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※ Please note that only submissions uploaded to the designated event channel will be eligible for rewards.
We have just released a huge update for Ascend to ZERO! This update includes a massive system overhaul designed with the player experience at its core. We have actively incorporated feedback regarding the previous version feeling somewhat heavy and slow, reducing the burden of unnecessary repetition to ensure a much smoother gameplay experience.
We are excited for players to try out each avatar with all of the new content we are introducing in this update - including a revamped set of Avatar exclusive tech chips for Windborne Spearmaster!
“The right vibe,” you ask? The team here has been hard at work on locking down the story of the game, as that was one of the many pieces of feedback that we heard. So without spoiling too much, when you start a fresh new save file, you will get to see our new animated intro!
Let us know what you think!
We mentioned this last week, but now players get to try it out! When you start a new game, you can select the difficulty of the game! Whether you are a newcomer to the genre or a battle hardened veteran who seeks only the toughest of battlefields - this is for you! Let us know how you feel about the different difficulty levels and we highly encourage you to try out the different difficulties!
The Handbook not only has a better UI that is easy to use, it also provides more information. Now, players will not only be able to track weapons and monsters, but also all the different kinds of chips that they encounter.
The Handbook also has an added purpose - as players fill out the Handbook, permanent stat bonuses can be earned that will surely help players on their runs! We hope players have fun collecting everything they can in the demo!
Another piece of feedback that we received during the playtest was that the stats for weapons were interesting, but there were a lot of stats to keep track of at once. In this update, a lot of the stats have been optimized so that players will have an easier time understanding what each stat means - both player stats as well as the weapon stats.
We mentioned this last week, but the mini map and the world map have been renewed so that you can see more information at a glance! Essential information like which rooms are special encounters can now be seen on the maps!
We introduced our new art style in the last demo update. This update will add a variety of illustrations to really bring each character to life. We cannot wait for you to see the amount of new art that has been added to the game!
Speaking of the inventory, we also fixed an issue where items couldn't be drawn at the end of a run when the inventory was full. This means you no longer have to manually clear space prior to an end of a run!
We also added a heavily requested feature: you can now choose if you want to auto-pickup weapons and gear during your run. We know that players sometimes want to be a bit more selective with what they pickup - inventory space is precious. For that reason, you can toggle the function on and off in the inventory screen.
We wanted to find a concept where the character would fit into the sci-fi world that we were building, trying to not lean into an over-powered persona nor an overly-meek image. As a result, development of the character continued with the A-3, A-4, and A-5 character concepts.
At the time, our narrative lead described her as having a somewhat dark image. To better realize this harsh yet resilient concept, five art variations were created based on the initially selected Character No.1 (A-3) design.
After internal discussions and lots of reviews, designs A and D were selected as the top candidates, with the team eventually going forward with design A.
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