Brad Wardell's Blog


ASHES: WEEK 7 DEV Status

Published on Monday, May 16, 2016 By Brad Wardell In Escalation Dev Journals

 

Greetings!

Another week has passed and thus another update.

 

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NEW UNIT: PHC Athena

The new PHC Athena will be going out shortly.  This won’t be DLC but rather an update to the base game. 

Backstory:

The PHC Athena was designed by Haalee, one of the architects of the PHC.  To build it, she created a new entity called Athena to specialize in militarized constructs. 

As some of you know, the PHC did not originally have armed constructs.  They were a necessity because of claim jumpers – Post-Humans who would take a planet that had been assigned to someone else.  

The Athena AI was decommissioned by Haalee at the demand of members of the PHC council who opposed the idea of an AI (such as Haalee) creating additional AIs and the design shelved.

Strengths and weaknesses

At the start of the war with the Substrate, the PHC lacked any direct counter to the Substrate Mauler or the Substrate Drone Hive.  It is important to understand that the Substrate designed its units knowing who its enemy was and thus started the way with a significant advantage. 

The Athena is the first new PHC unit to be produced since the start of the Ascension Wars.  It is very strong against Cruisers though relatively (very) weak against smaller units due to the relatively slow firing nature of its weapons array.

The Athena should be released later this Spring.

Next week we’ll be discussing the Substrate’s answer to the Artemis.

Reviews

As always, we ask that you review Ashes of the Singularity on Steam. A game’s review score determines its discoverability on Steam. Even if it’s a negative review, better to have reviews written by people who know the game than reviews written by people who spent only a few minutes playing the game.

Balance Update

We expect to release a balance update.  The main changes are that the Drone Hive will cost more metal and have reduced vision (it won’t be able to see far enough to target Archers generally) along with the Call Avatar cost increased from 35 to 50.  The Mauler has also gotten its cost increased somewhat.

Multiplayer: Season 1 standings

imageThis week marks the midway point of the first Season.

  1. DanailLazov (Substrate)
  2. DasUnding (PHC)
  3. Ailes (Substrate)
  4. LoveIsAll (Substrate)
  5. Shutdown (Substrate)

The Substrate dominance of Season 1 along with our own simulations is why we’ve been making the balance changes to Substrate these last couple of updates.

Once observer mode is in, we plan to hold a tournament at the end of the season to determine 1st, 2nd, and 3rd.  With prizes for the top 3.

At the end of the season, the maps in from Season 1 will be made into a DLC available and given to everyone who has the game at that point and made as inexpensive DLC for everyone else. 

Season 2 maps will be a substantially different style than Season 1.

Single Player: Deluxe Campaign

Today the voice overs for the updated campaign are being recorded.  We have some new characters who will be in this campaign to handle the 3 new cut scenes going in that will help flesh out the story further. Moreover, the dialog part of the game no longer takes input focus. The Deluxe campaign will be a free update to the base game. Once the Deluxe campaign is done, we’ll be moving to Episode 2 which we expect to release mid Summer.

 

More to come soon! Stay tuned

Ashes experiments with the future Episode 1

Published on Saturday, May 7, 2016 By Brad Wardell In Escalation Dev Journals

 

So here we are with this amazing new, 4th-generation RTS engine. 

If you’re an RTS fan, when was the last RTS engine made before Ashes.  Not RTS game. I mean engine.  I’m trying to think how many years it’s been.  Each iteration becomes more expensive to make.  There is little patience for a new game to implement the niceties that mature engines have developed.

So let’s look at the Pros and cons of the Ashes of the Singularity (technologically):

Pros:

  1. Natively 64-bit
  2. Core neutral (the more CPU cores you have, the faster it gets)
  3. GPU core neutral (it will max your video card, no video card yet has even come close to maxing what Ashes can do, we’re still gimping what we can do)
  4. Brand-new engine, easy to extend and enhance with new features
  5. Object space lighting – allows for vastly superior visuals
  6. Unlimited light sources – only limited by your GPU perf.  Not hard-coded to 2, 4, or 8 (below I have a screenshot with thousands of light sources).

