Star Wars: Ascendancy is a total conversion, allowing you to play as the Imperial Remnant, New Republic and Empire of the Hand in the period between the death of the Emperor at Endor and the Yuuzhan Vong invasion's beginning.

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Blog RSS Feed Report abuse Latest News: Dev Diary #12: Beta and Releases

10 comments by .Corey. on Aug 21st, 2014


Over the last few months, we've been been pushing out each of the three main factions to our testers in their own alpha builds, and this week the third and final alpha was given to the alpha testers. In light of this development milestone, we're writing Dev Diary #12 to address some of the most common questions about what you can expect in the first version of Ascendancy, as well as what's coming beyond that.

Anyone who's followed our Empire at War mod, Imperial Civil War, knows we're pretty fond of incremental releases and they are something we're going to be continuing with Ascendancy. This allows us to release earlier to get feedback and broader experience with different systems to see how they function before we pile too much on top of them. It also helps us set attainable short-term goals and stop from falling into "development hell." So, here's a quick preview of everything that will be in the first release.

Dev Diary #12 Screenshots

...Ascendancy: 1.0 and Beyond...

The main thing that 1.0 will include is all three of the main playable factions, fully functional and with all of their units. They'll also include complete tech trees and unit abilities. However, as in ICW, there's several models and skins we're not quite happy with, so every subsequent release will feature visual updates of various units where we feel it's necessary, and maybe a one or two new toys if they need them. Tech trees will also be expanded and contracted based on feedback; there are a few areas we want to explore with the Remnant in particular which won't be attempted until afterwards. 

The majority of what's been announced already will also be in the first release; migration, degrading systems based on damage, fleet commanders and the like will all be included in the first release. The only major absence of something we've already announced will be, unfortunately, minor factions. After several internal discussions, we've decided to handle them a different way. Ultimately we feel like people will enjoy the new way a lot more, but it does mean we have to delay them. Hapan and Ssi-Ruuvi fleets will still be present as militia, however they will not yet be present as independent galactic powers. This will be the focus of the second version, so we'll address what we're doing with them more fully after the first release. The worst-kept-secret fourth major faction will also be addressed at that point as well, which we're pretty excited for. We've posted a bit about them in the Admiral's Lounge on our forums (accessible to people with 25 posts or more) and everyone thinks their ships rock. In addition to the faction changes and additions, there's a bunch of gameplay changes we want to make going forward, especially on the economic side to expand the non-military aspects of the game.

Dev Diary #12 Screenshots

...The To-Do List...

Everything's been  coming together pretty nicely in the last few weeks but there's still quite a bit left to do. There are still a handful of ships and structures that need to be finished, however we're at the point where the main focus is finishing up tech trees and abilities, which overall are about halfway done. After that, the main thing is to get voice overs put in, finish off some planet textures, and the tedious task of making several hundred icons for abilities and techs. The more diverse the voiceover cast, the better, so if you think you have the proper audio equipment and voice for it, send an email to . The main stumbling block at the moment is music, which we don't quite know how we're going to handle. So, on the off chance you're a composer who's interested in recording some Star Wars style music for the mod, send an email to the same place.

Dev Diary #12 Screenshots

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Post comment Comments  (180 - 190 of 712)
ConstantinoP. Mar 19 2014, 4:07am says:

Hello, I had a couple of questions regarding this mod and would greatly appreciate a response:

1) Is there any possibility of the Home One being added as a capital ship for the New Republic? I think it would be interesting if it functioned as a command/support ship which would increase the effectiveness of nearby ships through the use of its abilities.

2) Has a decision been made regarding the Imperial Remnant's titans build limit? I personally would like to see a build limit of two while allowing a player to build any combination of the two titans (such as two Executors, a Sovereign and a Executor, etc.) as it would serve the Imperial Remnant's play-style well, but then again it might be too overpowered.

3) How will the fighters be balanced? For example, will there be any advantages to using TIE Fighters over TIE Interceptors or Y-Wings over K-Wings? I would imagine that lower quality fighters will have faster build times and will be available only on earlier era ships, but will certain fighters, such as the TIE Defender, also have build limits on each ship they are buildable on?

I would like to once again thank the development team for this mod, as I love great Star Wars mods. :)

+1 vote     reply to comment
mrl515 Mar 10 2014, 9:09pm says:

Hope the website gets worked out soon, seems like it's been longer than originally projected. Regardless, this mod looks amazing, and I'll definitely be buying SoaSE just for this! Keep up the good work!

+1 vote     reply to comment
Pieboybom Mar 14 2014, 6:28pm replied:

Id buy SoaSE rebellion regardless if you enjoy RTS's.

+1 vote     reply to comment
Estiqatsi Mar 9 2014, 2:30pm says:

Does Sins support Hero Units, or in other words, will Ascendancy include Hero Units like the EaW mod did?

0 votes     reply to comment
.Corey. Mar 9 2014, 8:26pm replied:

There are ways to do it, however at this point we don't really think we like the gameplay patterns it would produce in this kind of game.

+1 vote     reply to comment
ahobgoblin Mar 12 2014, 3:36pm replied:

If you're looking for star wars heroes in a mod, keep an eye on Star Wars: Interregnum

0 votes     reply to comment
AdmiralAckba Mar 2 2014, 10:09pm says:

Corey on a good estimate what would u say this project is complete?

+1 vote     reply to comment
.Corey. Mar 4 2014, 9:42am replied:

Honestly, any estimate would be a bad estimate or at least misleading at this point. Most of the art is done and ingame as far as basic ship rosters but the rest varies a lot.

+3 votes     reply to comment
.Corey. Mar 4 2014, 5:34pm replied:

A problem I can potentially see with this would be that people would always choose to do whatever doesn't damage the planet. Even if this was made more expensive to do, it would still end up less costly in the long run if the damage to the planet with the other method is more than what already exists in vanilla. Damaging the planet would only seem preferable if you expect the enemy to take it back, in which case I'm still not sure the math would work out.

+1 vote     reply to comment
DarkAssullt Mar 7 2014, 7:36am replied:

If I wanted to go a scorched Earth route though. I have my planets but I may not be able to face your fleet. So I hit your planets and damage or destroy them. Asset denial. Like in WW2, with the huge air raids against factory cities. Instead of taking them intact to use the Allies or Axis would blow them to bits to hamper the enemy. A invasion would take more time as well. I would have to sit there with my fleet to prevent you from attacking my troopships, yet you could also be attacking my planets so I would have to weigh the options countering you or continuing my invasion. Just a thought. I understand if you can't or simply don't want to do this. I do not know how to mod myself so I have no idea how this would be accomplished. I really look forward to your mod regardless!! Keep up the great work!!

+1 vote     reply to comment
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