Glorious Alpha Two Testers!
Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Best Of
Re: Steven, Please Rethink “Not for Everyone”
TheDarkSorcerer wrote: »1. Saying a game is “not for everyone” in 2025 just feels out of touch.
Steven recently said Ashes of Creation is “not for everyone.” And sure, maybe that’s meant to sound bold or unapologetic, but in reality, it’s a limiting take that could end up doing more harm than good.
In 2025, sticking to your vision doesn’t mean shutting people out. Look at Baldur’s Gate 3 or Expeditions. Both are turn-based RPGs, a genre that historically had “niche” written all over it. But those studios didn’t say “this isn’t for you.” Instead, they kept the heart of the game intact and made it easier for new players to jump in. Now look where they are.
Ashes should be doing the same. Saying "we're not for everyone" might feel like drawing a line in the sand, but it ends up sounding more like a closed door. And if the first impression people get is that this game isn’t welcoming or worth their time unless they’re already hardcore, you’re losing them before they even log in.
2. That mindset doesn't just affect the players, it affects the team too.
When the founder says something like that, it’s not just players listening. The industry is listening. And let’s be real, this isn’t 2015 anymore. It’s not an employer’s market. The best talent wants to work on games that feel exciting, future-facing, and like they’ll actually reach a big audience.
If Ashes is being positioned as a selective, high-barrier MMO, that narrows the pool of people who want to work on it. It’s not just about taste, it’s about stability. A game with long-term growth potential is way more appealing than one that already feels like it’s limiting itself before launch.
The game runs on a subscription model. That only works if new players are constantly coming in and sticking around. But right now, the early and mid-game experience feels like an afterthought. It’s all grindy, high-investment content focused on end-game PvP. Most players won’t even make it there. If the game doesn’t widen its reach, it’ll struggle to keep a big team employed, plain and simple.
3. The “not for everyone” line sends the wrong message.
Nobody’s saying Ashes should be watered down. No one’s asking it to become a theme park MMO. But when leadership says “this isn’t for everyone,” it feels like a warning instead of an invitation.
Ashes already has a lot going for it, complex systems, big ideas, and a community that wants this game to win. But the way it's being framed right now makes it feel like it's only meant for a specific type of player. That’s not how you grow a game. That’s how you shrink your audience before it even has a chance to expand.
Steven, with all respect, this isn’t just about wording. It’s about the message you're putting out into the world. And right now, that message feels a little too boxed in for a game that should be aiming way higher.
Making a game for everyone is what killed MMOs. Every MMO became generic and designed to fit the biggest amount of players as they could. Targetting an aduance is a smart move. The problem here is making a type of game people are looking for but doing it in a way that makes a game with a target group that wants X game but works for hard core, every day gamers and casuals. That want a type of play style. You can make a MMO that targets only the most hard core players but the window will be so small that game will have an a very active group but not enough money to keep content rolling at a speed that will keep that hard core game ring playing. This is where Ashes is really failing. IS needs to make Ashes balance the three types of players looking for a game like this. That makes it meaningful and are for each group.
Re: Steven, Please Rethink “Not for Everyone”
The issue is that Steven keeps saying this game "isn't meant for everyone," but when you follow the development, it’s clear they’re actually trying to make an MMO that pleases everyone. And in the end, no one will be truly satisfied.
Let me explain with one simple point: this game will never work as both a PvE and PvP game if, as he says, they plan to make the corruption system softer. If that happens, all Points of Interest will become unplayable. Groups won’t be able to defend themselves against both mobs and other groups looking to PvP. It will be a mess, and progression will come to a halt.
We can already see it happening: between players landing a single mezz on a healer and others falling behind, groups are wiping nonstop. So what are we doing here? Is this a PvE game? A PvP game? Or are we sticking to this meaningless hybrid system? They talk about risk vs. reward, but since October, what I’ve seen is a small group of players creating massive frustration, making the game unbearable for the majority. Many guilds and players have already quit because if you’re not in one of the top guilds, you simply can’t do anything.
So yes, Steven might end up creating a game for a minority of players. But here’s the real question: how is he going to pay 250 employees when that minority ends up making the game unplayable and pushes 80% of the server away?
This reminds me of Wildstar, when the devs proudly claimed only 1% of players would reach the endgame. I told them back then: “Great, guys, but when that 1% stops generating enough money to cover your costs, you’ll be out of a job.” And surprise didn’t take long before they sold the license and shut it down.
