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: The progression issues in one sentance
Your response to issues caused by grind, and forever items is ....more soulless grind? That's not a solution to anything, unless Steven aims to design an extremely niche and a very dead game.400 metal ingots for a 2h weapon? 200 wooden boards for a longbow?
This is what I was hoping was fixed in this phase, they did address in the June or July stream.
Lots of great ideas here.
My other complaints.
1. Level 1 through 10 you level WAY too fast.
I want gathering and crafting to matter, but this approach delays any satisfaction from levelling and crafting for far too long. Also that never solves issues with items which never disappear from the economy, and gold inflation.
Re: Linux Tips, Tweaks and Troubleshooting Thread
I'm stuck at cloudflare verifying humanity after clicking login on the launcher. Has anyone found a fix?
Edit: That was on Arch using hyprland, also on my laptop running Omarchy (essentially the same thing). I tried installing on my computer running Nobara and managed to get past the cloudflare loop. The game is downloading.
Edit: That was on Arch using hyprland, also on my laptop running Omarchy (essentially the same thing). I tried installing on my computer running Nobara and managed to get past the cloudflare loop. The game is downloading.
1
Alpha Two Update Notes 0.15.11 - Friday, September 12, 2025
As a reminder, if you come across bugs during Alpha Two testing, please report them to us in-game using /bug
KNOWN ISSUES
ALPHA TWO UPDATE NOTES 0.15.11 - FRIDAY, SEPTEMBER 12, 2025
KNOWN ISSUES
- We’re aware of issues with Settlement experience, and the team is actively working to address this
- We’re aware of issues with Journeyman (tier 3) Service Buildings and associated stations, and we’re working on a fix for this
- Guild Storage is currently disabled, while we investigate issues
ALPHA TWO UPDATE NOTES 0.15.11 - FRIDAY, SEPTEMBER 12, 2025
- Fixed the base price of iguana steak

2
Casuel Feedback
I'm a hard core gamer who has been PvPing, raiding, running raids and guilds who's real life responsiblies now have me playing at a casual pace.
I get to hop in for an hour here or two there. I have planed gaming nights where I get 2-4hrs of hardcore game time. So here is where casuel gamers live.
Spending 1/2 or all of my gaming time to find a team to get content done does not work. IS team has consistently made it harder to get a team with level gaps, drop reductions, exp reductions.
These need to be modified to make it a more relaxed for casuels. Adding things like level scaling and mentorship makes it so we can join our guilds, friends and partners. This is by far the most important area you can help casuels. It can be done it ways its restrictive and not totally encompassing. Let a team have no more then two mentored players for instance.
Next is options for crafting and gear. I get RNG stretches out the content but also makes a much larger time sync. I have about 25 maybe 30 recipes i have gotten in RNG drops by level 9.5. Not one is for my crating types I am working on. Have the recipies come in a chest with 5 options say that you can pick from with maybe some in game system that makes it somewhat a smart selection. I would rather 3 relevant drops over 30 i dont need and need to take my valuable time to try and find someone to trade with.
Rest machines or catch up mechanics as well. The hard core player will always beat catch up mechanics but adding them help the casuel player to have a fighting chance. My time off line should count to an in game boost. It should be impactful and could even be a catch up mechanics for crafting as well. To make this fare, it could be active for just one char at a time of our choosing.
When a cauel puts in 2hrs of game time in, we should feel like we have advanced more then 2 bubs of experience. My wife and I are on vacation this week and put in 9hrs of gaming in one day at level 6 and at the end of the day we crafted a weapon for each of us and got two levels. Our guildies are outside our level range. So we have to rely on pugs or playing duo. Its much slower and often surrounded by morons who like to take you into exp debt.
Every time sync needs to be looked at, how can this be modified to support casuel players. We get you need to slow down the hard core players but right now its 100% tuned just for that and time is the cauels players biggest road block.
