Sometime in the last century, a nuclear blast annihilated the city of Atlanta. Subsequent explosions rippled across the globe, triggered by an unknown aggressor. The face of the world was changed forever. Out of the ruins have emerged bizarre and twisted monsters, strange otherworldly phenomena and a people driven by savagery. In the desiccated heart of old America, settlements struggle to survive the eerie wastes, mutated lifeforms... and each other.
You are a scavenger. Stalker. Junker. The names are many but the profession remains the same - discover the lost treasures of the old world and get back home in one piece. But the world before will not easily give up its secrets - even now new powers are emerging, also keen to claim their share...

What's the deal with Ashes?

Ashes is a post apocalyptic TC that combines semi-realistic build engine style maps with fast paced Doom inspired combat. It takes influence from the Fallout and Stalker series.

Features:

  • 2 full episodes and an expansion offering dozens of intricate maps to explore, scavenge and fight through.
  • A deadly arsenal of weapons from lowly 9mm pistols to improvised garage railguns.
  • Fight varied enemies including: insane bandit raiders, mutant cannibal warlords and acid spewing carnivorous plants (protip: bring your flamethrower).
  • An absolute banger of a soundtrack by cacoward winning musician John S.Weekley (aka PRIMEVAL).
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Greeting scavs,

It's been a bit, hasn't it? While we've trickled out small pieces of news on various discords and forums, it's been too long since we've dropped a good and proper official update. Herein we'll compile the various fragments we've teased into a cohesive whole, add some new stuff, and just generally do some rumor control.

First off, the main event:

Ashes: Hard Reset

TTLERSET

Art by Snordix


Hard Reset (HR) is the prequel expansion for Afterglow and will be a linear campaign in the style of 2063. Take the role of the veteran scav Walker as he guides a team of elite soldiers into The City. As events spiral out of control Walker finds out that a long forgotten foe has caught up with him... and that not all injuries are of the flesh.

Planned features include:

  • 7 new weapons, including the stealthy suppressed Police Pistol and Xbow, the stylish Lever Action Shotgun and the highly versatile Modular Rifle.
  • 9 new enemies: trade fire with the Black Water Bandits and their immortal chief, flee in terror from the Cannibal Gladiator, and learn that even your own eyes can't be trusted when encountering the Possessor Worms.
  • 12 maps, including entirely new locations and some that might be familiar to you, from the backwater town of Junction, into the irradiated concrete and glass canyons of The City.
  • New ammo, new items, new music, new voices, and more.

HR is spearheaded by team member RetroMuffin34, and at this point in time there is no release date. When It's Done, but hopefully SOON(tm).

Have some screens (WIP!):

HR1

HR2

HR3

HR4

HR5

Episode 3 Update and Afterglow Post Mortem

Episode 3 remains in pre-production as we hammer out the details of the story and test ideas for new game mechanics. In a way HR will serve as a dry run for some of these ideas, and quite possibly not all of them will survive outside contact. Development is going to remain glacial as most of our attention will be on getting HR out the door, but rest assured Ep3 is not canceled or abandoned.

We've talked internally about what worked and didn't work in Afterglow, and what aspects are worth bringing forward. We closed in on a few sore points and I want to lay these out here:

  1. Too Much Dialog - We believe that talking with NPCs is an important feature, and we aren't going to cut it just because some people are proud of being illiterate. That said, we agree the amount of mandatory dialog in Afterglow could be a bit much, especially in the 2nd hub area. We plan on paring down the amount of talking you need to do to progress the main path, while still offering side content and world building dialog should the player choose to engage with it.
  2. Unclear Progression - We aren't going to simplify progression or put quest markers down, so don't worry. However there are a few things in Afterglow that were incredibly obtuse and poorly communicated to the player (again, especially in that troublesome 2nd hub). There's no magic bullet that will fix this in all cases, but it's something we will consider much more carefully in the future.
  3. The Bike - We know it's jank, and it seems our improvements in handling for Afterglow weren't nearly enough. I believe half of this is a level design problem, and the first part of Sigma in Afterglow was an attempt to relieve some of the issues. It seems even that wasn't quite enough. Nothing is set in stone yet, but we don't know if the bike is going to make the cut going forward. If it does expect another attempt to improve the handling, and more open bike levels with fewer blind corners and sharp turns.
  4. The Mutants - From the midpoint on most of the combat revolves around fighting mutants. If you like that, cool, but from a combat variety standpoint things get very stale. Another problem with no magic fix except to be more considerate in our future designs.