Cons:

  1. Requires 2GB of video memory and that’s just barely enough.
  2. Relatively few art assets (polished visuals need this).
  3. Brand-new engine also means relatively little maturation in RTS feature refinement
  4. Relatively new toolset (Getting art in is expensive)

Screenshots of some stuff

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The Artemis is getting a specific building destroying weapon.

 

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Some fun with the visuals of the Artemis

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Playing around with maps.  Multi-tier terrain will be one of the things we want to explore (right now we have 4, we look to have this be unlimited someday).

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Mini map resources displayed based on the amount of resources the region provides. Also, Huge maps – 4X larger than huge (though we are probably going to have to limit these to those with monsters systems as the unit counts are obscene). Though just remember, today’s monster system is tomorrow’s mainstream consumer system.

Ashes of the Singularity: v1.11 Released!

Published on Saturday, May 7, 2016 By Brad Wardell In Ashes of the Singularity News

Ashes of the Singularity v1.11 was released today.  The update is a lot bigger than its 0.01 version change might indicate.

 

Highlights:

  • Lots of campaign balance updates
  • Mini map region icons now scale based on their output
  • Unit and weapon balance updates
  • Lots of small usability improvements

 

Change Log

 

  • m04 (caletheon) unlock amplify, amplifier, power regulator, energy projector, weapons lab, carving turret, intensive care, scan projector
  • OVERLORD DLC: update Assault map preview & lobby overlay
  • Fix sentry weapon tooltip (also it now has its own weapon module)
  • Mission3b (yorkshire): added victory string. cascading victory conditions, and support for victory speech
  • Mission3b (Yorkshire) unlock apollo
  • Mission4 (caletheon) unlock apollo
  • Mission6 (artorius) unlock apollo
  • Fix module text for martyr bolts
  • Updated tooltips for difficulty settings
  • Turn off normal creeps
  • Add weak neutral guardians to early regions
  • Removed difficulty option from tutorial
  • Starting locations for Fast and Furious made clearer
  • Balance update to Cerius, Cygnus and Kralon maps
  • Memory reduction
  • Starting locations now dynamtically handled
  • Sortable map lists
  • Putting shield bars on the building HP bars (same as the units already have)
  • Matchmaking rank as a mouseover in the lobby setup screen
  • Camera's cached follow unit rigid body ID may be mismatched as the rigid bodies are recreated on load, so if the camera was locked on a unit during save, it might be locked on something different (and not a unit at all) on load. Per Marc, clearing the camera's follow flags on load.
  • Translate benchmark names; this is to deal with German localization
  • Scaling minimap icons for Metal and Radioactives
  • Fix bug with mega map ignoring spacebar if it was opened by clicking the button.
  • Fix rank offsets when player indices are sparse
  • Dynamically add weapon properties to weapon module tool tips including:
    • Armor Piercing
    • Area Damage
    • Target Radar Contacts
    • Long Recharge
    • Requires Energy
  • Clear Player.m_uiSeedConstructionModule on startup. Fixes missing rally point from seed on game reentrance
  • Switch Difficulty pulldown to go upward if resolution is too low.
  • Fix for drawing paths for selected enemy units
  • Dialog Sequencer streaming audio hookup
  • correction to streaming audio closed flag in DialogSequencer.
  • Fix for bad HideDifficulty flag after exiting missions
  • Fix for camera following unit as it dies
  • Fix to make substrate units not show shields while under construction
  • Remove test audio from Tutorial dialog
  • Keep camera Theta bounded to 0-2PI
  • Data drive for Unit Panel buttons (modder love)
  • New sized Region icons 26x26
  • Mini Map icons in 3 sizes
  • Updated the Info Icon atlas to include the newest Skirmish unit. Did the same for the Empire Tree icon atlas.
  • Made the accent color on the Skirmish icon red. Also added the Skirmish icon to the build menu grid.
  • Updated the metaunit icon grid to include the new skirmish unit.
  • Added the new F3 key functionality.
  • Added 2 new mission images.
  • Added 3rd mission image.
  • Updated the image.
  • Pathfinding improvements
  • Army formation improvements
  • AI more aggressively responds to being attacked
  • Various improvements to formations
  • Cruisers can be built at factory after Shift clicking
  • allow air units to be attached to t1 based armies
  • [breaks saves] AI was using Carving Turret as a counter to Drone Swarm
  • F3 selects all of your unattached air on screen (needs keymap picture updated)
  • AI Improvements
  • Wingtip trail fixup
  • Reduce likelihood of AI wasting a cast on a probing force
  • Don't continously go into Building Placement mode when holding down a key
  • Gateway build time incresed from 30 to 40 seconds
  • Gateway metal cost increased from 180 to 240
  • Gateway rad cost increasdd from 150 to 200
  • UI Support Huge sized maps
  • Camera can get closer
  • Polish pass on campaign maps
  • Slow & Steady VP increased to 2500
  • Single Player now made the first option
  • Formation improvements
  • MRVs improve their targeting
  • Damaging a unit will cause it to look for its assailant
  • Path finding smoothing
  • AI improvements to build order
  • Artemis gains building destroying weapon that does 400 damage per hit
  • Artemis normal weapons no longer can target buildings
  • Mauler primary weapon damage reduced from 101 to 82
  • Caleaathon normal level and below changed such that non-adjcancent regions gain smarty defenses and other early warning abilities.
  • Skirmish renamed to Single Player
 