Cauels and people who want to see the game succeed because about 80% of any MMO is made up by casual players. Ashes will not survive if they do not support the casual Gamer. Please add to the thread in ways that can help support casuals without breaking the game.
I get to hop in for an hour here or two there. I have planed gaming nights where I get 2-4hrs of hardcore game time. So here is where casuel gamers live.
Spending 1/2 or all of my gaming time to find a team to get content done does not work. IS team has consistently made it harder to get a team with level gaps, drop reductions, exp reductions.
These need to be modified to make it a more relaxed for casuels. Adding things like level scaling and mentorship makes it so we can join our guilds, friends and partners. This is by far the most important area you can help casuels. It can be done it ways its restrictive and not totally encompassing. Let a team have no more then two mentored players for instance.
Next is options for crafting and gear. I get RNG stretches out the content but also makes a much larger time sync. I have about 25 maybe 30 recipes i have gotten in RNG drops by level 9.5. Not one is for my crating types I am working on. Have the recipies come in a chest with 5 options say that you can pick from with maybe some in game system that makes it somewhat a smart selection. I would rather 3 relevant drops over 30 i dont need and need to take my valuable time to try and find someone to trade with.
Rest machines or catch up mechanics as well. The hard core player will always beat catch up mechanics but adding them help the casuel player to have a fighting chance. My time off line should count to an in game boost. It should be impactful and could even be a catch up mechanics for crafting as well. To make this fare, it could be active for just one char at a time of our choosing.
When a cauel puts in 2hrs of game time in, we should feel like we have advanced more then 2 bubs of experience. My wife and I are on vacation this week and put in 9hrs of gaming in one day at level 6 and at the end of the day we crafted a weapon for each of us and got two levels. Our guildies are outside our level range. So we have to rely on pugs or playing duo. Its much slower and often surrounded by morons who like to take you into exp debt.
Every time sync needs to be looked at, how can this be modified to support casuel players. We get you need to slow down the hard core players but right now its 100% tuned just for that and time is the cauels players biggest road block.
Cauels and people who want to see the game succeed because about 80% of any MMO is made up by casual players. Ashes will not survive if they do not support the casual Gamer. Please add to the thread in ways that can help support casuals without breaking the game.
Re: Class Skill Tree - Lack Choice
Sadly this isn't changing any time soon. They have mentioned being able to double down on specific skills in the future, and obviously addition of ACTUAL classes, not archetypes.
Re: Early game crafting broke!
Miller5862 wrote: »where do you get the recipes? i need a lvl 10 short spellbow recipe lol
find it or buy it. recipes drop from mobs. probably just easier to buy the bow you need if that's your end goal.
Ya that speaks volumes that things still need balancing. I'm struggling to get a shortbow recipe. Lol
Re: This game is too hard.
There's a balance between it being long and a lot of effort to level up and tedious. I think we are way on the Tedious side and I've left a lot of feedback on that and can only really wait for a response. The fact that a majority of people are not interested in phase 3 is kind of telling but I don't know if Intrepid is really tracking that since the hardcore grinders and devoted players are still there.
Not saying that Intrepid isn't doing a very good job but I think the balance is on the wrong side an they aren't hearing some of the more casual voices in the community.
Not saying that Intrepid isn't doing a very good job but I think the balance is on the wrong side an they aren't hearing some of the more casual voices in the community.
Re: Econ-Friday Ranting (a Reference Post)
Alright well we're basically 3 weeks in and I don't even know where to begin so I'm putting my ranting in the ranting thread.
What are y'all even doing, Intrepid?
That's the sentiment my group has right now
Surely we missed the Discord/Reddit convo that explained why things are this way, right? Even if it's just the 'it felt better in-house' or 'data indicates most players are happy and engaged' so that those of us on forums who only see the complex negative responses know that those are the feedback minority.