Some have said that certain parts in the back half of Afterglow felt rushed, and in truth they were. Our deadline was self imposed, but it was driven by real world commitments and a desire to stop the release from slipping far into 2022. Thus a lot of things didn't get the iteration they needed to be truly polished. We have a better understanding now and a pretty good idea of what not to do, so hopefully we can avoid these pitfalls for Ep3.

Do you have thoughts on this? Is anyone still reading? Does Randy Pitchford deserve the hate? Feel free to leave a comment.

The Question Of Money

We still aren't taking money, and have no immediate plans to start. You could say that's insane or stupid and yeah you're probably right. We appreciate the people offering to line our pockets, but for now if you want to help us out sharing Ashes with your friends is more than good enough. Spread the word.

One day maybe we'll clean up the complete series and throw it up on Steam for a few bucks, but that day is far in the future if it comes at all.

The Team, Such As It Is

Lastly, a quick plug for various team members and also an explanation of where our time goes when it's not being spent on Ashes stuff. If you're allergic to shameless shilling, feel free to bail now.

Retromuffin34 has a youtube channel here. She does a lot of weird Sonic/FnF/Madness Combat stuff so if that's your bag then check it out.

Primeval continues to crank out sick tunes, check him out here. Most recently he made the soundtrack for Dread Templar. But I will once again shill the excellent Ashes soundtracks here:

TDG, our writer, continues to toil away thanklessly in the word mines when he's not ranting about how much Fallout 3 sucks or how garbage modern Star Trek is. He occasionally pens articles for NMA, so if you like complaining about how shit modern games are on a forum that's probably older than you are check them out

Vostyok, the main man himself, can be found here. His time is split between Ashes and his work alongside Zan developing a "Sexy Goblin DLC" for Hedon. Yes it's really truly real and not a joke. He also recently had a bike accident where his face lost a contest with the pavement, so wish him well.

Lastly, I (RefomedJoe, the dude writing this) also have a shitty youtube channel here where I very occasionally post stuff I'm working on. Most recently I was engaged as a level designer for Selaco.

Until next time scavs, stay safe out there.

The State of Ashes 2063

The State of Ashes 2063

News 20 comments

A quick chat about some recent events and a look at what the future of the Ashes universe will be.

Ashes 2063: Mod DB Launch

Ashes 2063: Mod DB Launch

News 23 comments

The acclaimed post apocalyptic Doom TC is now on Mod DB, with an exclusive stand alone edition.

Realms Deep 2022 Coming Soon; 5 Classic Retro Total Conversion Mods

Realms Deep 2022 Coming Soon; 5 Classic Retro Total Conversion Mods

Feature 5 comments

Realms Deep - a celebration of retro-inspired indies - is coming soon, so here's five mods that innovate on well-trodden ground!

Veni, Vidi, Video - DBolical YouTube Roundup Jan 24th - 28th

Veni, Vidi, Video - DBolical YouTube Roundup Jan 24th - 28th

Feature 2 comments

Check out this week’s roundup of the mods and indies that were featured on the DBolical YouTube!

Add file RSS Files
Ashes: Stand Alone Version 1.03

Ashes: Stand Alone Version 1.03

Full Version 120 comments

Latest standalone version of Ashes that contains both episodes.

Ashes Episode 2 (Ashes: Afterglow)(PK3 ONLY) V1.10

Ashes Episode 2 (Ashes: Afterglow)(PK3 ONLY) V1.10

Full Version 11 comments

This is the latest .pk3 only version of Ashes Episode 2 (Ashes: Afterglow).

Ashes Episode 1(Ashes: 2063)(PK3 ONLY) V2.3

Ashes Episode 1(Ashes: 2063)(PK3 ONLY) V2.3

Full Version 5 comments

This is the latest .pk3 only version of Ashes Episode 1 (Ashes: 2063)

Ashes Monster Pack V2.0

Ashes Monster Pack V2.0

Patch 3 comments

Contains the monsters from Ashes Afterglow for use with other map packs.

