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Published on Tuesday, May 3, 2016 By Frogboy In Ashes Dev Journals

## Post 1.1 Micro updates ##
Since the 1.1 release we've had two micro-updates to the game. They've been content additions mostly in preparation for upcoming Steam sales.

Here is what has been added in the past 5 days:

+ New Mission: Rigel III (campaign mission between missions 1 and 2)
+ Nexus Armor increased from 12 to 16
+ Armor build time reduced from 45 seconds to 40 seconds
+ Quantum Relay radioactive cost reduced from 350 to 300
+ Nova bomb Armor piercing reduced from 16 to 8
+ Punisher Hedavy Plasma cannon Armor piercing reduce from total to 8
+ Call Probing Force rate increase changed from 10% to 20%
+ Sensor drone rate increased changed frfom 25% to 10%
+ Couple minor bug fixes
+ Balance update to the Slow and Steady map
+ Reduced creep HP slightly
+ Moved the planets around to fit the new campaign mission.
+ Sentinel Armor increased from 8 to 12
+ Repair Bay armor increased from 4 to 12
+ Drone bay HP increased from 1500 to 4000

These are all data changes so it's still 1.1.
## New Units Incoming ##
Both the PHC and the Substrate need more tools to execute more types of strategies.
The first two coming out will be the Athena and the Eradicator.
Right now, Substrate players end up massing Maulers. But Maulers are horrendously poor at the job they're being used for. Archers, which are cheap screened by some Brutes will wipe the floor with them. The problem is, the Substrate have limited options for trying to get through to deal with those Artemi and the odd Nemesis.
The Eradicator has a ranged beam weapon on it that is primarily there to take out at range Cruisers. It's not a sniper so it's not as good as the Nemesis for long range sniping. It is fairly poor against Frigates and its main weapon has no armor penetration so it's not great against Dreadnoughts either.
The Athena has a somewhat different purpose. It's short range but designed to deal with cruisers as well. If it can get up close to a Dreadnought it can do real harm but it's not so good against frigates.
The Athena has 3 different weapons but only one of which is accurate enough to target a frigate.
We expect these two guys to show up this Spring.
BTW, they'll be free.

## Building the Community ##
Steam reviews matter now. A lot.
They determine whether a given game will be promoted or shown to other gamers. If a game falls under 70%, it disappears from visibility on Steam unless you explicitly search for it.
If you read the negative reviews of Ashes they are mostly from people who feel Ashes isn't Supreme Commander. They are right. It's not. It's not supposed to be.
But, unlike Supreme Commander, Ashes is being actively developed and I hope people feel like we're listening to their input. Effectively trying to bury our game won't summon a new version of Supreme Commander. It just makes the game mostly likely to succeed it in the large scale RTS genre have a harder time.
That doesn't mean people should give the game a good review or refrain from giving it a bad review. Rather, it is to make sure people understand that on Steam, these reviews do matter and there are real consequences to them.
We had a game called Sorcerer King which has its fans. It's a good game. But some of our own fans who loved Fallen Enchantress nailed it because they wanted a Fallen Enchantress 2 not a different fantasy game. They got the game's review score under 70 and sales evaporated (because you couldn't find it). That was the end of that game. Now, some of those players have changed their review to positive (it's at 70% now) because they now see that SK could evolve into a bigger game than Fallen Enchantress given the time and resources. But it's too late. That ship has sailed.
Ashes is selling reasonably well and its daily player base is slowly creeping up. It'll probably take until the end of Summer for it to catch up and surpass the average player base of SupCom: FA provided that the SupCom fans give Ashes an opportunity and don't bury it before.
Even SupCom isn't SupCom after all. They aren't referring to SupCom 2 or SupCom 1. They're specifically referring to SupCom: FA which came out 6 months after SupCom shipped. Let's see where we are in 6 months.

