Magic Unleashed

Everything You Need to Know About Immortals of Aveum

Magic Unleashed

Everything You Need to Know About Immortals of Aveum 

Salutations Magnus!

This summer is on fire with Immortals of Aveum content! As we sprint closer to Immortals of Aveum’s launch day on August 22, more and more is revealed about gameplay, lore, and even Ascendant Studios itself. Last week we dropped the Immortals of Aveum Unpacked trailer, then three Ascendant developers summoned their power for a Reddit AMA on r/games, where they answered gamers’ questions on Immortals, game development, and even gasp the Angry Cube! Keep scrolling to find out more!

What can you expect in Immortals of Aveum?: The new UNPACKED trailer tells all (except spoilers!)  

✅Decimate enemies with powerful spells

✅Loot, craft & upgrade Gear

✅Customize your playstyle

✅Save the realms

And much more!

Not only will you see tons of in-game magical combat footage in the most recent trailer: you’ll also get the full down-low on the world of Aveum, the kingdoms competing over magic, Sandrakk’s looming threat, and creeping growth of the Wound at the center of it all. If you missed it last week, watch it now by clicking below!

Subscribe to Immortals of Aveum and Ascendant Studios on YouTube to catch the latest trailer releases, Developer Deep Dive videos, and more!

Ascendant’s Dev Team Takes to Reddit’s r/Games

Last week, CEO and Game Director Bret Robbins, Associate Art Director Julia Lichtblau, and Senior Combat Designer Jason Warnke teamed up to represent the studio and answer Redditor questions about Immortals of Aveum, Ascendant, and our development process. It was fantastic to get to connect with gamers and talk about how Immortals came to be. The r/Games community asked terrific questions, like the one below from BeOurGuest-BoG. Read the whole thread here.

“Were there any interesting things that popped up during development that you weren't expecting but turned out to be a happy accident or led to a funny bug?”

u/BeOurGuest-BoG

"I find great catharsis in finding hilarious bugs and then fixing them. Over development we have had a ton of hilarious bugs that we usually record and place into a folder so we can laugh later, the folder is titled ""Lolcium"". One such bug had Zendara's head spin like an owl while talking with you in a scene.

To answer the other spirit of the question, a number of systems and activities came from a peaked interest from something that didn't quite work right or a temp asset that inspired an idea. One smallish example is the ""Wisps"", which are magical entities that you can shoot to earn some rewards. They were inspired by a temp asset for a Crate that looked like a ball of energy.”

Jason Warnke, Senior Combat Designer at Ascendant Studios

In The Press: