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Feedback&A: Answering your Of Ash and Steel Demo Reviews

Adventurers!


With the demo having been out for a few days, we first and foremost wanted to thank all of you who took the time to play it and share your thoughts: we’ve read through all your comments, and your feedback is truly invaluable. We’d like to take this opportunity to address some of the most common comments and misconceptions.


“The intro feels too slow, I want to fight sooner!”

We completely understand where this feeling comes from, and in a way, that’s how it’s intended. The beginning of Of Ash and Steel is deliberately humble. Tristan begins his story as a cartographer, not a warrior, and is sent on what should have been a simple mission: help guide the crew through the waters of the archipelago, complete the mission, and return home. Not exactly an epic quest, and that's precisely the point.


The slow, ordinary start gives meaning to what follows: when everything suddenly goes wrong, his life is turned upside down and he is forced to fight, to use his wits; first to survive, and then to become the hero the island needs. This contrast is at the heart of his journey.


However, if you can't wait to try the combat right from the start, there is one fight you may have missed: you can challenge Fish, one of your crewmates in the prologue, to a friendly fight. This encounter will also show that Tristan doesn’t have a warrior DNA (yet) in him, but you’ll have more time practicing and understanding the basics of combat.


“Combat feels clunky and stamina drains too fast!”

This is a deliberate choice and part of Tristan's backstory: as mentioned earlier, he is not an experienced fighter at the beginning. His strikes are slow, his grip uncertain, and his stamina limited. He is a man who has never wielded a sword in his life and suddenly finds himself forced to survive by brandishing one, and it’s reflected in his fighting style at the beginning.


You need to master the combat mechanics by learning how to manage your stamina, time attacks and parry, and figure out which combat stance and weapon types suit you the most. It takes time and practice, but the more you play, the more both you and Tristan evolve and gain an understanding of what is happening around you. 


It's a journey of growth, not only for Tristan, but also for you as a player. The more you learn to manage your timing, resources, and the world around you, the stronger and more capable you both become.


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“There’s not much crafting at the beginning”

That is not entirely correct. Your first recipe can be found in the hut belonging to Nerest, the man who saves you. He has a workbench outside his house that you can use to craft a reinforced shirt using the one you start the chapter with.


From there, the system gradually opens up. If you explore a little deeper, you may find a hunter wounded by wolves: helping him will start a side quest where you'll need to gather healing herbs for him. Complete it and he'll reward you with a recipe for a potion using the same herbs you collected. Once you unlock the first level of the Survival skill tree, you'll be able to craft it yourself. You can find an alchemist's table in the graveyard keeper's shack.


“I got lost: there’s no map or quest markers!”

Of Ash and Steel is designed to encourage exploration and observation rather than simply following a marker or a navigation arrow on the screen. All the directions you need are contained in the information provided by NPCs, and the journal records these hints as you learn them. Talk to people, read notes, and follow the world’s hints — you’ll be surprised how naturally you’ll find your way around! 


As for the map, you will be able to obtain one after completing the first chapter, and you will be able to take notes of places of interest so you can get back to them later. You can also use the compass to navigate, and track and untrack your current quests from your Journal.


“Enemies are too strong!”

Of Ash and Steel follows in the spirit of classic old-school RPGs, where the world doesn’t adjust to your character’s level. This means that exploration comes with risk, and especially early in the game, every enemy can be a serious threat until you gear up and learn the ways of combat. Even in the demo, you may encounter opponents beyond your current skills: a clear sign that you should return later in your adventure.


Remember: you are not a superhero or a legendary monster slayer by default. Becoming a warrior takes time.



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“The game feels slower than I expected. I thought it’d be more like Skyrim”

We understand this comparison, and thank you for that! We also love open-world RPGs like Skyrim, but with Of Ash and Steel, our goal was to recreate the slower, more thoughtful pace of those RPGs we grew up with where exploration, story, and player choices take center stage.


This is not a world that rushes you. It is a place meant to be traversed on foot, not through fast travel. You will find dangers, secrets, and beauty at your own pace, from mining and fishing spots to hidden treasures and mysteries waiting to be discovered. That is also why Tristan walks and not runs by default.


The freedom to play as you wish, to build, explore, help or not help those you meet, is at the heart of Of Ash and Steel. Every discovery feels earned, because nothing is handed to you by a quest marker. It's not about speed. It's about immersion, curiosity, and the satisfaction of finding your own way.


We hope this post helped clarify some of the ideas and intentions behind Of Ash and Steel. Your feedback is important to us and, with the game release date approaching, we want to be able to craft a game that meets both yours and ours expectations. Thanks again to everyone who played and shared feedback, both here and on our Discord, where we’ve enjoyed discussing your feedback with you in real-time.


Join us in this period leading to the release of the game on November 6th where we will provide you with more insights, information and news about the game.


See you on the Island!

~The Fire & Frost Team


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