## Overlord DLC given away coming to an end soon ##
In about a week the Overlord DLC and maps that come with it will no longer be free to new buyers.
Right now, when you buy Ashes, you get Overlord for free. It's added to your account.
In multiplayer, as long as the host has the DLC it'll be available to play. This is the plan for all future DLC and expansions. I.e. Someone who buys Ashes base and zero DLC should be able to hook up online with someone who has Ashes:Forged Void Alliance Wars or whatever and be able to play the game with them using all the units that the host has.
This will do two things: One, keep the multiplayer community from splintering and two, encourage people to play the game multiplayer.
## Single Player Content Discussion ##
Since release, we've added two new missions to the campaign.
When we see feedback on the game, particularly from those who just don't find the game fun, what would be your recommendation to win them over?
Please discuss in the comments. Thanks!

See you next week!

Offworld Ships!

Published on Thursday, April 28, 2016 By Island Dog In Offworld Dev Journals

Originally posted by Soren Johnson on the Mohawk Games blog.

Offworld Trading Company has shipped! The game has exited Early Access, and the 1.0 version is now live on Steam. We also have some special deal running for the next two weeks:

An early review is up on Quarter to Three:

Not to say Offworld Trading Company is a throwback. It positively glows with the care, attention, and production values you’ll find in a contemporary AAA game. The sharply defined, intricate, and informative graphics. Everything means something. Everything has some visual expression. The buttery — yes, buttery! — rich and smooth interface. Okay, it could use a few more hotkeys, but I’ve never met a game that couldn’t use a few more hotkeys. The unique dynamic single-player campaign, which stacks onto an already great game a great game framework. This is the most indepth and replayable RTS single-player campaign since Rise of Nations and its add-on. The tutorial for maximum information and accessibility. The manual. Oh, wait, there isn’t a manual. Which is as you’d expect from a contemporary AAA game. Like I said, it’s not a throwback. Even the soundtrack. Good lord, the soundtrack. Christopher Tin’s score belongs on my playlist alongside iconic sci-fi scores like Hans Zimmer’s for Interstellar, Clint Mansell’s for Moon, and Vangelis’ for Blade Runner.

I hope I haven’t made it sound boring. Some folks might get the impression it’s boring. A game about an economy in space? All those little buildings and numbers in those screenshots? You have to make oxygen from water? But it’s really not. It’s really, really not. It’s a freakishly smart game design, as if someone made M.U.L.E. back in 1983. It’s got a learning curve because it’s a very particular setting about people living on Mars, provided for by different types of companies (the four companies are as distinct as the factions in Starcraft). You have to understand how the pieces interact before you appreciate how this is so much more than a spreadsheet with pretty graphics in front. But it’s carefully built to get you to where everything clicks.

At which point, it is the exact opposite of boring. It is every bit as thrilling as something with constant explosions. It’s the sort of game you’ll be thinking about at work. It’s the sort of game you just might want to try online. It’s the sort of game with a campaign you can play and replay and replay some more. It’s the sort of game with so many settings and options and variables that you might never need another RTS. Okay, maybe you’ll occasionally need your fix of one of those less interesting RTSs with tanks or a MOBA with fireball spells or whatever. But Offworld Trading Company is the sort of game that isn’t going to let go of you for a long, long time.


Soren Johnson's Offworld Trading Company Releases Today

Published on Thursday, April 28, 2016 By Island Dog In Press Releases (Offworld Trading)

Plymouth, MI. – April 28, 2016 - Stardock and Mohawk Games released Offworld Trading Company today. The economic strategy game from Civilization IV lead designer Soren Johnson is set in the near future where humanity has begun to colonize on Mars to try and seek new fortunes. Players take on the role of an entrepreneur trying to take control of the Martian market and buy out their competition.

Offworld Trading Company is a new direction for real-time strategy where money is both your deadliest weapon and and your toughest defense. With a campaign, skirmishes, and daily challenges, players can enjoy a game by themselves at their leisure. If they want to connect with their friends online, the multiplayer mode can host up to 8 people for a knock-down, drag out economic brawl or they can join in ranked ladder games to see who the world’s best businessman really is.

"This game has been an idea I've had for a long time," said Soren Johnson, lead designer for Offworld Trading Company and president of Mohawk Games. "I knew I wanted to create a unique real time strategy game, and when I started looking at all the possibilities, Mars just made sense for our setting."

