[b]Greetings, adventurers![/b]
Thank you for all the questions you left for us on Steam and Discord for Of Ash and Steel. Welcome to Part 3 of the Q&A Session!
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[b]Q: How is Ancient Knowledge in your game different from the magic we're all used to seeing?[/b]
A: Traditionally, magic is about casting fireballs left and right. In the Of Ash and Steel universe, magic is a very delicate matter that isn't used casually for combat. Every use of magical arts is a significant event. Ancient Knowledge allows the wielder to draw just a fraction of the power of the Seven.
[b]Q: Approximately how long will it take to complete the game?[/b]
A: We estimate about 30 hours for a quick playthrough, and twice as much for a more detailed one.
[b]Q: Will there be Xbox controller support?[/b]
A: Most likely, yes.
[b]Q: Will there be visible damage from hits and/or blood on melee weapons?[/b]
A: Blood remains on both the enemy and the player.
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[b]Q: Will all equipment (clothing, rings, etc.) be visible on the character model?[/b]
A: Everything except necklaces (though we might add those as well).
[b]Q: Have you considered the option to fully or partially disable the HUD?[/b]
A: For screenshots, we have a photo mode that disables the HUD, but we may add this as a general option in the future.
[b]Q: Will there be helmets, shields, bracers, boots, etc., or is the armor unified?[/b]
A: There will be helmets, upper body armor, lower body armor, slots for two rings, and a necklace.
[b]Q: Will there be adventure stats displayed numerically?[/b]
A: Yes.
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[b]Q: Will there be underwater enemies/combat?[/b]
A: No, but the underwater world can be explored for treasures.
[b]Q: Will damage and injury depend on body parts hit?[/b]
A: A headshot with a bow is always a critical hit, and a backstab cannot be blocked.
[b]Q: Will quests be logged in a modern-like system with written objectives, or will it be old-school, like in OG Gothic?[/b]
A: Something in between. We display current objectives on the screen, but they are meant as reminders. For example, if you need to find a character, the task will simply say, "Find Crimson." Details can be found in the journal or by carefully listening to what characters say.
[b]Q: Will there be SteamDeck support?[/b]
A: We've already conducted some tests, and everything works well. We'll provide a final confirmation later.
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[b]Q: Will there be shields?[/b]
A: Enemies will have them, as well as spears. For the protagonist, swords, hammers, axes, daggers, rapiers, maces, etc., will be available.
[b]Q: Why are longswords so slow?[/b]
A: The sword's speed depends directly on its weight. You can find both heavy and light swords. As we’ve mentioned, damage numbers aren’t everything—sometimes a weaker but faster sword might better suit your build.
[b]Q: Will there be a release on PS5 and Xbox?[/b]
A: We’re not ready to comment on that yet.
[b]Q: Will the combat system, as well as movement and facial animations, be refined further?[/b]
A: We will definitely polish some elements, but for the most part, things are finalized.
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[b]Q: Will NPCs fight each other? For example, will creatures attack people or bandits attack travelers?[/b]
A: Absolutely. In some cases, you can observe conflicts escalating into full-blown fights.
[b]Q: Does it make sense to pray to the gods? Will there be bonuses?[/b]
A: Absolutely! The more gold you offer, the more beneficial bonuses you’ll receive.
[b]Q: Will there be weapon effects like bleeding, poison, or lightning/fire rune damage that stacks on the enemy or the hero?[/b]
A: Unique weapons have their own effects, including semi-magical ones. In the survival skill tree, you can learn several levels of the bleeding skill. And you can even coat your weapon with poison!
[b]Q: After the ending, does the game finish completely, requiring a new playthrough to re-enter the world?[/b]
A: At the end of the game, the island will change to such an extent that it will simply be impossible to continue the game.
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Once again, thank you for your questions and interest in the project!