Same vibe here. Since October, top spots and bosses have been locked down by hardcore guilds, and everyone else is left to fend for themselves. The entire game is heading that way. Personally, I don’t care I didn’t invest tens of millions into this. But financial reality will catch up fast if they keep designing systems for a minority that simply won’t work on a larger scale.
I agree with your point. Intrepid’s focus on late-game content ignores the reality: most sub-based players are casual and won’t grind that far. If the early and mid-game don’t hit, they’re just paying to get bored.
Re: Lawless Areas Should Exist
Intrepid probably gained a lot of data from allowing all the PvP to happen, but going into Phase 3, where the phase is supposed to be more game-like, lawlessness zones should go away. From here on out, Intrepid will need more pvers' input on systems.
That said, lawless zones that are used to give an advantage to pvpers over pvers via special drops/mats will kill the game. And having lawless zones just for pvp won't encourage anyone to enter them. Jundark was only used for leveling and to farm certain drops. No one other than gankers went there just for pvp.
That said, lawless zones that are used to give an advantage to pvpers over pvers via special drops/mats will kill the game. And having lawless zones just for pvp won't encourage anyone to enter them. Jundark was only used for leveling and to farm certain drops. No one other than gankers went there just for pvp.
Re: Some Requests
Hi! Thanks for the ping, @Noaani
Mouse sensitivity is something we have on the list, among many other QoL changes. Many QoL changes, and settings or UI adjustments, will be added over time during Alpha Two
Thanks for your patience!
Mouse sensitivity is something we have on the list, among many other QoL changes. Many QoL changes, and settings or UI adjustments, will be added over time during Alpha Two
Vaknar
2
Re: Gearing process is flawed and unfun.
One cool idea I read not long ago was that no full item should drop from mobs. Only the basic stuff, or 'damaged gear'. Then having a way to break down items for materials or the progress of learning the recipe.
For example. If you find a 'damaged copper claymore' you can either.
1. use it. (it's not as good as a copper claymore)
2. break it down for materials (get a little copper from it)
3. study it (start learning the recipe, you'd get a bit of exp to learning it)
Only dropping white items is a good thing too. I'd actually be okay with gear breaking too, but more materials need to be available. Hard balance to strike.
For example. If you find a 'damaged copper claymore' you can either.
1. use it. (it's not as good as a copper claymore)
2. break it down for materials (get a little copper from it)
3. study it (start learning the recipe, you'd get a bit of exp to learning it)
Only dropping white items is a good thing too. I'd actually be okay with gear breaking too, but more materials need to be available. Hard balance to strike.
1
Re: Steven, Please Rethink “Not for Everyone”
From my perspective, this statement isn't about exclusion but rather about setting clear expectations. Ashes of Creation aims to deliver a unique MMORPG experience, emphasizing player-driven content, open-world PvP, and complex systems like the node system. Such features might not align with everyone's gaming preferences, and that's okay.
It's worth noting that Steven Sharif has addressed this topic, emphasizing that the game's development journey is ongoing and may not appeal to all players at every stage. In response to community feedback, he stated:
"As I have said time and time again, this journey will not be for everyone... We still have a journey ahead of us. It is going to be a long road, and the testing environment in Alpha Two right now can sometimes feel like a game, but it isn't yet."
This transparency helps set realistic expectations for current and prospective players. It acknowledges that the game is still in development and that the experience will evolve over time.
Furthermore, the phrase "not for everyone" can serve as an invitation for players who are seeking a different kind of MMORPG experience—one that deviates from the mainstream and offers something distinct. It's about embracing a vision that may cater to a specific audience passionate about the game's unique features.
That said, it's crucial for the development team to maintain open communication and ensure that feedback from a diverse player base is considered. Balancing the game's core vision with accessibility and inclusivity can help broaden its appeal without compromising its identity.
In conclusion, while the phrase might initially seem off-putting, understanding its context and the intentions behind it can provide clarity. It's about aligning expectations and fostering a community that resonates with the game's direction.
It's worth noting that Steven Sharif has addressed this topic, emphasizing that the game's development journey is ongoing and may not appeal to all players at every stage. In response to community feedback, he stated:
"As I have said time and time again, this journey will not be for everyone... We still have a journey ahead of us. It is going to be a long road, and the testing environment in Alpha Two right now can sometimes feel like a game, but it isn't yet."
This transparency helps set realistic expectations for current and prospective players. It acknowledges that the game is still in development and that the experience will evolve over time.
Furthermore, the phrase "not for everyone" can serve as an invitation for players who are seeking a different kind of MMORPG experience—one that deviates from the mainstream and offers something distinct. It's about embracing a vision that may cater to a specific audience passionate about the game's unique features.