I (personally) can't even say anything because I'm in that camp of 'people whose Alpha-1/Alpha-2 Phase I testing rig no longer can run Ashes for more than 8 minutes (and my more powerful desktop is well... no more available).
I don't want to judge stuff off just Ashes Codex and cherry-picked complaints on forums but they're really, really starting to look less 'cherry picked' and moreso 'corn as far as the eye can see'.
Please just do what y'all said you were going to do? If the person that knew how to do that is gone, and you need it explained, your forumers are explaining it, I'm not even the one saying anything now...
People who grind mobs are 'another type of Gatherer'. Let them be that. Let them go and get 'gatherables' from mobs. If you are worried that those will drop when people kill them, that is what Corruption is for.
If you're worried that they will locust forever, accept that you need to time-limit their Commissions.
Maybe I'm just biased, as a Processor, against this current 'yeah gathering is somewhat low cost but you need to fork over cash to progress'. It boosts engagement, maybe?
I don't want to have to spend my next 2 months desperately hoping that two games I love 'don't see how to let PvP/mob grinding adventurers just be gatherers' (yes, Throne and Liberty might get it right or fix it later, but they, at least, would have a somewhat flimsy and dissatisfying excuse for not fixing it, whereas y'all at Intrepid really do not).
Ugh this really is just another negative rant on the pile, a pile that already seems to be 'best not interacted with'. For that, I'm 'sorry', in the sense that I wish I could channel this energy more helpfully while still staying within your feedback guidelines, but as usual 'on behalf of my group'...
Please explain your vision here, because 'this ain't it'.
(EDIT: Also I'm serious about the 'Discord convo we missed' thing, if anyone has one/it, please provide it)
What are y'all even doing, Intrepid?
That's the sentiment my group has right now
Surely we missed the Discord/Reddit convo that explained why things are this way, right? Even if it's just the 'it felt better in-house' or 'data indicates most players are happy and engaged' so that those of us on forums who only see the complex negative responses know that those are the feedback minority.
I (personally) can't even say anything because I'm in that camp of 'people whose Alpha-1/Alpha-2 Phase I testing rig no longer can run Ashes for more than 8 minutes (and my more powerful desktop is well... no more available).
I don't want to judge stuff off just Ashes Codex and cherry-picked complaints on forums but they're really, really starting to look less 'cherry picked' and moreso 'corn as far as the eye can see'.
Please just do what y'all said you were going to do? If the person that knew how to do that is gone, and you need it explained, your forumers are explaining it, I'm not even the one saying anything now...
People who grind mobs are 'another type of Gatherer'. Let them be that. Let them go and get 'gatherables' from mobs. If you are worried that those will drop when people kill them, that is what Corruption is for.
If you're worried that they will locust forever, accept that you need to time-limit their Commissions.
Maybe I'm just biased, as a Processor, against this current 'yeah gathering is somewhat low cost but you need to fork over cash to progress'. It boosts engagement, maybe?
I don't want to have to spend my next 2 months desperately hoping that two games I love 'don't see how to let PvP/mob grinding adventurers just be gatherers' (yes, Throne and Liberty might get it right or fix it later, but they, at least, would have a somewhat flimsy and dissatisfying excuse for not fixing it, whereas y'all at Intrepid really do not).
Ugh this really is just another negative rant on the pile, a pile that already seems to be 'best not interacted with'. For that, I'm 'sorry', in the sense that I wish I could channel this energy more helpfully while still staying within your feedback guidelines, but as usual 'on behalf of my group'...
Please explain your vision here, because 'this ain't it'.
(EDIT: Also I'm serious about the 'Discord convo we missed' thing, if anyone has one/it, please provide it)

1
Re: Class Skill Tree - Lack Choice
I do still think we need some actual useable Weapon Skills, rather than just waiting for an Auto-Attack Combo to proc. There's not actually all that much difference between melee weapons or between ranged weapons. Like, we've had Rapiers introduced. But we already have Sword. Is there actually that much difference between using either?
