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  (200 - 210 of 700)
Awesomesauce935 Feb 10 2014, 12:17pm says:

kinda an odd question but, am i running this game at the right graphics settings? i have all the effects set to highest but no AA, and the star destroyers are a flat grey, from the pictures i've seen they are not meant to be like that. What am i doing wrong here?

+1 vote     reply to comment
.Corey. Feb 10 2014, 1:43pm replied:

This mod hasn't been released yet, you're playing a different one.

+1 vote     reply to comment
Awesomesauce935 Feb 10 2014, 5:01pm replied:

Whoops, yup i am. SORRY. This is what happens when there are multiple mods of the same topic.

+1 vote     reply to comment
Seran_Hawke Feb 9 2014, 9:55pm says:

did the website move or something? i cant get to it.

+1 vote     reply to comment
.Corey. Feb 9 2014, 9:57pm replied:

The network we're on is switching servers, so technically yes but we'll always be at We just have to wait for them to get everything transferred.

+1 vote     reply to comment
Seran_Hawke Feb 9 2014, 10:27pm replied:

also, can i say, how happy i will be to get this mod when it comes? it really does look great, and the planets don't look like they get all pinched at the top and bottom like in sins of a galactic empire, so that makes it look even better...

+1 vote     reply to comment
AuroraBorealis Feb 8 2014, 9:59pm says:

Will you be releasing a Demo or Beta soon?

+1 vote     reply to comment
.Corey. Feb 9 2014, 3:54am replied:

No, we're not close enough to done and we do betas internally.

+1 vote     reply to comment
Dutcher Feb 2 2014, 9:05am says:

Great mod!
looking forward to it:)

+2 votes     reply to comment
.Corey. Jan 12 2014, 10:01pm replied:

Currently we don't plan to require any of the DLC, but it will be compatible with all of it.

+2 votes     reply to comment
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