In development · Godot 4

A 2D action RPG about the price of ascending

Ascension is a top-down 2D action RPG: five heroes, three world layers and 22 dungeons across a continent that has been broken for generations. Follow development from the inside.

Five roads, a world split in three, and one night that crosses them

The design, in numbers

Measured against the project data codex, not estimated.

253
monsters in the bestiary
70
character sheets
22
designed dungeons
110
balanced weapons
51
map points of interest
3
world layers

Latest devlog entries

See the whole devlog →
The Frost Wyrm hovering over the test arena while its frost breath freezes the ground in a fan ahead of it
Art

The first boss: seventeen versions of an ice dragon

The Frost Wyrm is the first boss in Ascension with its full repertoire: six attacks, each with its own wind-up and recovery. There are seventeen versions between the first test and the video, and most of them fell over details nobody should ever notice.

6 min read

The new slime seen from all eight directions at once, in a four-by-two grid
Art

The slime needed a new body

In September I wrote that if the slime ever needed a new body, we'd change the body. Three weeks later it needed one. This is the second life of the game's first enemy, and what it cost to make a gel move like a gel.

5 min read

The wolf walking, seen from all eight directions at once in a four-by-two grid
Art

The wolf: three separate gaits and a howl with conditions

A wolf doesn't run by speeding up its walk. Walking, trotting and galloping are different coordinations, and all three are animated separately. A hundred and twenty-eight animations later, the howl calls the pack — but only when it's alone and wounded.

6 min read

Enter Aethelgard

Explore the world →
  • 2026 · Q3-Q4

    Character laboratory

    Underway

  • 2026 · Q4

    Playable vertical slice

    Underway

  • 2027 · Q1

    Content production

    Up next