 

Cheers!


Stardock Roadmap Update: Spring 2016

Published on Thursday, May 5, 2016 By Brad Wardell In PC Gaming

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Impulse to GameStop

Back in 2011 Stardock sold its digital distribution platform, Impulse, to GameStop and began migrating its titles to Steam, GOG, Green Man Gaming, Gamersgate, and other sites.

Stardock Strategic Investment Fund

In 2013, we announced the formation of a strategic investment fund in which we invested in two types of studios: Ones that we directly founded and helped manage (see above) as well as helping fund promising new game studios (Mothership, BonusXP).

The First wave

The Stardock studios and Mohawk and Oxide are directly managed by Stardock.  To be clear: Mohawk and Oxide are both independent studios.  In their cases, Stardock handles the day to day business management freeing the teams to pursue innovative new games and technologies.

With the exception of Star Control, which is fairly far in development but won’t be released until next year, the first wave of titles from this endeavor has arrived. Galactic Civilizations III, Ashes of the Singularity and Offworld Trading Company all appear very successful.

What was the goal?

Our specific goal wasn’t simply to fund new game projects (though we have been doing that as well).  More specifically our goal was:

#1 Get a 4th generation engine that we can standardize on

#2 Concentrate experience game industry talent in one place so that the quality of all our titles increases

#3 Create an employment system such that when one project at one studio ends, the employees can be seamlessly put on a project in one of the other studios rather than doing the traditional mass lay offs that have hurt our industry so much.

So how has this worked out so far?

Goal 1 has been accomplished and then some.  The Nitrous engine allowed us to create a really good new RTS at a fraction of the normal cost to build a game in this genre which allows us to continue to build it up over the next several years.

What makes Nitrous unique is that it shouldn’t become obsolete any time soon:

  • 64-bit (Our older, 32-bit engines are stuck at 2GB of memory. This has hurt us in updating Sins of a Solar Empire for instance, we literally can’t add more units into the game at this stage without a major effort)
  • Core Neutral.  This means that the engine will automatically use as many CPU cores as your system has.  In 8 years when we all have 16 core systems, the engine will use it.  It means the games built on it today can still be updated and enhanced without engine changes. 
  • GPU Neutral.  This means that every core will try to talk to the GPU.  In most games, either the “main thread” or a dedicated thread will talk to the GPU.  In Nitrous, every core will talk to it.  So again, as time goes on, the advantage will only grow.
  • Object Space Rendering.  This is a complicated way of saying that the engine renders things like CGI in movies rather than how games do it (games usually use Deferred rendering, forward rendering or forward+ rendering, that’s why games never look like movies no matter how much hardware you throw at it, it’s the way a scene is put together).

