Glorious Alpha Two Testers!
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
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 testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
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.
Favorites and Expectations – Heading Towards Phase 3

Hello,
With only three weeks left until the start of Phase 3, it's time to share my personal summary of my journey in Ashes of Creation from Phases 1 and 2.
It's now been six months of exploring, playing, and imagining the future of the world of Verra. I've truly fallen in love with this promising MMORPG. I'd like to share what I've enjoyed, what I think could be improved, and my expectations for the upcoming development.
My Favorites:
The Unique Ambiance of Verra
From the very first steps, you feel the charming essence of classic MMORPGs: cozy villages, immersive building mechanics, beautiful lighting effects, wind blowing through trees, and birds singing. The seasonal changes and visual shifts make the world feel alive. It's great to experience this nostalgic ambiance again.
The Archetype and Class System
I've had a lot of fun leveling various characters (Bard, Tank, Cleric, Ranger) up to level 25. The gameplay feels dynamic, animations are varied, and every class has its own role in groups even at this limited level. I'm excited about the upcoming integration of the secondary archetype system.
Diverse Regions
Whether it's the plains, deserts, or tropics, each area has a distinct visual and audio identity. The attention given to resource details and the extensive variety of mounts are very promising for the game’s future potential.
The Crafting and Economic System
I particularly enjoy the interdependency between crafting professions, which strongly encourages cooperation and community building. Although it can sometimes be extreme and hinder solo play, it greatly reinforces guild structure and social gameplay. However, we've faced significant issues with gathering (lack of resources), and I'm looking forward to the upcoming updates that will address these concerns.
Trading and Caravan System
The current system requires genuine community organization; venturing out alone is nearly impossible. I hope we will soon see the option to manually load crates into caravans and allow multiple players to contribute. This would make rewards fairer and enhance group strategy.
Naval Content
The foundational concepts are there, and although currently limited, I'm convinced the naval system could become one of the game's best PvX features in the future.
Points of Interest (POI) and Dungeons
Currently very well-developed in the Riverlands, I hope to see similarly detailed POIs in the deserts and tropics by the end of April, including ruins, towers, and camps for XP farming and loot. It could also be interesting to integrate dynamic events or public quests in PvP zones to enrich the overall experience. Special mention to the Forge and Carphin, which are already very complete for an alpha, although boss loot could definitely use an improvement.
My Expectations for a Successful Phase 3
- A guild chest or temporary NPC to simplify resource trading, along with shared storage across characters.
- Meaningful POIs in deserts and tropics at lower levels to encourage better player distribution across the map.
- A real incentive for becoming a citizen of a node. []A complete economic wipe to restart on a fresh foundation and avoid early player fragmentation.
- Introduction of new races along with an improved character creator (the current one being visually very limited).
- Improvements to the mount system, as currently around 85% of mounts are too slow to be useful.
- A smoother and fairer gathering/processing/crafting system (announced update).
Deeper narrative arcs for the Riverlands and deserts.
- Dynamic level-4 nodes to avoid unnecessary travel across the entire map just to craft a single item.
- Consistent guild progression with XP gained from PvE/PvP activities and guild quests, and increasing guild size immediately to 70 members (50 being currently too restrictive).
- Improved TTK (Time To Kill) and a balanced stat creation system (update announced).
I'd like to emphasize that this is obviously a personal perspective based on my own gaming experience. Overall, I remain very impressed with Intrepid Studios, their responsiveness to player feedback, their adaptability, and the rapid pace of improvements. This deserves praise, especially since it has become increasingly rare in the MMORPG scene.
Feel free to share your own favorites, disappointments, and expectations for this upcoming Phase 3.
See you soon on Verra!
With only three weeks left until the start of Phase 3, it's time to share my personal summary of my journey in Ashes of Creation from Phases 1 and 2.
It's now been six months of exploring, playing, and imagining the future of the world of Verra. I've truly fallen in love with this promising MMORPG. I'd like to share what I've enjoyed, what I think could be improved, and my expectations for the upcoming development.
My Favorites:
The Unique Ambiance of Verra
From the very first steps, you feel the charming essence of classic MMORPGs: cozy villages, immersive building mechanics, beautiful lighting effects, wind blowing through trees, and birds singing. The seasonal changes and visual shifts make the world feel alive. It's great to experience this nostalgic ambiance again.
The Archetype and Class System
I've had a lot of fun leveling various characters (Bard, Tank, Cleric, Ranger) up to level 25. The gameplay feels dynamic, animations are varied, and every class has its own role in groups even at this limited level. I'm excited about the upcoming integration of the secondary archetype system.
Diverse Regions
Whether it's the plains, deserts, or tropics, each area has a distinct visual and audio identity. The attention given to resource details and the extensive variety of mounts are very promising for the game’s future potential.
The Crafting and Economic System
I particularly enjoy the interdependency between crafting professions, which strongly encourages cooperation and community building. Although it can sometimes be extreme and hinder solo play, it greatly reinforces guild structure and social gameplay. However, we've faced significant issues with gathering (lack of resources), and I'm looking forward to the upcoming updates that will address these concerns.
Trading and Caravan System
The current system requires genuine community organization; venturing out alone is nearly impossible. I hope we will soon see the option to manually load crates into caravans and allow multiple players to contribute. This would make rewards fairer and enhance group strategy.
Naval Content
The foundational concepts are there, and although currently limited, I'm convinced the naval system could become one of the game's best PvX features in the future.
Points of Interest (POI) and Dungeons
Currently very well-developed in the Riverlands, I hope to see similarly detailed POIs in the deserts and tropics by the end of April, including ruins, towers, and camps for XP farming and loot. It could also be interesting to integrate dynamic events or public quests in PvP zones to enrich the overall experience. Special mention to the Forge and Carphin, which are already very complete for an alpha, although boss loot could definitely use an improvement.
My Expectations for a Successful Phase 3
- A guild chest or temporary NPC to simplify resource trading, along with shared storage across characters.
- Meaningful POIs in deserts and tropics at lower levels to encourage better player distribution across the map.
- A real incentive for becoming a citizen of a node. []A complete economic wipe to restart on a fresh foundation and avoid early player fragmentation.
- Introduction of new races along with an improved character creator (the current one being visually very limited).
- Improvements to the mount system, as currently around 85% of mounts are too slow to be useful.
- A smoother and fairer gathering/processing/crafting system (announced update).
Deeper narrative arcs for the Riverlands and deserts.
- Dynamic level-4 nodes to avoid unnecessary travel across the entire map just to craft a single item.
- Consistent guild progression with XP gained from PvE/PvP activities and guild quests, and increasing guild size immediately to 70 members (50 being currently too restrictive).
- Improved TTK (Time To Kill) and a balanced stat creation system (update announced).
I'd like to emphasize that this is obviously a personal perspective based on my own gaming experience. Overall, I remain very impressed with Intrepid Studios, their responsiveness to player feedback, their adaptability, and the rapid pace of improvements. This deserves praise, especially since it has become increasingly rare in the MMORPG scene.
Feel free to share your own favorites, disappointments, and expectations for this upcoming Phase 3.
See you soon on Verra!

2
Comments
One of my favorite things so far is how much love and detail they’re putting into node progression and how it truly changes the world. I also love how the combat keeps evolving, you can really feel the devs listening and adjusting based on feedback.
What I’m looking forward to the most is:
Exploring the diverse biomes and seeing how each region feels unique.
Testing out different class combinations at least 3 or 4 xD
And honestly? Just being part of a living, breathing world again.
The wait has been long, but the direction looks promising. Let’s gooo Sir Imanek!!