Posted December 09, 2025 by Michnior
#demo #update
This update leans into what Ashes of Morgravia is supposed to be: dangerous, tactical, and full of long-term consequences.
Fights now have a ticking clock, builds have more identity, early Desolation runs are less linear, and enemies have a new way to pin you down. Let's get into it.
In this 0.5.1 demo update:
We're genuinely proud to get this update into your hands.
Play it, break it, tell us what feels unfair, abusable, or just plain fun.
We're listening.
Now, for those who are more interested in learning more about the new stuff, let me tell you.
The Well is no longer just lore. It acts.
At the start of each round, the Well now takes its own "turn" through Well's Influence - think of it like a liar action of you've played tabletop RPGs.
This means stalling is now a real choice with real cost.
You can still play slow, controlling runs - but you're playing chicken with something that doesn't get tired.
Your keywords now talk to each other.
Combos reward you for sequencing specific keywords back-to-back. If you line them up in the right order, the next card with the triggered keyword gains a bonus effect.
Examples of what this means in practice:
To support this, cards now have clearer keyword representation, so you can quickly see which pieces you need to play in what order, instead of squinting at walls of text.
Combos are there to reward deliberate play, not random spam.
We've always had the two-deck system (Stride and Clash). Now there's a mechanic built specifically to exploit it: Waeve.
Some cards now gain extra effects if the previous card you played was from the opposite deck.
Weave pushes you to alternate, not tunnel. If you want to lean into a single deck, you still can - but the strongest lines will often come from weaving between both.
Items now come with rarity, in a way you'll instantly recognize from other games: better rarity usually means it's stronger, or that it has more interesting properties.
We also restructured upgrades
It feels right, is easy to read, and gives you more satisfying growth over a run.
The fun part: item sets.
If you equip multiple pieces from the same set, you unlock set bonuses and unique boons:
In short:
You're not just picking "the highest number". You're locking into a theme and leaning into it until your enemies crumble under that specific idea.
With rarity and sets in place, we needed more toys.
If you like theorycrafting, this update is for you.
Early Desolation maps got a structural rework.
Desolation I now:
The goal is simple:
Your first area should already feel like a short run.
We gave some enemies a new way to mess with you: Stagger debuff.
You can still reposition - you cannot just rely on simply running away from your enemies anymore.
TURN CAROUSEL UPDATE: MAKING ROOM FOR THE WELL
With the Well joining the turn order, we had to update the UI.
The turn carousel (initiative display) has been redesigned so you can clearly see:
You can plan around the Well's roll instead of being surprised by it.
Yes, those cards are temporarily removed. They don't sit well with how the game plays now.
They're not gone forever. They'll likely return in reworked form once we find a version that actually synergizes instead of feeling like leftovers from an older design. Psst... If you got here, I want you let you know that the next update will involve some new cards.
We also updated the game's capsule art on Steam.
Recently, Doc Joe from Indie Game Clinic and Chris Zukowski took a look at the Ashes of Morgravia store page on stream. We were lucky enough to get that kind of live critique, so we did the obvious thing: we took notes and changed stuff.
We hope you like the new version - and if you don't, tell us why!