Those 4 things are huge and mean Star Control (which uses Nitrous) and Ashes of the Singularity and other games we’re developing with it will be future proofed.  There’s other little things in there such as the engine being resolution independent (you could pop Ashes onto an 8K display and it would look gorgeous. UI scales and the graphics simply get more detailed due to the way lighting is done).

Goal 2 has definitely been achieved.  Offworld Trading Company is a great example of what happens when you bring talented people together. Same with Ashes of the Singularity and as people have seen since GalCiv III’s launch, getting help and feedback from the people who made Civ III, Civ IV and Civ V has made a huge difference that will be a big deal in next year’s efforts.

Goal 3 Is probably the goal that means the most to me personally.  With Offworld Trading Company released, many of the artists and engineers are now on to boosting the Star Control team even though, technically, Stardock and Mohawk are separate entities.  Similarly, many Stardock artists, having finished their part on an unannounced title for now, have been moved onto Ashes of the Singularity for its expansions even though Oxide is a separate company.

What’s next?

As the chart shows above, there are a lot of unannounced games in development still. Not to mention, there will be expansions and DLC of the existing titles.

But so far, so good.

Week 5 micro update

Published on Wednesday, May 4, 2016 By Brad Wardell In Ashes of the Singularity
Greetings!
 
This week's micro update is now live.  
 
We like to do these little updates whenever there's an opening in QA for something small that is data only.  
  • Avatar speed reduced from 250 m/s to 200
  • Nemesis logistics increased from 3 to 4
  • Zeus logisitcs increased from 3 to 4
  • Fury logistics incresed from 4 to 8
  • Hades HP increased from 1200 to 1250
  • Avenger rad cost increased from 24 to 39
  • Avenger logistics increased from 3 to 4
  • Dronehive metal cost recuded from 340 to 210
  • Dronehive radioactive cost increased from 38 to 60
  • Dronehive time to build increased from 44 to 45 seconds
  • Dronehive logistics increassed from 5 to 8
  • Mauler rad cost increased from 30 to 40
  • Mauler logistics increased from 3 to 4
  • Dominator rad cost increased from 170 to 220
  • Dominator logistics cost increased from 4 to 8
  • Avatar shield regen decresed from 10 to 6 per sec
  • Avatar now costs logistics (12).
  • Noctus map victory point condition increased from 500 to 1500
  • Fast and Furious and Dread Vallely added to ranked MP list
  • Yorkshire map preview added
  • Gateway build time incresed from 30 to 40 seconds
  • Gateway metal cost increased from 180 to 240
  • Gateway rad cost increasdd from 150 to 200

 

Let us know what you think.


Cheers,

b

Ashes: WEEK 5 DEV STATUS

Published on Tuesday, May 3, 2016 By Brad Wardell In Escalation Dev Journals

## Post 1.1 Micro updates ##
Since the 1.1 release we've had two micro-updates to the game. They've been content additions mostly in preparation for upcoming Steam sales.

Here is what has been added in the past 5 days:

+ New Mission: Rigel III (campaign mission between missions 1 and 2)
+ Nexus Armor increased from 12 to 16
+ Armor build time reduced from 45 seconds to 40 seconds
+ Quantum Relay radioactive cost reduced from 350 to 300
+ Nova bomb Armor piercing reduced from 16 to 8
+ Punisher Hedavy Plasma cannon Armor piercing reduce from total to 8
+ Call Probing Force rate increase changed from 10% to 20%
+ Sensor drone rate increased changed frfom 25% to 10%
+ Couple minor bug fixes
+ Balance update to the Slow and Steady map
+ Reduced creep HP slightly
+ Moved the planets around to fit the new campaign mission.
+ Sentinel Armor increased from 8 to 12
+ Repair Bay armor increased from 4 to 12
+ Drone bay HP increased from 1500 to 4000