That said, it's crucial for the development team to maintain open communication and ensure that feedback from a diverse player base is considered. Balancing the game's core vision with accessibility and inclusivity can help broaden its appeal without compromising its identity.
In conclusion, while the phrase might initially seem off-putting, understanding its context and the intentions behind it can provide clarity. It's about aligning expectations and fostering a community that resonates with the game's direction.
REHOC
1
Re: Steven, Please Rethink “Not for Everyone”
The issue is that Steven keeps saying this game "isn't meant for everyone," but when you follow the development, it’s clear they’re actually trying to make an MMO that pleases everyone. And in the end, no one will be truly satisfied.
Let me explain with one simple point: this game will never work as both a PvE and PvP game if, as he says, they plan to make the corruption system softer. If that happens, all Points of Interest will become unplayable. Groups won’t be able to defend themselves against both mobs and other groups looking to PvP. It will be a mess, and progression will come to a halt.
We can already see it happening: between players landing a single mezz on a healer and others falling behind, groups are wiping nonstop. So what are we doing here? Is this a PvE game? A PvP game? Or are we sticking to this meaningless hybrid system? They talk about risk vs. reward, but since October, what I’ve seen is a small group of players creating massive frustration, making the game unbearable for the majority. Many guilds and players have already quit because if you’re not in one of the top guilds, you simply can’t do anything.
So yes, Steven might end up creating a game for a minority of players. But here’s the real question: how is he going to pay 250 employees when that minority ends up making the game unplayable and pushes 80% of the server away?
This reminds me of Wildstar, when the devs proudly claimed only 1% of players would reach the endgame. I told them back then: “Great, guys, but when that 1% stops generating enough money to cover your costs, you’ll be out of a job.” And surprise didn’t take long before they sold the license and shut it down.
Same vibe here. Since October, top spots and bosses have been locked down by hardcore guilds, and everyone else is left to fend for themselves. The entire game is heading that way. Personally, I don’t care I didn’t invest tens of millions into this. But financial reality will catch up fast if they keep designing systems for a minority that simply won’t work on a larger scale.
Let me explain with one simple point: this game will never work as both a PvE and PvP game if, as he says, they plan to make the corruption system softer. If that happens, all Points of Interest will become unplayable. Groups won’t be able to defend themselves against both mobs and other groups looking to PvP. It will be a mess, and progression will come to a halt.
We can already see it happening: between players landing a single mezz on a healer and others falling behind, groups are wiping nonstop. So what are we doing here? Is this a PvE game? A PvP game? Or are we sticking to this meaningless hybrid system? They talk about risk vs. reward, but since October, what I’ve seen is a small group of players creating massive frustration, making the game unbearable for the majority. Many guilds and players have already quit because if you’re not in one of the top guilds, you simply can’t do anything.
So yes, Steven might end up creating a game for a minority of players. But here’s the real question: how is he going to pay 250 employees when that minority ends up making the game unplayable and pushes 80% of the server away?
This reminds me of Wildstar, when the devs proudly claimed only 1% of players would reach the endgame. I told them back then: “Great, guys, but when that 1% stops generating enough money to cover your costs, you’ll be out of a job.” And surprise didn’t take long before they sold the license and shut it down.
Same vibe here. Since October, top spots and bosses have been locked down by hardcore guilds, and everyone else is left to fend for themselves. The entire game is heading that way. Personally, I don’t care I didn’t invest tens of millions into this. But financial reality will catch up fast if they keep designing systems for a minority that simply won’t work on a larger scale.
Imanek
5
Re: Steven, Please Rethink “Not for Everyone”
A better way to word the same sentiment would be to say "We are working to include as many players as possible into our game environment and hope you will enjoy our efforts, now and in the future as we evolve".
Maybe I'm mistaken, but I believe they've essentially said that. With the caveat, "but the game is still not going to be for everyone."
For me personally, I want them to be as brutally honest about it as possible. Right now, the game is abysmally failing at the two things I care about most. Pvp and RMT/p2w. Pvp ranges anywhere from nonexistent to gimicky, zergy nonsense designed for mega guilds to dominate. And RMT is completely out of control and I haven't heard anything substantial from them so far about how they're actually going to stop Ashes from becoming the most p2w "non p2w" mmo ever.
Still plenty of time to come up with the very easy solutions to these things. But if and when they throw in the towel on these two issues, I don't want to hear half solutions, pleasantries or corporate nonsense. Just tell me this is the way it is and the game aint for me. I will appreciate the honesty.