The real-time, player-driven market is the foundation of the game, allowing players to buy and sell resources and materials - even the food and water that the colonists need to survive. Players will need to build up enough capital to gain access to the lucrative offworld markets so that they can buy out their rivals and claim the Martian economy for themselves. But, the battle isn’t limited to the board room. Players also have access to a black market that allows them to employ some more underhanded methods for victory, such as hiring pirate raiders, or hackers to disrupt production, or sending a covert electromagnetic pulse to an opponent’s base.

"There are four major classes of corporations in the game," said Johnson, "and all of them have their own advantages and disadvantages. When you add this to other variables within the game - like a constantly fluctuating stock market - you’re looking at a new gameplay experience every time you play."

Offworld Trading Company is now available on Steam or through Stardock. For more information about Offworld Trading Company, please visit

Screenshot 1  |  Screenshot 2  |  Screenshot 3  |  Screenshot 4  |  Screenshot 5  |  Screenshot 6  |  Screenshot 7

# # #

Media Contacts:
Kjell Vistad | Tom Price
ONE PR Studio [for Stardock]

About Stardock: Stardock is a developer and publisher of PC games and desktop software founded in 1991 by nationally recognized technology expert Brad Wardell. Located in Plymouth, Michigan, Stardock is a powerful leader in the video gaming and software development world.  Its PC games include Sins of a Solar Empire, the critically acclaimed Galactic Civilizations series, and Ashes of the Singularity. Stardock puts the user experience first through software that enriches the Windows experience for everyone from casual computer users to highly technical professionals. Products offered by Stardock include Start8, Start10, Fences, WindowBlinds, Multiplicity, and more at

About Mohawk Games: Founded by acclaimed game designer Soren Johnson in 2013, Mohawk Games is built on the principles of iterative design, deep gameplay, and community involvement. Mohawk’s first title, Offworld Trading Company, uses the Unity engine and is being published by Stardock.

From the designer of Civilization IV, Soren Johnson, comes a new kind of strategy game - Offworld Trading Company!

Published on Thursday, April 28, 2016 By Island Dog In Offworld News

Offworld Trading Company is Now Available!

From the designer of Civilization IV comes a new kind of strategy game... 
Wage economic war and control the Martian market before your competition controls you.

Leave your life on Earth behind to face a new and challenging frontier on Mars! Build up your business and send your opponents packing. Overcome sneaky hackers, pilfering pirates, and control the market before you competition controls you. Do you have what it takes to go Offworld?

Deluxe Edition - Reg. $59.99 $39.59*
Get the deluxe edition today
Includes the game and:
- 1 Extra Gift Key
- Dev Almanac
- Real Mars Map Pack
- Soundtrack
  Standard Edition - Reg. $39.99 $29.99*
Get the standard edition today
Includes the game and:
- Dev Almanac 
Purchase the DLC separately!
Soundtrack  |  Real Mars Map Pack
Earn Your Fortune
Join other hopeful business savvies and head to Mars, the next great frontier! Rekindle humanity's adventurous spirit by leaving Earth behind and starting up a major corporation to seek your fortune.


  Thwart the Competition
No one said that corporate war was fair! Sneak in some underhanded attacks against your opponents by hiring pirates from the black market to steal hard-earned goods. Feeling particularly mischievous? Send a spy with a device to trigger an electromagnetic pulse to disrupt their business plans!
Turn Friends into Frenemies
Experience new adventure in multiplayer mode! With games that can host up to 8 players, no two experiences will be the same. Strategy is key, and tenuous alliances between rivals are easily broken when the opportunity arises.


  Control the Market
Fight your battles with wit, not weapons! The real-time player driven market is your sword and your shield here. In order to win, you will need to make tough choices on what resources to acquire, what goods to build and sell, how to interact with the planet's thriving underworld, and what stocks to acquire and when.
Shape Mars' Fate
Establish yourself as the dominant Offworld Company in the dynamic campaign, unique each time you play! Four big businesses, each with their own abilities and traits, are vying for all of the resources and control on Mars. Learn about what brought them there and how they intend to drive their competition into the ground and come out on top.