These are all data changes so it's still 1.1.
## New Units Incoming ##
https://draginol.stardock.net/images2016/Eradicator-Concept_AA2E/Eradicator_Concept_002.jpg
Both the PHC and the Substrate need more tools to execute more types of strategies.
The first two coming out will be the Athena and the Eradicator.
Right now, Substrate players end up massing Maulers. But Maulers are horrendously poor at the job they're being used for. Archers, which are cheap screened by some Brutes will wipe the floor with them. The problem is, the Substrate have limited options for trying to get through to deal with those Artemi and the odd Nemesis.
The Eradicator has a ranged beam weapon on it that is primarily there to take out at range Cruisers. It's not a sniper so it's not as good as the Nemesis for long range sniping. It is fairly poor against Frigates and its main weapon has no armor penetration so it's not great against Dreadnoughts either.
The Athena has a somewhat different purpose. It's short range but designed to deal with cruisers as well. If it can get up close to a Dreadnought it can do real harm but it's not so good against frigates.
The Athena has 3 different weapons but only one of which is accurate enough to target a frigate.
We expect these two guys to show up this Spring.
BTW, they'll be free.


## Building the Community ##
Steam reviews matter now. A lot.
They determine whether a given game will be promoted or shown to other gamers. If a game falls under 70%, it disappears from visibility on Steam unless you explicitly search for it.
If you read the negative reviews of Ashes they are mostly from people who feel Ashes isn't Supreme Commander. They are right. It's not. It's not supposed to be.
But, unlike Supreme Commander, Ashes is being actively developed and I hope people feel like we're listening to their input. Effectively trying to bury our game won't summon a new version of Supreme Commander. It just makes the game mostly likely to succeed it in the large scale RTS genre have a harder time.
That doesn't mean people should give the game a good review or refrain from giving it a bad review. Rather, it is to make sure people understand that on Steam, these reviews do matter and there are real consequences to them.
We had a game called Sorcerer King which has its fans. It's a good game. But some of our own fans who loved Fallen Enchantress nailed it because they wanted a Fallen Enchantress 2 not a different fantasy game. They got the game's review score under 70 and sales evaporated (because you couldn't find it). That was the end of that game. Now, some of those players have changed their review to positive (it's at 70% now) because they now see that SK could evolve into a bigger game than Fallen Enchantress given the time and resources. But it's too late. That ship has sailed.
Ashes is selling reasonably well and its daily player base is slowly creeping up. It'll probably take until the end of Summer for it to catch up and surpass the average player base of SupCom: FA provided that the SupCom fans give Ashes an opportunity and don't bury it before.
Even SupCom isn't SupCom after all. They aren't referring to SupCom 2 or SupCom 1. They're specifically referring to SupCom: FA which came out 6 months after SupCom shipped. Let's see where we are in 6 months.


## Overlord DLC given away coming to an end soon ##
In about a week the Overlord DLC and maps that come with it will no longer be free to new buyers.
Right now, when you buy Ashes, you get Overlord for free. It's added to your account.
In multiplayer, as long as the host has the DLC it'll be available to play. This is the plan for all future DLC and expansions. I.e. Someone who buys Ashes base and zero DLC should be able to hook up online with someone who has Ashes:Forged Void Alliance Wars or whatever and be able to play the game with them using all the units that the host has.
This will do two things: One, keep the multiplayer community from splintering and two, encourage people to play the game multiplayer.
## Single Player Content Discussion ##
Since release, we've added two new missions to the campaign.
When we see feedback on the game, particularly from those who just don't find the game fun, what would be your recommendation to win them over?
Please discuss in the comments. Thanks!


See you next week!

Ashes: Week 4 Dev status!

Published on Tuesday, April 26, 2016 By Brad Wardell In Escalation Dev Journals

Greetings!


