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Oh yes the French game developers community is very welcoming and we often talk together to give advice, this has been very helpful so many times! Have there been any other French developers out there that have been there to offer further advice or to have taken inspiration from? In the last few months, I’ve noticed there has been an influx of indie games to have come out of France. We will release on PC, Mac, PS4, PS5, Switch, so far we did not announce Xbox and DRM-free. What platforms are you looking to bring the game to? How well has the game been received so far?Ībsolutely great, it was quite a challenge to deliver a good quality game in addition to the Kickstarter campaign, we are a small team so it meant extra efforts but we are happy with the quality! For Dark Devotion fans, so far, feedback has absolutely great and we are very happy about it! We think it will very important for the game as we are making a rogue-lite we want to really rely on these suggestions to improve the game. How important has player feedback been throughout the development of Astral Ascent especially from those players who had played Dark Devotion beforehand?įor now, we are just starting to have player feedback thanks to the demo, for that we even created a specific channel in our discord server where you can post a suggestion and if people upvote your suggestion it can end up in our workflow so we can check that. Staying motivated in the long run can be challenging in particular at the beginning where things seem to be very very slow: making the big systems like remapping inputs, localization, etc really took us a lot of effort but this is behind us now! What has been the most challenging aspect of development? What has been the most exciting aspect of development?įreedom! We are self-published so we can do what we want and so far every aspect of the game feels exciting to us.
Astral ascent platforms Pc#
The game is scheduled for 2023 with an Early Access early 2022 but there is already a demo live on Steam for PC & Mac that includes the co-op with a good level of quality. How close are we to seeing the finished product? The studio works remotely and we mainly iterate a lot on elements we produce until we think things are good enough. We were two, me and Alexandre the artistic director, for several months to set up the intentions then we started working with Gaël and Renan for more than a year on it. What has the developmental process been like? We play a lot of indie rogue-lites such as Wizard of Legend, Dead Cells, Hades but games like Children of Morta have been very influential on us for their artistic style. What were the influences behind your game? So here’s what Louis Denizet had to say about Astral Ascent:
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Wanting to know more about what this will have to offer players upon release, I reached out to the game’s creative director and chief programmer Louis Denizet to ask a few questions about the game, and what drove them to make such a radical departure from their previous game. In development since 2019, the game was recently funded on Kickstarter within 36 hours of the campaign going live, and now the target has switched to fulfill the project’s next stretch goal. Astral Ascent, the second title from France-based indie outfit Hibernian Workshop following on from their first game, Dark Devotion, is a 2D rogue-lite with intricately rendered 8-BIT visuals, intense combat sequences, and RPG elements in the form of a unique magic-building system.
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After scouring the Internet for more promising video game prospects, I came across yet another simplistic-looking, yet ambitious title looking to make waves among the indie community.
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