(Sterile) Ashes Episode 2 (Ashes: Afterglow)(MAPS ONLY) V1.21

(Sterile) Ashes Episode 2 (Ashes: Afterglow)(MAPS ONLY) V1.21

Full Version 15 comments

This is a MAPS ONLY version of Episode 2 for use with other gameplay mods.

Ashes Weapon Pack V2.223

Ashes Weapon Pack V2.223

Patch 17 comments

Contains the weapon set from Ashes Afterglow for use with other map packs.

Post comment Comments  (0 - 10 of 614)
AlinDevelop
AlinDevelop - - 7 comments

I have finished both games and the DLC and I must say, this is really amazing, absolute masterpiece, surprised how it doesn't get much attention but it is truly a game one must play once in their lifetime. AMAZING WORK!

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Breadman_at_Hartley
Breadman_at_Hartley - - 190 comments

Just wanna say I've been playing Ashes again. It's a masterpiece. I'm so psyched for part 3.

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SweetBublik
SweetBublik - - 5 comments

I check this page way too often. Keep hoping that some update will give me a timeline of when I'll be able to revisit this. For now I guess I should just forget about it.

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ErikDS
ErikDS - - 57 comments

So why don't you join our Discord ASHES'community. Gamepalys,thematic rooms and much more. JUMP IN! -->> Discord.gg

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Guest
Guest - - 689,545 comments

Can´t Wait for the Prequel and The episode 3. Both games were Chefs kiss

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doomyguy
doomyguy - - 10 comments

Anyone know what that one guy who fires rockets at you says? Sounds like, "I want my head cheese!"

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doomyguy
doomyguy - - 10 comments

I am interested in Doom modding and would like to know what editors to use if I wanted to mod every aspect of Ashes 2063. Specifically, I'd like to make the following changes:

- Remove bike/dog mount (they break with mods like nashmove and FreeMovement). Plus, they don't add anything to the game
- Dialog: Remove tedious, verbose, and unnecessary dialog, mainly the idle banter and character building. In one of the convos with Smiley in jail, he drops an eight-line paragraph of dialog. Many are nearly just as long. It's a Doom mod, so I just really want to explore and kill things rather than read banter. Keep only the dialog that is necessary to convey clues and keep it concise
- Dialog: Remove dialog options that soft lock you out of other options or rewards. I've learned to quick save before talking to anyone because of this
- Dialog: Try to implement a Skyrim-esque dialog system that is more easy to navigate. Also add color coding to dialog options that you've already chosen. This would make it easy to speed click through dialog trees
- Dialog: Try to implement a Skyrim-esque barter screen where you can see everything a merchant has for sale
- Implement some sort of fast travel system that opens up between areas after certain objectives are completed, x% of enemies are defeated, or combination of the two. Perhaps have an inventory item that opens a dialog that lets you select the exit to travel to
- Implement some sort of Skyrim-esque quest marker system. If not possible, update the game map to be more descriptive of area names and properly reference those specific areas in the journal so that you know exactly where to go
- Reduce the size of some of the sprawling maps. A lot of these massive outdoor areas are just a slog and have nothing of value in between destinations
- Remove that arcade game and just provide a button to open the safe containing the secret. Besides, the arcade game breaks with nashmove and FreeMovement, so I have to noclip through the safe anyway
- Configurable max limits on inventory items. I'd use this to remove limits for things like medkits since I end up just using console commands to noclip around the map screen with items revealed to replenish my medkits and ammo

Don't mistake these critiques for dislike of the game. It's quite amazing, but all of these open-world features make it painful to play through. I think it's because the ambition of open-world pushes Doom beyond its practical limits. Sounds good, but has an adverse affect on playability. Note: I'm on my fourth playthrough of this mod, so that's at least some testament to how much I've enjoyed it. I still like the first one better, though, because it's linear and straightforward, but the above enhancements could put 2063 on par.

So is anyone able to advise what mod utilities I can use to try these edits?