Mauler_lp## Version 1.1 is out! ##

Version 1.1 is out!  We hope you like it.  Here's the change log.

http://steamcommunity.com/app/228880/discussions/1/364039785169009182/

We added some additional maps to this.  As much as I like Knife Fight, I'm ready for more maps.

Our main goals for 1.1 were:

* A couple of new difficulty levels between beginner and normal
* Get the new probing force ability in for PHC as a counter to the Avatar (sorry Substrate, the free ride is over. )
* Some new stats in the end game screen
* 3 cool new maps.
* Campaign and Scenario difficulty options
* Performance improvements on large maps (no more stuttering on lower end machines)
* PHC unit Sentry is in.
 

## The Postmortem is now available ##

http://www.gamasutra.com/view/news/270965/Postmortem_Stardock_and_Oxide_Games_Ashes_of_the_Singularity.php#tophead

So everything you wanted to know about the sausage factory is in there.

## Upcoming slipstream ##

We really want to get a new mission in that will take place between mission 1 and 2 that lets people see some of the frigates in battle and how they work without getting into the base building aspect.  That should show up "real soon now"

## The first premium DLC is coming ##

We're working on the first premium DLC.  It'll focus on large maps mainly as well as have some new scenarios.  It'll be $3.99.  The revenue from these DLCs is what  pays the artists who are in turn working on new units which is the next stopic.

## New Units coming up ##

Ideally before the end of Spring we have some new units and buildings going on.  They are:

The Athena which is a heavy but fairly slow T2 that is meant to take on ther T2s. It's not very good against T1s.

The Substrate Caregiver, this is a T2 that recharges Substrate shields in the field.

The PHC Field Gun.  This is a longer range artillery unit that does an area effect (not a lot of damage but a lot of area).

Substrate Eradicator.  This is a relatively slow moving but long ranged direct fire unit designed to deal with Artemis's and to a lesser degree, massed Archers.

## Usability and UI features ##

So coming up are a lot of little features just designed to make dealing with your forces easier.  Examples include F3 to select  your air units and updating the F1 key to select the nearest free Engineer and setting rally points from factories to armies and lots of other stuff.

Similarly, more info in the context area of a unit and on the map (Such as region icons changing based on their output) should, I hope, show up starting next week or soon after.

## The PHC Refinery ##

This is a new building that increases the output of the target region by a few percent for each one built.

## Observer Mode ##

This is a feature we're actively working on so that MP games can have a third party observer in it who can see the entire battle field and see how each player is doing for those who want to just watch.  Its sister feature, Replays, is still a work in progress but not as easy to do as you might think in a game with this many units (every drone is a unit too). But it's very high on our list.

## General Balance ##

We are starting to reach the point where everyone thinks the other faction is OP. This is a good sign.  We do expect to make a few additional balance tweaks based on changes in 1.1 as we're sure there will be unforeseen cheese.

## Status of the game ##
The multiplayer community has continued to grow nicely. This is due partially to the previously mentioned bundles the game is part of ensuring there's a constant set of new players.

One change we've seen to the market over the past 10 months has been the deluge of iOS ports which has definitely made it harder for new (as in, new IP) to get attention.  It has also put a downward pressure on pricing which developers  are having to adjust to. 

As one developer recently told me, the game's "release" is less important than the game's first big Steam sale.  It's a brave new world.

## Next up ##

So besides the things we mentioned here, the roadmap is still posted for those looking at our longer-term roadmap.

One area we're interested in exploring is having more base building than we currently have.  I don't mean more defensive weapons but more ways to build up your economy and technology than we currently have.

Feel free to comment below on your thoughts!

See you next week!

Gamespot’s disgraceful Ashes of the Singularity review

Published on Tuesday, April 26, 2016 By Brad Wardell In PC Gaming

A number of people online have asked me what I thought about the text of the GameSpot review. Maybe the reviewer didn’t have an axe to grind but rather just had legitimate criticisms of the game.

