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Update 0.5.1

Ashes of Morgravia
A downloadable game for Windows

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.

TO SUM IT UP

In this 0.5.1 demo update:

  • The Well now acts each turn through a Well's Influence die.
  • Combos reward playing specific keywords in sequence.
  • Weave powers up cards when you alternate between your two decks
  • Item rarity and upgrades (up to +3) give cleaner, more satisfying progression.
  • Item sets add build-defining bonuses and set-specific boons.
  • Now, boons and items expand your build options.
  • Desolation I now has branching paths, more varied nodes, and a guaranteed rest before the final fight.
  • Zombies and skeletons can stagger you, doubling movement cost.
  • The turn carousel was rebuilt to show where the Well's turn lands.
  • Litany cards and Radiant Hymn were removed until we can make them fit the new meta.

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 GETS A TURN: WELL'S INFLUENCE

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.

  • Each round, a Well die is rolled.
  • Most faces trigger negative effects. One face is neutral.
  • The longer you stay in a fight, the more rolls you eat.

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.

COMBOS: PLAY KEYWORDS IN SEQUENCE

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:

  • You line up a chain, and your next strike hits harder or applies extra effects.
  • You plan two or three turns ahead instead of just dumping your hand.

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.

WEAVE: PLAY BETWEEN YOUR TWO DECKS

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.

ITEM RARITY, UPGRADES & SETS

Item Rarity & Upgrades

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

  • Items now upgrade along a simple track from default to +1, +2, and then +3.
  • Higher rarities are more expensive to upgrade

It feels right, is easy to read, and gives you more satisfying growth over a run.

Sets: Build Around Themes

The fun part: item sets.

If you equip multiple pieces from the same set, you unlock set bonuses and unique boons:

  • Extra stat boosts on top of the item's base bonuses.
  • Set-specific boons that can redefine how you build plays.

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.

NEW BOONS & NEW ITEMS

With rarity and sets in place, we needed more toys.

  • New boons have been added to support different playstyles, new synergies, and the added pressure from Well's Influence.
  • New items help fill out the rarity distribution and give sets enough pieces to actually chase.

If you like theorycrafting, this update is for you.

DESOLATION I: BETTER RUN STRUCTURE

Early Desolation maps got a structural rework.

Desolation I now:

  • Always offers branching paths - fewer boring runs
  • Uses more unique node types, so not every choice feels identical.
  • Guarantees a Rest node before the final fight, so you can actually plan around that last recovery (and with the new Well's Influence, you will need it!)

The goal is simple:

Your first area should already feel like a short run.

ENEMY STAGGER: ZOMBIES & SKELETONS HIT YOUR MOVEMENT

We gave some enemies a new way to mess with you: Stagger debuff.

  • Certain actions with debuff intent will apply Stagger
  • While staggered, you pay 2 movement per tile instead of 1.

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:

  • Where your actions fit in.
  • When Well's Influence is about to trigger.
  • How enemy turns are spaced around that.

    You can plan around the Well's roll instead of being surprised by it.

CARD ROTATION: LITANIES & RADIANT HYMN REMOVED (FOR NOW)

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.

NEW CAPSULE ART (AND LISTENING TO FEEDBACK)

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.

The capsule aims to: communicate faster what the game actually is (tactical, grim, card-driven).

We hope you like the new version - and if you don't, tell us why!

Files

  • Ashes of Morgravia DEMO 0.5.1.zip 268 MB
    21 hours ago
Download Ashes of Morgravia
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