(Another) New Player's Perspective - First Impressions
Hello All,
I just got the game last week and spent quite a few hours, leveling a bard to Level 7/8. briefly touched other archetypes such as Cleric and Tank and wanted to share my impressions so far since I do believe it is important for the developers to get as much feedback as possible.
I also believe that the first few hours are crucial for any game as it is what "hooks" you to a game and the decision whether to spend hundreds if not thousands of hours going forward is made then. the below are my first impressions (and of course the obligatory disclaimer that I understand its still in Alpha and only the first few hours).
I believe that this game has great potential, but that it also suffers from over-complicated systems and a fairly mediocre new player's experience. the character creator is great and very detailed, the races are diverse enough to keep (I believe) most of the players engaged and interested. so far so good. it might be useful to give each race a racial trait (could lead to "Meta" builds but I am sure there is a way to balance it). there is a very strong resemblance to a bunch of other MMOs in terms of how everything looks and feels - guild wars, ESO, UO and so on which I believe was made on purpose.
You are then thrust into the world and an NPC greets you and explains where to go. very good, but on the minimap you can see a lot of quest indicators that stays on even after talking to the NPC, which i found to be confusing. after a few slain goblin I head to one of the camps filled with NPC and nice things to click on. there is not really much of hand-holding here so i just pick up everything including commissions and hope for the best. its sorts of works, but i do feel like there is no over-arcing story here - i.e the settlement is facing a combined threat of goblins, mercenaries and undead and by completing the quests you can "save" it. every task and commission has its own tiny ministory and they do not really connect to each other. this generates a "checklist" of tasks to complete in order to gain XP which feels very generic and bland.
the graphics can be somewhere between spectacular (landscape) to.. potato level (mainly mobs, some animations, NPCs) and it can look at times eye-straining blurry. I run everything on the highest level of detail and still it looks very unclear and unpolished. the UI is very poor and I think a whole redesign of it is very much needed (especially font sizes!) - its (the UI) a mess presented in low resolution that is a sharp contrast to the beautiful landscapes we are seeing.
the combat itself feels smooth and satisfying (at least for the Bard) even if its a bit too much on the hard side - I can only handle 2 mobs of roughly the same level at once and with the mob density and difficulty it can feel a bit rough at times. a bit of rebalancing here would improve the experience in my opinion. also, I chose the medium armor from that delivery quest but I feel i should have selected the heavy armor for more survivability. grouping was easy and I didn't encounter any problems but it felt the same as every other MMO - an obligatory "hello" and "goodbye" in the beginning and the end and that's it. I am not complaining about the players, but if grouping is mandatory (or at least very recommended) maybe some grouping tools would help or just treat every player in the area like its part of a giant group and let them share kills/loot/xp etc. the drops are mainly glint which I don't have anything to do with at the moment so i just vendor it. the game is not clear regarding it.
now I get to the "weak" part of the game IMO - crafting. I like crafting in any MMO I played (and I have played most of the western ones) and in this game its seems like an overly-complicated and tedious chore - I get that the vision of the game is to force you to group and create vibrant and dynamic communities, but I believe they have completely missed the mark here. after getting a commission to mine 20 basalt (20 nodes, mind you) my bags were quickly filled with gray basalt, green basalt, blue basalt, copper, rubies, zinc etc. i had to do several trips to the storage clerk just to complete this task and together with the slow starter mount it felt very tedious. I also do not understand why there are so many rarities and tiers and power levels for each resource and why crafting the most basic equipment requires unbelievable amounts of work. in my opinion the entire system can be simplified (not dumbed down, there is nothing smart in adding more RNG) and be made feel less like a chore while still preserving the overall vision. maybe tie the rarity to the artisan level - the lowest levels can only loot and work with grey items, the next one with green and so on.
that's it for now, I thank everyone that managed to survive this wall of text until here. any comments will be greatly appreciated.