As previously mentioned, we had contacted Gamespot privately upon learning who the reviewer for Ashes was with our concerns that this reviewer might have an axe to grind (he used to give our titles high scores and then blocked me on social media and subsequently gave GalCiv III: Mercenaries a 4 in an error filled review).  We didn't ask Gamespot to change their reviewer. Only to make sure he wasn't allowing his personal politics influence his review.

Needless to say, when his 4/10 Ashes review was published, it would appear our concerns were well founded.  And for those not familiar with the review system of Gamespot, 4/10 isn't "below average". It means "poor" as in only a handful of titles each year get that score.

So are his criticisms legitimate? The answer, is no.  This isn’t a matter of “he just doesn’t like it” but more a matter that he clearly has little familiarity with the game and, frankly, doesn’t understand the genre.

As unprofessional or distasteful as some may find me responding to a review (and in 22 years with dozens of released games I've never felt compelled to do this) I'm going to do so here.  Why? If only to put a spotlight on this and to make sure that if your publication is going to review one of our products, please ensure your editorial guidelines are followed and that your reviewers aren't using your venue to punish developers they have a problem with on social media.

Let’s cut to the case of his review:

You have three main resources to manage--metal, radiactives[sic], and turinium.

There are four resources: Metal, radioactives, Turinium and Quanta. Quanta being the most important one.

The first two are for constructing ships, but if you collect enough turinium you win the game. Because turinium is necessary for victory, Ashes of the Singularity encourages hapless and aggressive rushing.

By that argument, Company of Heroes is about hapless, aggressive rushing. Which is, of course, nonsense. In practice, the player that does hapless, aggressive rushing would be crushed by the player who spends quanta, the resource you apparently weren’t aware of, to insert forces behind your lines.

Your starting area will only have a couple resource nodes, and you can't stockpile resources as you can in most other strategy games.

Yes you can. Not only do you store resources but you can research tech to increase your storage. 

So, playing cautiously isn't an option. You have to expand--and fast.

Which, again, is factually wrong.

This exacerbates some of Ashes of the Singularity's other problems. As I churned out endless streams of robotic warriors, I noticed that they all looked similar, especially when I pulled the camera all the way out and the battlefield melted together in the mélange of war machines. Pressing to gain more and more ground kept me from developing any familiarity with my units, which is unfortunate given you only have about a dozen unique types to work with. Each frigate looks indistinguishable from the last, making it hard to keep track of which units you have and which ones you still need.

This criticism could be applied to every game that lets you zoom out. Yes, if you zoom out far enough everything looks like little tiny ants.  Ashes has more than “a dozen” units.  As for units looking similar, this speaks more to unfamiliarity with the game.   The 3 main frigates: Archer, Brute, Medic look nothing alike.

You have the ability to organize your legions into "armies," which are supposed to be super-charged control groups. And this works, but only to a point. Forming armies reduced the need to constantly micromanage units, allowing me to focus on the larger plan: pinching off enemy supplies, flanking with the brutality of my dreadnoughts, and dropping strategic weapons of mass destruction. But Ashes of the Singularity still left me with scant few options to conduct my campaign.

Probably because you didn’t know or understand quanta. Which also means you never constructed any of the orbitals in the game.  This would be akin to someone in StarCraft never harvesting vespene gas and therefore claiming the entire game is about spamming out Marines.

Remember this for the rest of this review. Imagine how StarCraft would play if the player never used Vespene gas and the ramifications of that.

It's hard not to draw comparisons to earlier massive-scope strategy games, namely Supreme Commander. The parallels between the two run deep and cover everything from their approach to resource collection to their emphasis on massive battles. But, despite being a decade old, Supreme Commander still wears the crown. Rather than rest on the spectacle of massive battles alone, it crucially wove finer pieces into its formula to make those bouts interesting.

Fair enough. You like Supremee Commander more which you link to as being an 8.7.  That’s fine. It wears the crown then. What does not seizing the crown count as? 8.5 for Ashes? 8? You have set a criteria here.

Ashes of the Singularity doesn't have these flourishes; what you see is what you get.

