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Ashes Remember Us

A topic by indiegates created 42 days ago Views: 445 Replies: 14
Viewing posts 1 to 15
(2 edits)



This is the Devlog for  -Ashes Remember Us -

Some images :) :


 About the Game:
Dive into a ruthless world overrun by mutants! Ashes Remember Us is an intense active horde-based tower defense game with one ultimate goal: survive— for as long as you can! Build powerful defenses, construct mighty towers, and customize your weapons to fit your playstyle. Every day brings hope, every night brings terror. When the sun sets, waves of mutants come flooding in, stronger and deadlier than ever before.

Features:

  • Customizable Weapons: Upgrade and tweak your arsenal to withstand the growing threat.
  • Tower Building: Set traps and fortify your base for maximum defense.
  • Dynamic Day-Night Cycle with Events: Prepare during the day—fight for your life at night!
  • Challenging Boss Battles: Every few waves, face off against a powerful boss that will test your strategy.
  • Endless Survival Mode: The mutants never stop evolving… how long can YOU last?

Get ready— in Ashes Remember Us, there’s only one rule: Stay alive.

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To the DEMO -> https://bolzos.itch.io/ashes-remember-us

ROADMAP:


Demo Patch Notes

  • Updated the player model to better match the rest of the game (more graphical fixes and additions will come soon ;) )
  • Changed how the player holds weapons
  • Added auto-reload (weapons will reload automatically when empty)
  • Empty weapons are now marked red in the inventory
  • Added death animation for the first boss
  • The demo no longer ends abruptly after killing the first boss
  • After the boss fight, the demo will now spawn a large number of mutants to test performance

Small Graphical Patch:

- Added dropping bullet casings
- Blood splats are now simply animated and will disappear after 20 seconds to improve performance
- Muzzle flash now follows the gun

and this is how it looks now:

Now we have coins and no more packages because i like many things on screen :D Demo Patch Notes:

  • Changed how trash drops – it is now coins that drop with every single mutant hit
  • Added a health bar that fits the environment of the fire
  • Added a "warning" when your fire is under attack
  • Fixed some minor performance bugs
  • Added more blood 

And we have a Roadmap with things until Early Access

WIP: Weapon HUD Overhaul 🔧🔫
Currently giving the weapon HUD a full makeover – more info, better layout, new weapon slot order, and eventually it'll also be used for weapon modding. Big upgrade incoming! 💪

Here’s how it’s looking so far – not final yet, but getting there.



Once this is done, regular updates will be back on track. Overhauling a core system like this isn’t exactly a quick coffee break task ☕💥

Thanks for your patience – it’s gonna be worth it! 😎

Finally, it’s done: the much‑improved weapon menu! :D I hope you like it. There will change much more things. But at first i need to added content ;) So stay tuned .


  • Weapon Menu Overhaul: The weapon menu has been completely reworked. It now opens from bottom to top when pressing the tag button.
  • Weapon Slot Switching: You can now switch weapon slots directly in the weapon menu using Q and E.
  • Weapon Modification Access: Weapon modifications are now always accessible from within the weapon menu, regardless of slot.
  • Visual Update: Sun Rays Added simple sun rays to the map to enhance visual atmosphere. These are a placeholder and may be replaced with a more advanced version in a future update.

Today I'm continuing with pixeling and animating more enemies and bosses. I'll have to wait and see which ones make it into the demo. I'll try to keep you updated with a few pictures. 😁

your game looks awesome!,keep it up!.

(1 edit)

little sneak peek to a new enemy. fully integrated and will go live to the demo with the next patch 😉 maybe a new event...

🕒 Days are now passing faster! This change is meant to improve game flow, add more tension, and reduce downtime. In short: more action, less waiting – let’s gooo! Feel free to share your feedback – this is more of a test to see if it spices things up a bit. :)

🎁 Airdrop Update The reward menu for the airdrop has received a slight visual change.

🌧️ New Event Added A brand-new event has been introduced – and now it’s not just enemies falling from the sky... 👀 What exactly? You’ll have to find out yourself! 😄

just a small update today: 

- Multikill counter now influences the amount of dropped money
- Added different colors to money based on value
- Money piles up over time to improve performance
- Coins and ammo drops are now more visible
- Fixed a bug where the spawner wouldn’t reset after restarting the game

Hi everyone,

The project is progressing, and today I added a few simple but impactful features that enhance gameplay by giving you access to more weapons and buildings.

There are now two additional types of airdrops:
- A weapon drop
- A building-only drop

So in total, the game now includes three airdrop variants: the standard one, weapon-only, and building-only drops.

I also fixed a minor performance bug related to coin drops and updated the visuals by adding new graphics for coin stacks.

More to come soon! Feedback is welcome :)

Just in time for the Steam Next Fest, I’ve released a major update packed with core gameplay additions and lots of smaller improvements. The main highlight this time is the brand-new Skill & Perk System, designed to bring more variety and decision-making into every run.

New Skill & Perk System

I’ve added a completely new mechanic that revolves around collectible experience orbs. Certain enemies and events can now drop blue skill orbs. Picking one up lets you choose from three randomly generated perks, allowing you to shape your build as the game progresses. 




A dedicated skill menu has also been added so you can easily track your current perks. 

Here are a few of the first perks now available:

- Increased number of airdrops 
- Larger pickup radius
- More targeted airdrops from specific categories 

And this is just the beginning—more perks are already in the pipeline and will be coming in future updates.

Weapon Adjustments

Each weapon now features a critical hit chance that factors directly into damage calculations. I’ve also introduced minimum and maximum damage values for all weapons to make combat feel more dynamic and less predictable.

In addition:
- I updated the mod iconsI
- added a new mod: Lightning


New Content

New enemies have been added, including a particularly fast spider to spice things up. There’s also a brand-new event available in the game.
Special enemies are now marked with a pillar of light, making them easier to spot during intense fights.

Sound Improvements

I reworked the walking sound—it’s now quieter and features more variation so it’s less intrusive during gameplay. On top of that, bullet casings now make their own sound effects when hitting the ground—a small detail that adds to the atmosphere. 

Enjoy the update and have fun experimenting with the new perks – there’s much more to come!

 My game Ashes Remember Us is officially part of the Steam Next Fest! 🎉

That means: 👉 You can play the free demo 👉 Share your thoughts with me 👉 And add the game to your wishlist so you won’t miss the release 💜

I’m beyond excited to finally give you a first taste of Ashes: Remember Us – and I can’t wait to hear your feedback!

➡️ https://store.steampowered.com/app/3881830/Ashes_Remember_Us/

Let’s start this journey together. ✨

And another small patch :D

Fire:
- Lowered the base health of fire.
- Fire’s max health can now be boosted through specific skills.
- Added auto-healing to fire, which also scales with skills.
- The big “fire under attack” warning has been replaced with a smaller HUD notification so your screen doesn’t get blocked.

Weapons: >
- Introduced a maximum number of mods per weapon, which can be tweaked with skills.
- All weapons are now customizable.
- Weapons have a chance to spawn with a higher max mod capacity.
- Weapons can only be equipped with as many mods as their max slots allow (no more overstuffing).
- The number of mod slots is now shown as text, and unused slots are displayed as grey boxes in the mod menu.

Skill Screen:
- No more duplicate skills showing up in the overview.