Ascanio Entertainment is the first PC and console game developing company in Cyprus, currently developing Crash Force. Our goal is to offer players, gaming solutions that can satisfy their entertainment needs and recreational activities. We are aware that the existing Game Industry has many choices to offer, thus, we work continuously for delivering satisfying products to our audiences. Ultimate goal is the enhancement of gaming experience in general. We pay special attention to: -Our audiences' opinions and needs. -Making every game a unique, fun and engaging experience. -Delivering top notch high quality products.

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Crash Force is officially released!

AscanioEntertainment Blog

We are excited to announce that we are officially ending Crash Force's Steam Early Access period!!


Crash Force has come along way since it entered its Early Access period on the 21st of January. Six months of hard work and commitment by both ourselves and our supporters to adjust, change features, incorporate new ideas, build features from scratch and make Crash Force fun for everyone to enjoy. You can buy Crash Force at the following link: Store.steampowered.com

We would like to hear your feedback, suggestions, ideas and reports of bugs on our Steam Community forums here: Steamcommunity.com

We have an early version of our official trailer available for you to check out:

Crash Force - Official Trailer from Ascanio Entertainment on Vimeo.

As a last note, we would like to thank our supporters, beta testers and everyone that has encouraged us to get this game to a full release. Your feedback and suggestions have formed and shaped Crash Force! We will continue to support, develop and improve Crash Force after the release and incorporate all new feedback, suggestions and new ideas for our future updates.

Creating Crash Force

AscanioEntertainment Blog

I want to tell you a story, our story, more specifically the story of our game Crash Force and how it became to be. Crash Force today is an online multiplayer arena shooting game with a lot of RPG elements where players are different hovercraft types. The thing is though that, like most things, it did not start like that. It took a lot of implementation cycles and changes along the way to becoming what it is. What I hope to do is create a roadmap of the way getting there.


First things first. Crash Force began its journey with a different name. Back in 2013, when our project idea first started, Crash Force was named Car Wars and it was an internship project created in European University of Cyprus. At the time, Car Wars (as the name suggests) was an idea of a game where cars will shoot each other. The first draft of the idea started forming in Unreal Development Kit (Unreal Engine 4 was not available at the time). By the end of the internship, we had created a prototype LAN-based game where cars (and a motorcycle) could move and shoot each other down with different weapons. It was a very simple concept for a month-long internship. A few in-game pictures of Car Wars in the UDK:

CarWarsUDK1

CarWarsUDK2

CarWarsUDK3

CarWarsUDK4

CarWarsUDK5

CarWarsUDK6

Upon the internship ended, we went on with our lives since we had other obligations (whether it was finishing a Bachelor’s degree or looking for work or working). The seed of Car Wars though was planted. We all had it in the back of our heads. We all wanted to resume it at some point in our lives. In February 2015, we decided to proceed with the development of Cars Wars in our own time. We were working at the time, making development harder. We scratched the original prototype and decided to try creating our game with Unity. The idea of Car Wars evolved along the way, adding gas points for a refill, different speed limits for our cars and new weapons. A few in-game pictures of Car Wars in Unity:

CarWarsUnity1

CarWarsUnity2

CarWarsUnity3

Nine months later we decided that creating games was what we loved doing, and we should proceed to do that on a more professional level. After creating our company Ascanio Entertainment, we decided to start everything from the start with the correct structure and utilizing the knowledge that we had gained through our two prototypes. This journey begins with the day we started developing Crash Force in Unreal Engine 4 as a company and will continue all the way until today. This is the first part of the early stages and development of Crash Force! Enjoy!

Crash Force has been Greenlit!

AscanioEntertainment Blog

We are Greenlit!!

GreenLightAnnouncement


Yesterday Crash force has been approved for an official release on Steam.

Balloons, party poppers and honking noises!!


We are more than overwhelmed with the amount of people that have responded to our call for help for getting Crash Force in the Steam Store. In just a couple of weeks, people from all around the world pitched in and voted for Crash Force to be Greenlit!


Your continuous support has helped Crash Force to get a chance at being exposed to a larger audience through the Steam Store. Consequently, we would like to thank each and everyone of you!! We would like to personally thank Gamers' Boulevard, Cyprus Comic Con, CyprusGamers, Digireal Studios and lastly our friends and family for their support!


The Greenlight experience has been a very stressing period for us and we are pleased that it eventually paid off. In addition, the positive comments and reactions on our Steam Greenlight page, boosted our confidence and now more than ever we are determined to deliver a game that will be loved and enjoyed.


In the next couple of months we will be optimizing, enhancing and generally improving Crash Force while taking in serious consideration feedback from the community.


Remember to follow and favorite Crash Force’s Steam Store page and also, follow our Twitter and Facebook pages for future updates and announcements for Crash Force.


With our deepest regards,

The team of Ascanio Entertainment

Redesigning a map: Aquila Plains

AscanioEntertainment Blog

We have being sharing on our social media (mostly Facebook , Twitter and Instagram) sneak peaks and screenshots of our redesigned map. Since yesterday we posted the last picture/gameplay and therefore we will release the full album here for your pleasure.

Feedback is always appreciated, thank you for taking the time to read our blog at: www.ascanioentertainment.com/index.php

Unfortunatetly some of the pictures are too big, so we have uploaded them on our Imgur account:

imgur-embed-pub" wrote: <a href="//imgur.com/a/EYtVB">Aquila Plains Map for Crash Force