Get Offworld Trading Company and the FREE Dev Almanac now!

*Sale ends May 16, 2016 at 1PM ET

Offworld Release Tournament!

Published on Wednesday, April 27, 2016 By Island Dog In Offworld Dev Journals

Originally posted by Soren Johnson on the Mohawk Games blog.

We are announcing the Offworld Release Twitch Tournament!

Here are the rules:

  • The tournament uses a single-elimination bracket of 16 players.
  • All tournament matches are 1v1, with a small map and default settings, with the exception of Reveal Map and Random Prices which must both be turned on.
  • The format for winning is best-of-3, except for the finals, which will be best-of-5.
  • If a player is not responsive to finding a time or does not show up to the match, s/he forfeits the match.
  • All matches must be streamed by at least one person, which can be a third-party observer.
  • Check the posted bracket to see who your opponent is and use the designated forum thread to arrange a time to play.
  • After the game is finished, at least one video must be uploaded to YouTube.

Here is the bracket:


Grammy Award Winning Composer, Christopher Tin, talks about composing the soundtrack for Offworld Trading Company

Published on Tuesday, April 26, 2016 By redskittlesonly In Press Releases (Offworld Trading)

This week Soren Johnson's start-up, Mohawk Games, releases its first game -- Offworld Trading Company.  Set on Mars in the near future, players are tasked with setting up a company to help supply the fledgling colony with resources, products and goods with the goal of eventually expanding their reach offworld.

To create the mood for the unique setting, Mohawk turned to Grammy Award winning composer, Christopher Tin, who previously teamed up with Johnson on Civilization IV.

Now, in an exclusive interview, Tin discusses his philosophy and methods for creating the kind of music that brings a level of richness to gameplay that is often a rarity in games.

The interview:

Listen now to 'Red Planet Nocturne' – the title track for Offworld Trading Company.

Christopher Tin

Christopher Tin


Ashes: Week 4 Dev status!

Published on Tuesday, April 26, 2016 By Frogboy In Ashes Dev Journals


Mauler_lp## Version 1.1 is out! ##

Version 1.1 is out!  We hope you like it.  Here's the change log.

We added some additional maps to this.  As much as I like Knife Fight, I'm ready for more maps.

Our main goals for 1.1 were:

* A couple of new difficulty levels between beginner and normal
* Get the new probing force ability in for PHC as a counter to the Avatar (sorry Substrate, the free ride is over. )
* Some new stats in the end game screen
* 3 cool new maps.
* Campaign and Scenario difficulty options
* Performance improvements on large maps (no more stuttering on lower end machines)
* PHC unit Sentry is in.

## The Postmortem is now available ##

So everything you wanted to know about the sausage factory is in there.

## Upcoming slipstream ##

We really want to get a new mission in that will take place between mission 1 and 2 that lets people see some of the frigates in battle and how they work without getting into the base building aspect.  That should show up "real soon now"

## The first premium DLC is coming ##

We're working on the first premium DLC.  It'll focus on large maps mainly as well as have some new scenarios.  It'll be $3.99.  The revenue from these DLCs is what  pays the artists who are in turn working on new units which is the next stopic.

## New Units coming up ##

Ideally before the end of Spring we have some new units and buildings going on.  They are:

The Athena which is a heavy but fairly slow T2 that is meant to take on ther T2s. It's not very good against T1s.

The Substrate Caregiver, this is a T2 that recharges Substrate shields in the field.

The PHC Field Gun.  This is a longer range artillery unit that does an area effect (not a lot of damage but a lot of area).

Substrate Eradicator.  This is a relatively slow moving but long ranged direct fire unit designed to deal with Artemis's and to a lesser degree, massed Archers.

## Usability and UI features ##

So coming up are a lot of little features just designed to make dealing with your forces easier.  Examples include F3 to select  your air units and updating the F1 key to select the nearest free Engineer and setting rally points from factories to armies and lots of other stuff.

