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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Ssi Strike Mu-class Model 2 Shuttle Dev Diary #12 Screenshots
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  (390 - 400 of 695)
hayes150 May 24 2013, 3:36pm says:

Looks epic

Dont forget to add the Correct music =) it can ruine the mode if its not correct :I

Like the star trek mode when you play the borg Planet handeling omg epic music Combat homeworld 2 music :I totaly ruines the moment

-1 votes     reply to comment
ChosenBlackMan May 23 2013, 6:45pm says:

Looks amazing so far, can't wait for it to be released since Thrawn's Revenge is great. Just wondering how this works gameplay wise; will there be custom made maps for us or will we be able to use these units on our own maps that Sins allows you to create? Also will we factions be limited to one per map? (I.e. 1 Empire, 1 Rebel.. etc etc) as again, sins allows you to have more than one from a single faction, and have different relations and missions from them. Thanks in Advance.

+2 votes     reply to comment
.Corey. May 24 2013, 6:19pm replied:

We will be making our own maps, and then mod content will be able to be used for making your own within the mod. I can't guarantee that maps made for the base game will be properly functional with the mod. Factions will not be limited to one per game, you can have as many as the map allows (an 8 player map can have 8 people on the same faction if you so choose) ith appropriate subfaction names for each (Fifth Fleet, Home Defense Fleet, Warlord Zsinj, Houshold Phalanx, etc)

+2 votes     reply to comment
RadialPower May 22 2013, 6:03pm says:

Well, I just bought Rebellion after watching your scale video. Can't wait to track bombers bombing capital ships at this scale. If this video is any indication it will be my favorite part of the game. I notice in vanilla Rebellion the ships just stop moving and shoot at one another, this slugfest is boring. Hopefully the Trawn team can remedy the issue with some balanced maneuvering for broadside/defense. At any rate this looks fantastic and the development is steady, much promise in this one. Thanks for the video .Corey. you sold a copy of Rebellion and Stardock should thank you.

Best of luck,

+3 votes     reply to comment
GrandMoffbob May 21 2013, 1:55am says:

ARE THE SHIPS SCALED right Or is this another starwars sins of a galatic empire with fighter sized ships

+2 votes     reply to comment
AUS_Doug May 23 2013, 4:42am replied:

When you stop to think about it, the Capital Ship sizes in SOGE are probably more realistic than Vanilla sins; at least in relation to the size of Planets and Stars.
It doesn't make for the most appealing game play though.

+2 votes     reply to comment
.Corey. May 23 2013, 5:04am replied:

Well, "more" realistic doesn't really mean much in this case. It's the difference between having them be 0.025% actual scale versus 0.045% actual scale. Technically more accurate, sure, but negligibly so.

+2 votes     reply to comment
.Corey. May 21 2013, 5:36pm replied:

We've been asked this a lot so I'm posting a video about it.

+2 votes     reply to comment
grandhardy May 20 2013, 10:17am says:

Normally, you see a work in progress and just think "hurry up hurry up" but you look at this mod and it's maturing so well and looks so awesome that your happy to let it take it's time and be perfect. But still can't wait to play it.

+6 votes     reply to comment
.Corey. May 20 2013, 10:44pm replied:

We'll do our best not to disappoint.

+2 votes     reply to comment
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