Oath of Ash is not just another VaM scene. It is a fully playable fantasy RPG built inside VaM, with exploration, first-person combat, quests, dungeons, randomized equipment, character progression, trading, optional AI-powered character interaction through Voxta, and mature encounters.
Leave the safety of the Oath Circle and explore a generated wilderness filled with increasingly dangerous enemies, hidden caves and underground dungeons. Complete contracts, collect valuable equipment and return to Astrid's camp before the rising threat becomes too much to handle.
Your main gameplay loop is already fully implemented:
Explore → Fight → Complete contracts → Collect loot → Upgrade your character → Return stronger
CURRENT EARLY ACCESS FEATURES
- Complete Act 1 quest progression
- Quest-driven unlocking of new Board challenges
- First-person melee combat
- VR motion-controller combat
- Health and stamina systems
- Generated fantasy wilderness
- Caves and underground dungeons
- Scaling enemies and escalating threat
- Multiple enemy types with unique behaviours, attacks and abilities
- Randomized weapons and armour
- Magic and unique weapons with distinctive glow effects
- Item rarities and equipment bonuses
- Inventory and equipment systems
- Trading and secure item storage
- Gathering and bounty contracts
- Character progression and death consequences
- Multiple save slots
- Fully voiced merchant Astrid
- Dialogue, lore, shop and quest interactions
- Optional Voxta integration with a dedicated Astrid character and scenario
- Detailed and atmospheric camp serving as a safe haven
- Mature encounters woven into character interactions
- Original UI, music, ambience and sound effects
The complete Act 1 quest progression is now available.
Quests gradually unlock new Board challenges, giving the game a much clearer sense of progression instead of making everything available from the beginning. As you complete objectives, new opportunities open up and you move further into the world and its story.
DUNGEONS, CAVES AND ENEMIES
Caves and dungeon entrances can appear during exploration, both in open fields and among the mountains. They provide additional areas to discover and create new opportunities for dangerous encounters, valuable loot and future quests.
The enemy roster now includes several distinct creatures, including multiple Skeleton variants, Spiders and the Brood Tender. These are not simply visual variations. Every enemy has its own behaviour, special attacks and abilities.
Some enemies pressure you directly, some restrict your movement, and others become especially dangerous when fighting alongside different creatures. Combat is designed to make you react to what is happening instead of repeating the same attack over and over.
ASTRID AND VOXTA SUPPORT
Oath of Ash includes optional Voxta support with a dedicated scenario and character setup created specifically for Astrid.
When connected to Voxta, Astrid understands the lore of the game and is aware of what is happening around you. She can know:
- What you have been doing
- What you have killed
- How badly injured you are
- How much money you have
- Where you are in the quest progression
Voxta activates automatically when you move within earshot of Astrid, so there is nothing you need to switch on manually each time you return to camp.
GAMEPLAY FIRST
My main priority is creating an interesting and replayable game rather than simply building a visually impressive VaM environment.
New systems and content are designed around meaningful exploration, risk, progression and reasons to return for another expedition.
PERFORMANCE
Performance is one of the most important parts of the project.
Oath of Ash includes adjustable graphics settings and is being designed to remain efficient despite its generated environment, enemies, dungeons and gameplay systems.
I want the game to look good, but never at the cost of making it uncomfortable or impractical to play—especially in VR.
VR SUPPORT
The current version is fully playable in VR and now includes motion-controller support.
You can swing your sword with one hand while carrying a lantern in the other to find your way through dark forests, caves and dungeons. Combat and exploration feel completely different when played this way, and VR support will continue to be expanded and refined during development.
REMEMBER
It's still VaM you know and love, so feel free to modify it however you like.
Break it, shake it, change the rules... make it your game.