Except clearly, you didn’t see the primary player resource: Quanta. The resource so important that it’s literally displayed inside your player box next to your avatar and necessary to use any of the player abilities that would be required to win the game above easy.

Maps are consistently dry and lack character. With the exception of modest changes in elevation, there aren't many features that lend themselves to strategic use.

Absolutely incorrect. There are hills, mountains, plateaus, ravines, etc. And if that is insufficient then you have to hold that doubly true against Supreme Commander. One need only look at screenshots from the Steam page to confirm this.

There are no towering mountains to hide your forces during an ambush,

There are, literally, towering mountains to hide your forces. Because the game has true line of sight (as in, a mountain blocks the view of what’s behind it), it is a common player tactic to hide their forces behind towering mountains in order to ambush the enemy.  The AI actually is programmed to do just that.

no rare or unique resources to exploit,

Are we still talking about a real-time strategy game?

nor any obstacles to slow down foes.

Except you mean the ones you build which slow down your foes by half when a battle is engaged?  But let’s assume you mean something like swamps or mud. What RTS are we being compared to here? Neither StarCraft nor SupCom have any such thing either.

Every unit and building works the same regardless of placement on the map,

Compared to what game? What are we being compared to? What RTS ever would do this? You just gave Homeworld: DOK a 9 and Acts of Aggression a 7. What standard are we being held to?

and as you build out a network of resource nodes, you'll see the same desolate brown textures again and again.

I guess if you only played one game on a desert map I suppose. What about on a Terran map or alien world map or an ice world? You could level this same complaint at any game.

Instead of providing an intricate network of systems to work with, Ashes of the Singularity cuts itself down, leaving only the most basic elements of the genre intact. You have a handful of units

Roughly same number as StarCraft does.

, three resources,

Four resources – two more than StarCraft or SupCom.  And lest you think I am criticizing either of those classics, I am not of the opinion that more resources is better. I’m just pointing out how ridiculous this argument is.

and a basic goal.

Yes. Win.  Either through Annihilation or Victory points which is like every other game in the genre.

At no point can you leverage anything beyond those basic pieces in a meaningful way.

Clearly if you couldn’t be bothered to use the primary player resource, Quanta.

Without more resources,

More resources? What RTS has more resources? StarCraft has 2. Command & Conquer has 1. Supreme Commander has 2.  We have 4 (of which you only discovered 3).

nuanced mechanics,

You mean like spending quanta to insert an engineer behind enemy lines to build a factory or spending quanta to temporarily boost a region’s resource production so that you can fast build a Dreadnought or  spend quanta to increase your radar range or spend quanta to place a Carving turret to take out a key enemy unit or spend quanta to get visibility on an enemy force that is hiding behind a mountain so that your artillery can hit them.  You mean like those things?

or a charming aesthetic to help carry the experience, Ashes of the Singularity struggles to hold your attention.

I am not sure what charming means in this context.

And ends giving us a 4 out of 10.  SupCom got an 8.7.  Planetary Annihilation 1.0 got a 7.  On the same site he gave Acts of Aggression a 7, Homeworld: DOK a 9.  The point being he has established a range and in this review listed criteria.  I'm not going to argue whether Ashes is great or not.  For me, personally, I think it is objectively awesome. But I am, naturally, biased for my game.  

My team and I spent 3 years on this game.  There were many long weekends, extended periods away from our families (I spent 2 months out in Maryland away from my wife and young children).  And we are proud of the game we have made. I bring this up because all too often, amateur reviewers don’t take their responsibility seriously.  As an independent game developer, I don’t expect perfect reviews but I do expect a fair review.

I know that our games won’t get the editorial scrutiny of an EA or Activision game. The kinds of errors in this absurd review would never have been allowed to see the light of day. But is it really too much to ask that you spend a little time to get to know about our game before you permanently diminish the perception of it?

Your colleagues at IGN, PC Gamer, PC GamesN, and Gaming Trend all liked it.  That in itself doesn’t make them right and you wrong. But at least their pros and cons were based on things that were actually part of (or not part of) the game. 

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