shield
There is also some new non-elemental effects unique to certain Astral Auras.

We have also
improved existing ones visually and on their gameplay. Most of them now have possible new synergies like an Aura spawning Ice Sword when breaking Targets or the possibility to create Fire slimes or Giant slimes (or both!)

We had about 40 Auras that had little to no synergy with other elements, we removed most of them to
create 250 new Auras. They are meant to create fun builds that will use your gambits & prowesses as much as possible. To us, this is
the progression element that was missing to link every systems together in a coherent way!

Oh and yes we have made
new Gambits for all the new effects that we implemented! Speaking of gambits we have made their
icons and spells icons visible even when they are closed so you can know about them even before opening them, it made building much faster and game needed to be faster now that you need time to think to make your builds.
37 new hero Spells
We have increased the number of spells to
20 unique spells per hero, Kiran & Ayla in particular really deserved more attention as their spells were created a long time ago.

We kept as much as possible what makes each hero unique -
- Ayla low mana costs spells & high mobility,
- Kiran's raw power,
- Octave's mobility, long range & speed
- Calie's versatility
That being said, we have tried to
give a bit of everything to each hero!

These new spells make us reach
more than 130 spells in the game right now as you can see with the icons -
Progressions changes
A lot of things have changed in the progression as you can see right there!

That's right,
merchants will now be in Andromeda's bar! Why? Because it
allows you to build all at once and it prevents breaking the flow of the run when starting a new world. It also allows you to better prepare for boss fights!
(They are no longer there at the start of each new world)
Removing one room per world allows us to
have 2 special rooms per world instead of one (Cetus, Pavo, Yalee Kingdom, Forge etc.) so you will now meet more special rooms.
Speaking of special rooms, the
Echo Isles (where you get NPC summons) are no longer linked to Minibosses rooms because it was complicated to understand and many players would not do these fights and miss the Echo Isles room that is crucial for progression.
The new synergies and more special rooms
make you stronger than before and we
had to increase enemies health points to balance the game - Building is now an important part of the game progression so we expect players to feel weak if they did not build correctly or on the opposite strong if they found good synergies!
Additionally, Gambits and Auras now become rarer with each new world and the rarest can be found in Minibosses instead of Zodiacs as Zodiacs will now give a choice of rarer Auras.
What is next?
We hope you will enjoy all this new content coming for Astral Ascent, there is still a lot more that we would like to take time to improve before final release including Zim-Zim, Minibosses, Echoes, Elites, Andromeda challenges and much more!
The very next update might be lighter than this one because we also need to make progress on the final release content including missing Zodiacs, final boss and reworked narration (a lot of changes are moving for narration!)
We hope you will have fun in the game with this update and as always do not hesitate to share the game if you like it, it is extremely appreciated!
Have a great day,
- The Hibernian Workshop Team
[ 2023-03-16 17:02:34 CET ] [ Original post ]