Oath of Ash - A Fantasy RPG Built Inside VaM

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The game has grown quite a bit since the last update, so I wanted to show you what I've been working on.

* Act 1 Quest Progression​

The game now has the complete Act 1 quest progression.

Quests gradually unlock new Board challenges, so there is now a much clearer sense of progression instead of everything being available immediately.

This is something I really wanted from the beginning: you should feel that you're actually moving forward through the game and unlocking more of the world as you play.

* Voxta Support (Optional) - at any time you can play with or without it​

This one became much more advanced than I originally planned.

There is now full Voxta support, including a dedicated scenario and character setup for Astrid.

Astrid actually knows the lore of the game and understands what's happening around you.

She knows:

  • what you've been doing
  • what you've killed
  • how injured you are
  • how much money you have
  • where you are in the quest progression
She can also interact with parts of the game directly.

You can open the shop or the quest board using your voice, and Astrid can automatically comment on things that have changed even when you haven't explicitly started a conversation with her.

Voxta activates automatically once you're within earshot of Astrid, so there is nothing you need to manually switch on every time you visit the camp.

I've been testing the whole setup using OpenRouter + Gemma, Voxta Cloud Voice and Deepgram, and so far it has been fast, reliable and — importantly — surprisingly inexpensive.

* VR motion controls​

The game feels way different in VR now when the motion control support has been added. You swing your sword with one hand and keep the lantern in the other in order to see something in the dark of a gloomy cave. It's really fun to play this way and you have to try it !!

* Dungeons & Caves​

I've also added dungeons and caves that can appear during exploration.

Entrances can now open both in the field and in the mountains, giving you additional places to discover while moving through the world.

This gives me a lot of room for future encounters, loot, quests and more dangerous areas without having to expand everything only across the surface.

* New Enemies​

I've added several new enemies:

Two Skeleton variants, Spiders and the Brood Tender.

They aren't just visual variations. Each enemy has its own behaviour, special attacks and abilities, so encounters should feel much less predictable.

Some will pressure you directly, some can restrict your movement, and others are designed to make fights significantly more dangerous when mixed together.

I'm continuing to expand the enemy roster because I really want combat to become something you have to react to, rather than simply repeat the same attack over and over.

* Magic Weapons​

Magic and unique weapons now have a proper glow effect.

It's a relatively small visual change, but it makes finding a special weapon feel much more rewarding. When something rare drops, I want you to immediately feel that you've found something different and powerful.

* Astrid's Camp​

As you can see, I've put VAB to good use and built a proper camp for Astrid.

I wanted her area to feel like an actual place in the world rather than just a shop standing in the middle of nowhere. It's now much more detailed, atmospheric, and feels like a real safe haven between expeditions.

And, as usual, while working on one thing I keep getting ideas for five more.
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