Similarly, more info in the context area of a unit and on the map (Such as region icons changing based on their output) should, I hope, show up starting next week or soon after.

## The PHC Refinery ##

This is a new building that increases the output of the target region by a few percent for each one built.

## Observer Mode ##

This is a feature we're actively working on so that MP games can have a third party observer in it who can see the entire battle field and see how each player is doing for those who want to just watch.  Its sister feature, Replays, is still a work in progress but not as easy to do as you might think in a game with this many units (every drone is a unit too). But it's very high on our list.

## General Balance ##

We are starting to reach the point where everyone thinks the other faction is OP. This is a good sign.  We do expect to make a few additional balance tweaks based on changes in 1.1 as we're sure there will be unforeseen cheese.

## Status of the game ##
The multiplayer community has continued to grow nicely. This is due partially to the previously mentioned bundles the game is part of ensuring there's a constant set of new players.

One change we've seen to the market over the past 10 months has been the deluge of iOS ports which has definitely made it harder for new (as in, new IP) to get attention.  It has also put a downward pressure on pricing which developers  are having to adjust to. 

As one developer recently told me, the game's "release" is less important than the game's first big Steam sale.  It's a brave new world.

## Next up ##

So besides the things we mentioned here, the roadmap is still posted for those looking at our longer-term roadmap.

One area we're interested in exploring is having more base building than we currently have.  I don't mean more defensive weapons but more ways to build up your economy and technology than we currently have.

Feel free to comment below on your thoughts!

See you next week!

Christopher Tin Goes Offworld!

Published on Tuesday, April 26, 2016 By Island Dog In Offworld Dev Journals

Originally posted by Soren Johnson on the Mohawk Games blog.

Listen now to ‘Red Planet Nocturne‘ – the title track for Offworld Trading Company.

“Music washes away from the soul the dust of everyday life.” -Berthold Auerbach

(Interview by Kristy Eason)

When creating a game, there are several pieces that need to fall into place in order to make it a complete package. Obviously, the core concept and gameplay elements need to be there. Then there’s the writing, the overall design, the marketing…and, of course, the score. Mohawk Studios was lucky enough to have Grammy Award winning composer Christopher Tin (Baba Yetu, Civilization IV) on board to compose the music for Offworld Trading Company.

I corresponded with Christopher Tin through an email interview and gleaned some insight into his creative process, his involvement with Offworld, and his feelings on possibly moving to Mars (Spoiler Alert: it’s an idea he’s not too keen on!).

“I’m so thrilled to be doing Offworld!” Tin said. “While I love that I’m known as the guy who does international music that combines cultures in peace and harmony, I also want to be known as the guy who can write music for craven capitalistic financial dominance.” This statement was followed by a devious “>”, of course, which only served to further endear me to the musician. We proceeded to get into the meat of it all with a really awesome Q&A session:

Q: Let’s start with an easy one! How did you get involved with Offworld Trading Company?

Christopher Tin: Soren (Founder of Mohawk Games) and I actually have a long history.  We went to Stanford together, and we were roommates when we both did an Oxford overseas studies program.  Our first collaboration was onCivilization IV, for which I wrote the song ‘Baba Yetu’, which is probably best known to gamers as the first video game song to win a Grammy award.  Then when Soren co-founded Mohawk Games, he reached out to me to see if I wanted to be involved in their first game.  The answer was an enthusiastic yes, obviously.

Q: How has this project differed from others you’ve worked on? How much liberty did you have in what your compositions were?

CT: I think this project was different in that the game was highly playable from the get go, and a good part of me figuring out how to score the game also involved learning how to master playing the game itself.  So I would alternate composing, and then listening to the music I had just written while playing the game.  That way I could test how the rhythms of my music felt, so to speak, against the rhythms of the gameplay.

Q: When you begin a composition, what are deciding factors for you in determining the overall “feel” of a piece? Where exactly do you like to start?

CT: In the case of a game like Offworld, where there isn’t a central story or protagonist in the traditional sense, you have a bit more freedom to get creative with your inspiration.  So in this case, it was the title of the game itself that got my imagination going: “Offworld Trading Company” evoked in my mind the Golden Age of Exploration… think back to the British East India Company or one of those other huge shipping corporations from the Spice Wars of the 16th-century.  