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Carlos_t
Carlos_t - - 1 comments

The game is great as it its. If you don't like it there are many options for you among Doom mods. All your suggestions are useless and would only ruin the game. Why don't you try to be actually creative and make your own mod instead of wanting to change someone else's work.

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doomyguy
doomyguy - - 10 comments

Why would you care if I mod the game for my own purposes? Even if I were to release it, no one is forcing you to download it. And, if my changes make the mod worse, no one would play it, correct? And how would any of my suggestions ruin anything? Like the other guy, you say these things, but provide no actual argument as to how my changes would be a detriment to the original experience.

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ReformedJoe Creator
ReformedJoe - - 192 comments

Ultimate Doom Builder for level design/scripting.
SLADE for non-level scripting/ pretty much everything else.
Many tutorials are available online.

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doomyguy
doomyguy - - 10 comments

Thanks! I had UDB, but am d/l'ing Slade now.

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Vostyok
Vostyok - - 118 comments

Bear in mind there is also the Sterilized Edition, which cuts out a lot of the RPG elements and just leaves the FPS parts.

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Guest
Guest - - 689,545 comments

As someone already said below: it just sounds like this mod is not the kind of game you enjoy. Not trying to be unfriendly at all here, you're the one using words like "painful". Making Ashes more like Skyrim, of all things, kinda misses the entire purpose of the experience - what would even be the point?

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doomyguy
doomyguy - - 10 comments

It's already basically Skyrim. Perhaps Fallout 76 would have been a better example, but that game is also basically Skyrim. Ashes 2063 is non-linear/open-world, has RPG elements, quests, a journal to track the quests, dialog trees, inventory management, and bartering. My suggestions merely refine these features. Fast travel just mitigates the time sink of backtracking across massive, empty maps that you've since cleared. For example, once you get the yellow key, there are two truck trailers you can unlock in previously-explored areas, but you have to trek back to them on foot.

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doomyguy
doomyguy - - 10 comments

Well, this sucks. Just got to the part where I am about to leave the ruins and head north through the gate after getting the key, but I can't get through because the bike is required. However, I left it back at the junkyard because I can't drive it because I decided to try FreeMovement this playthrough rather than the proprietary patch for nashmove. It's not really this game's fault, but the bike shouldn't break popular mods like nashmove and FreeMovement to the point where it requires a proporietary patch.

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Guest
Guest - - 689,545 comments

Seems you just shouldn't play this

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OldSchoolGamer87
OldSchoolGamer87 - - 36 comments

You’re both are being twits, him for providing criticisms with extensive commentary (that’s what reviews are for)under the guise of wanting to mod, and you for have thinner skin than the people who made the game. What, are you defending the game’s honor or something?

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doomyguy
doomyguy - - 10 comments

lol touche. Yeah, I originally wrote it as a set of feature requests, but then decided I'd try it myself. As for the other comments, it's par for the course for the Doom fandom. If ever I am arguing with someone over Doom, it's with Doom dogmatists/absolutists who insist that everything be in its original form, that's it's somehow blasphemy to make any modifications to an original work. If this mod had no bike and I said, "hey you guys should add a bike," the dogmatists would be all like, "nooooo don't add a bike it's fine the way it is!!!" I was trading Doom on 3 1/2" floppies in high school and playing deathmatch with friends on a 14.4 modem and Doom is still nothing more than a video game to me. Nothing special about it, but some hold it as this sacred thing that must be true to the original at all costs. Same goes for mods. But oh well I will still play Doom the way I want to.

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Guest
Guest - - 689,545 comments

You say you play doom since floppies. And right before it you say that here you've been desperately noclipping for medikits? Doesnt make sense, you know

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doomyguy
doomyguy - - 10 comments

Who said I do it "desperately"? And how does me noclipping around a map somehow disprove my statement about trading Doom on floppies? Where is the actual contradiction there?

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Guest
Guest - - 689,545 comments

Well except the barter window/inventory.. You want to cut off many of important and vital features? Whats the idea?

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doomyguy
doomyguy - - 10 comments

Which are important and vital and how?

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doomyguy
doomyguy - - 10 comments

By "every aspect", I just mean the tech stack (maps, scripting, sprites, dialog, etc)

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