Oath of Ash - A Fantasy RPG Built Inside VaM

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Enemies That Actually Chase You

This is the biggest update since v13, and most of it comes down to one problem: combat was optional. A level 1 cultist at a full sprint was slower than the player out for a walk, which meant every fight in the game happened because the player agreed to it. Fixing that pulled on almost everything else.

VR Motion Combat

Your weapon rides your right hand, the lantern rides your left, and a swing is something your arm did — not an animation fired by a trigger. Each weapon class wants its own strike: daggers thrust, swords cut, hammers need a genuinely committed swing. Cuts have to lead with the edge; a blade travelling flat neither whooshes nor lands.

Windup is free and silent, so raising your arm never costs you anything. Swing sounds scale with how hard you actually swung. Stamina drain and DPS come out mathematically identical to desktop, so nothing about the balance changes when you put the headset on.

When you're exhausted, a swing degrades instead of being refused — it lands for about 18% damage, sounds dull, throws no sparks. You can't refuse a real arm mid-flight.

Toggle: VR Motion Combat (on by default). VR Grip Pitch sets blade angle relative to the controller.

PAD Support

Gamepad support has been strengthened and corrected. It's a very nice way to play Oath of Ash now !

Enemies Chase, Hear, and Commit

Three speed archetypes now:

Pressure (Cultist, Spider) — 4.2 m/s. Beats your walk, loses to your sprint.
Soldier (Skeleton Warrior, Bone Fletcher) — 3.5 m/s. Closes steadily.
Anvil (Lizard, Brood-Tender, Queen) — 2.7 m/s. You can walk away. That's the deal.

Nothing outruns a sprint, so retreat is always available — it just costs your whole stamina bar. Backpedalling is now slower than running (0.55x), so free kiting is gone. Attackers step forward during their swing instead of standing still and hitting air.

They can hear you, too. Sprinting adds +18 m to their detection radius, fighting adds +12 m. Moving carefully is finally different from moving fast. Detection range went from 20 m to 34 m, and spawns now favour the arc in front of you rather than the empty ring behind.

Faction Camps

Six factions, six carved altars, each with its own garrison. From a ridge you can read what's waiting before you're close enough to be in it — the silhouette tells you which fight, and a floating plate over the idol tells you the level (BARROW WATCH · LV 7), colour-coded green/amber/red. Hold ALT (or LB on pad) to call the plates up; they don't hang there permanently.

Five camps per map, all different factions. Camp difficulty now comes from where it stands, not from how long you've been outside — previously your second camp could be nine levels above your first for no reason you caused.

Supply Caches

Five one-shot crates scattered across the wastes, opened with E. Coins, a decent potion chance, and gear capped at uncommon — caches pay in supplies, not rewards. Barrow chests stay the only reliable source of good equipment. They only show on the radar from 25 m, because a marker that tells you where to go turns exploring into ticking off a list. One new crate returns every 15 minutes.

Loot and Supply Rework

Rarity used to lose to item level — three levels of ordinary progress beat any colour on the screen, and something coloured dropped roughly every eighth kill. Now level scaling is gentler, rarity multipliers are much stronger (legendary 1.50x → 2.10x), and coloured drops are roughly a third as common. A legendary is worth about twelve item levels; you can't walk to it, you have to find it. Rare finally has a coloured name — it never did before.

Potions and bread stopped being a win button. They now heal over time (3.5 s / 3.0 s), have a cooldown, and you can only carry five of each. Corpse drop rates roughly halved — but chests, caches and barrow hoards keep theirs. The reward belongs to the place you reached, not the body you walked past.

World Scale

The game used to send you to places outside the terrain that exists — caches at 200 m, camps at 235 m, all standing on bare slope with no grass, trees or rocks. Terrain is up to 160 m and every distance is pulled back inside what's actually built.

New Content

Barrow Warden — axe and shield, heavier and slower than a regular skeleton, new model.
Ash Cultist has a voice — aggro, attack, hurt, death.
Potion and bread consumption sounds, HUD icons for both.
Astrid's own storyline is now separate from the contract board — the main quest used to show up as an ordinary gather contract and could be taken by mistake.
Batch selling — tick a dozen items, sell in one click.
Journal on J (Back/View on pad), potion and bread on 1 / 2 (d-pad left/right).
The on-screen legend rebuilds itself when you pick up a controller instead of still naming keys.
You can skip a whole scene from the prologue without watching the intro first.

Fixes

Enemies no longer pile into each other or accelerate off into the sky when wedged.
Recycled bodies no longer arrive already suspicious of you.
Cave hoards can't be looted from ten metres above them.
Camp reward chests no longer spawn half-swallowed by the altar.
Props stopped looking like wet plastic — normal maps were being silently discarded and everything had a lacquered-countertop finish.
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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