The game itself, though, is thoroughly futuristic.  So I decided that the right approach would be a blend of these two concepts—both the historical, and the futuristic—and call it a retro-futuristic score.  And so the score is almost like a sonic equivalent of a Jules Verne novel.  You have historical elements like the orchestra, but blended with elements that are futuristic, like synthesizers… but not too futuristic!  More like the analog synth sounds that you heard in the 70s, that nowadays evoke a bit of nostalgia for what we used to think the future was going to be.  Again, I wanted to be retro-futurist, not full-on futurist.

Q: How did you discern the tone and overall musical elements for Offworld?

CT: So now that I had this bigger picture concept of retro-futurism, the specific musical elements have to both achieve this idea, but also serve the mechanics of the game.  And one of the defining aspects of the game is the stock-prices on the left hand side of the screen; they’re sort of the digital equivalent of one of those turn-of-the-century stock tickers that you hear chattering away in old movies.  

Early on, Soren and I agreed that the right type of music for this basic motion is something that was repetitive and pulse based—in my mind it sounded like numbers moving up and down, in a cold and robotic manner.  And so that became the defining musical characteristic—a sense of pulse—to evoke capitalism, industry, and exploration.

Q: How long does it take you to compose a single piece?

CT: It varies.  In some cases I can write very quickly, but in situations where the music is particularly high profile, I like to revise and revise up until the last minute.  Case in point, the main menu title piece ‘Red Planet Nocturne’ [ed: listen to the final version here] took over thirty attempts before I was able to come up with a melody that I was happy with.  However, that’s not to say the actual writing itself took that long—I just really wanted to get it right.  But Soren had a lot to do with that as well; he’s a great director of creative talent, and he knows how to push me to write to the best of my ability.  After all, our last collaboration, ‘Baba Yetu’ from Civilization IV, turned out pretty well!

Q: Are there certain core instrumental sounds that you always start off with and then build out from there?

CT: When you sit at a specific instrument and write, the natural tendency is for your hands to fall into familiar patterns.  When sitting at a piano I reach for certain chord progressions, when at a guitar I reach for others, etc.  So whenever possible I like to mix it up, to keep the creative process fresh.  

Offworld, with its heavy reliance on synthesizers, gave me the opportunity to write in a manner that was totally new to me: by programming the music with computer-based arpeggiators and step-sequencers.  

Essentially what that means is I set up a small plugin on my computer to take what I play on the keyboard—a simple chord, for example–and translate it into a user-generated rhythmic and melodic pattern.  It’s a small thing, but adding that extra little interface adds a little bit of authenticity to the way I’m using my synthesizers (historically speaking, before the advent of computers, electronic music was programmed in this manner), and also keeps me aligned with my retro-futurist concept.  I like to think of it as writing music with the help of my own little robotic assistant.

Q: In a lot of your other work, you utilize vocals. Is there a particular reason you opted to stick with pure instrumentals with Offworld?

CT: I love working with vocalists, but in some cases something purely instrumental is more appropriate.  In the case of the main menu theme, at one point I considered reaching out to various singers to collaborate on a song, but Soren wanted a feeling of claustrophobia and loneliness on the opening menu, and a fragile piano piece wound up capturing that perfectly.  Having a vocalist on the main menu might have injected a bit too much warmth and humanity in the score, when what we really wanted was a sense of coldness.  And so the idea of a piano nocturne was born.

Q: Offworld has a really unique tone that really does make it sound otherworldly. Can you talk a bit about the specific sounds and instruments you used to create that?

CT: Soren and I were both on the same page when we decided we wanted something unique sounding for the score, and while there’s nothing inherently strange about the instruments—orchestra, piano, and synthesizers—I took great pains to treat them in unusual manners.  The orchestra is actually an unconventional ensemble of 11 brass players and 8 violins, and their parts were deliberately written to be a little bit robotic sounding.  I also wasn’t shy about adding pitch-dives and other electronic treatments to them as well.  The piano sound itself underwent a lot of processing; there are a lot of reversed notes, for example, and late in the process we added the sound of piano hammer thumps to make it sound like your head was inside the piano itself.  