I completely agree with this. The phrase “Not for everyone” raises concerns not just because of how it's worded, but because of how it tends to appear in conversations around legitimate, detailed feedback.
When players express concerns about things like floaty combat, janky animation transitions, or disconnected systems, and the response is simply “Well, it’s not for everyone,” it can feel like the discussion is being closed off — even if that’s not the intention.
.
But this is far from how they use this statement. The times they have said this it’s been referring to the core pillars of the game or things like no p2w or not going to hold your hand like most modern MMOs. All the other complaints are being heard but most people are just too impatient to wait for a fix and if it’s not done in their timeframe they shout “they aren’t listening to the feedback!”
Thanks for the clarification — and I don’t think we’re actually that far apart.
You're absolutely right that when Intrepid uses the phrase “Not for everyone,” it’s typically in reference to core design pillars like no P2W, meaningful progression, or avoiding hand-holding. And I have no issue with that — I personally support those principles and respect the team’s commitment to them.
The concern I was raising isn’t really about when the devs use that phrase — but rather how it’s perceived, especially in broader discussions around more specific feedback like combat feel, animations, or system clarity.
Even if the original intention behind the phrase is focused on high-level design goals, the way it’s echoed in the community (sometimes by fans, sometimes just in the tone of conversation) can make it feel like detailed feedback is being brushed off or that critique isn’t welcome. It’s less about what’s said directly and more about the atmosphere that starts to form around that sentiment.
And to be clear — I’m not saying the team doesn’t listen. I believe they do. But perception matters too, especially in a game that’s still actively evolving. If players feel like some conversations are quietly being closed off — even unintentionally — it can undermine the very feedback culture the studio is trying to foster.
I just want to make sure the space stays open for all kinds of voices — not only those who agree with every development choice or direction, but also those who care deeply and want to help refine things.
Soluna
1
Re: why are you putting the cart before the horse?
That's bad design, it hints the devs haven't tested these systems as a player would. Whether they've tuned this to how they want it, well we don't know.
oh I 100% believe they haven't tested the system as a player but as a developer with mod controls.
I've played games and I've played games with console controls and I've played games that have such a mod base the developers said "ok here is the mod controls have fun"
with the 250 cap of making things and how sometimes you can instantly have between 250-1250 things. the sandwich is also something cause there is no way you can hold that much willow to make that much mulch on top of poop and other things you need.
also Steven has said that you can raise Pigs on your Freehold...THE THING IS Pigs are a Journeyman Farming resource and I have never seen Journeyman Farming and no one cares to make a Journeyman Farming station, so not only can we not test the thing that Steven says is 100% working he chose something that the player base doesn't seem to want to put down in game to test let alone with the resets ive lost my Freehold so now i can't test even if there was one, so we have no proof that what he said was true. Chickens were working, you could put a baby chicken down, it would show an egg and then a day later you would have a Chicken and 2-4 eggs....BUT a week (and update) later it was removed from the game. So things that do work are removed from the game?
I mean it does suck that the things I want to test (and unhealthily obsess over) no one cares about power leveling so we can test it in game, and hopefully some point I will be able to test it, even on the PTR but its not there yet, i know its not there, Freeholds are useless unless you want to try Farming but half the stuff doesn't work.
So why all this talk about "balancing the economy" when half the systems for the economy either don't work or are place holders. just give us Gold and resources and let us test these things to our hearts content.
the PTR seems to be a fun test, they power level, they give gold and gear and say "test this stuff" (and then wipe) and the regular server...we seem to be more like bots with people for some reason hacking and using RMTs already which on an alpha which will be wiped in a few months....is incredibly stupid.
Want to eliminate the RMTs and gold hackers? put the PTR guy that says "here is 100 gold" want to get rid of the overinflation of the world put in people that give gear (i mean it drops anyways so you are just eliminating the 72 hour grind to 25 and the 1 week grind to BIS gear) want to see if a Legendary piece of gear doesn't break the game? just have a guy that gives out legendary mats, or all rarity so we can make them, test them, make sure that you don't make a Lego piece of gear with a common or uncommon it pops an Artifact with +9999 to stats.
This is an Alpha, stop treating it like a Seasonal Content game (even though that's basically what it is, i played Fallout 76, Skull and Bones, ect. at Launch and this Alpha is LEAGUES FARTHER THEN THEY WERE in terms of stability actually the derezoluting land and crashes when changing seasons remind me of Skull and Bones first 2 weeks)