Regards,
Belegc
I just got the game last week and spent quite a few hours, leveling a bard to Level 7/8. briefly touched other archetypes such as Cleric and Tank and wanted to share my impressions so far since I do believe it is important for the developers to get as much feedback as possible.
I also believe that the first few hours are crucial for any game as it is what "hooks" you to a game and the decision whether to spend hundreds if not thousands of hours going forward is made then. the below are my first impressions (and of course the obligatory disclaimer that I understand its still in Alpha and only the first few hours).
I believe that this game has great potential, but that it also suffers from over-complicated systems and a fairly mediocre new player's experience. the character creator is great and very detailed, the races are diverse enough to keep (I believe) most of the players engaged and interested. so far so good. it might be useful to give each race a racial trait (could lead to "Meta" builds but I am sure there is a way to balance it). there is a very strong resemblance to a bunch of other MMOs in terms of how everything looks and feels - guild wars, ESO, UO and so on which I believe was made on purpose.
You are then thrust into the world and an NPC greets you and explains where to go. very good, but on the minimap you can see a lot of quest indicators that stays on even after talking to the NPC, which i found to be confusing. after a few slain goblin I head to one of the camps filled with NPC and nice things to click on. there is not really much of hand-holding here so i just pick up everything including commissions and hope for the best. its sorts of works, but i do feel like there is no over-arcing story here - i.e the settlement is facing a combined threat of goblins, mercenaries and undead and by completing the quests you can "save" it. every task and commission has its own tiny ministory and they do not really connect to each other. this generates a "checklist" of tasks to complete in order to gain XP which feels very generic and bland.
the graphics can be somewhere between spectacular (landscape) to.. potato level (mainly mobs, some animations, NPCs) and it can look at times eye-straining blurry. I run everything on the highest level of detail and still it looks very unclear and unpolished. the UI is very poor and I think a whole redesign of it is very much needed (especially font sizes!) - its (the UI) a mess presented in low resolution that is a sharp contrast to the beautiful landscapes we are seeing.
the combat itself feels smooth and satisfying (at least for the Bard) even if its a bit too much on the hard side - I can only handle 2 mobs of roughly the same level at once and with the mob density and difficulty it can feel a bit rough at times. a bit of rebalancing here would improve the experience in my opinion. also, I chose the medium armor from that delivery quest but I feel i should have selected the heavy armor for more survivability. grouping was easy and I didn't encounter any problems but it felt the same as every other MMO - an obligatory "hello" and "goodbye" in the beginning and the end and that's it. I am not complaining about the players, but if grouping is mandatory (or at least very recommended) maybe some grouping tools would help or just treat every player in the area like its part of a giant group and let them share kills/loot/xp etc. the drops are mainly glint which I don't have anything to do with at the moment so i just vendor it. the game is not clear regarding it.
now I get to the "weak" part of the game IMO - crafting. I like crafting in any MMO I played (and I have played most of the western ones) and in this game its seems like an overly-complicated and tedious chore - I get that the vision of the game is to force you to group and create vibrant and dynamic communities, but I believe they have completely missed the mark here. after getting a commission to mine 20 basalt (20 nodes, mind you) my bags were quickly filled with gray basalt, green basalt, blue basalt, copper, rubies, zinc etc. i had to do several trips to the storage clerk just to complete this task and together with the slow starter mount it felt very tedious. I also do not understand why there are so many rarities and tiers and power levels for each resource and why crafting the most basic equipment requires unbelievable amounts of work. in my opinion the entire system can be simplified (not dumbed down, there is nothing smart in adding more RNG) and be made feel less like a chore while still preserving the overall vision. maybe tie the rarity to the artisan level - the lowest levels can only loot and work with grey items, the next one with green and so on.
that's it for now, I thank everyone that managed to survive this wall of text until here. any comments will be greatly appreciated.
Regards,
Belegc
1