The synth sounds are mostly generated from my modest collection of hardware synthesizers: for all those gear heads out there, I used a Moog Voyager, Moog Minitaur, Prophet 6, Prophet 08, and Access Virus.  The final touch was to bring in my friend Jason Schweitzer to mix the score.  Jason is a Grammy-winning engineer, probably mostly known for his work with hip hop artists like Eminem and Dr. Dre.  He was completely new to the video game world, which was perfect, because he had no preconceived notions on what a game score should or should not be.  I gave him a lot of free reign and told him to be as creative as he wanted, and he crafted a lush, swirly, thoroughly Martian soundscape.  I think the results are thrilling.

Q: So, I’ve got to ask: if you had a chance to live on Mars, would you take it? What would you hope to see there?

CT: Honestly… it seems very uncomfortable.  Very dusty.  Hard to breathe.  I think I’ll pass.

Q: Are there any other specific details of the score that you want to mention?

CT: There’s one final musical detail that I’m sort of pleased with.  I managed to sneak in a quotation of the Largo (slow) movement of Dvorak’s ‘New World Symphony’ in the game.  After all, it’s a game about colonizing Mars… so how could I not?

To hear Christopher Tin’s beautiful score, check out Offworld Trading Company today at

Ashes of the Singularity version 1.1 adds new units, additional campaign options, new maps and more

Published on Tuesday, April 26, 2016 By Island Dog In Press Releases (Ashes of the Singularity)

Plymouth, MI. – April 26, 2016 - Stardock released version 1.1 of Ashes of the Singularity today.  This update includes the addition of campaign challenge levels, new "intermediate" and "novice" difficulty levels for the AI in Skirmish mode, a new unit  and a brand new global ability.

The award-winning real-time strategy game has received frequent updates since its release on March 31 including additional single-player scenario content, friend-based hall of fames, and balance changes.

"The community response to the game has been great, and we've really listened to the feedback they've given us" said Brad Wardell, President and CEO of Stardock. "There is something special about a community that attracts both veteran strategy gamers that and is supportive of those new to real-time strategy games."

To show its appreciation for early adopters, Stardock has released additional custom scenarios including "Overlord" that allows the player to construct units from both factions, and "Assault" that puts the player in charge of an invasion force on the planet Pythos.

While the game has been praised for its technological innovation, strong AI and skirmishes, some players have requested more story-driven content.

"Our next big free update is going to include a deluxe version of the campaign with additional missions, in-game voice narration and more background on the post-singularity universe that humanity is fighting in," said Wardell. "We have been both pleased and surprised to see so much interest in that part of the game. It is an area that we are eager to flesh out further."

Ashes of the Singularity is now available on Steam or through Stardock. For more information about Ashes of the Singularity, please visit

Screenshot 1 | Screenshot 2  |  Screenshot 3  |  Screenshot 4  |  Screenshot 5  |  Screenshot 6  |  Screenshot 7

# # #

Media Contacts:
Kjell Vistad | Tom Price
ONE PR Studio [for Stardock]

About Stardock: Stardock is a developer and publisher of PC games and desktop software founded in 1991 by nationally recognized technology expert Brad Wardell. Located in Plymouth, Michigan, Stardock is a powerful leader in the video gaming and software development world.  Its PC games include Sins of a Solar Empire, the critically acclaimed Galactic Civilizations series, and Ashes of the Singularity. Stardock puts the user experience first through software that enriches the Windows experience for everyone from casual computer users to highly technical professionals. Products offered by Stardock include Start8, Start10, Fences, WindowBlinds, Multiplicity, and more at

About Oxide Games: Oxide Games is an independent digital entertainment studio focused on delivering revolutionary leaps in PC and console gaming. Its groundbreaking Nitrous engine provides industry-leading visuals and powers its first game, Ashes of the Singularity. Oxide Games is based in Timonium, Maryland. Learn more at

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