Full notes
Full Ashes of Morgravia update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Balance
- Maps
- Events
- Fixes
Ashes of Morgravia Demo 0.5.5 - Release notes
This update makes the demo feel dramatically different from the previous version.
The biggest change is that the entire intro section has been rebuilt. That means new storyboards, new dialogues, new scenes, new enemy setups, and a new boss. If you've played the demo before, the opening now delivers a substantially different experience, both in presentation and in flow.
On top of that, we improved combat readability, reworked parts of the tutorial, added more audio and visual polish, introduced a new Sanctum, and expanded the demo structure with Desolation 0 (Patrol).
A lot of this patch is about first impressions - making Ashes of Morgravia communicate itself better, feel stronger to play, and pull players into its world much faster.
A completely new intro experience
This is not just a tweak to the opening. The intro section has been heavily expanded and reworked.
It now includes:
new storyboards
new dialogues
new scenes
new enemies
new boss encounter
That means the start of the demo is now much closer to the experience we actually want people to have: more structured, more atmospheric, more deliberate, and more representative of the game's tone.
If you tried an old version of the demo, the beginning should now feel like a genuinely new experience rather than a lightly updated pass.
Clearer combat, better feedback
Combat should now be much easier to read at a glance.
We improved damage communication, intent presentation, target highlighting, floating texts, and active unit visibility. Skills now mark targets with a red outline, damage intent is more visible, and the unit currently taking action is clearly marked.
These changes may sound small on paper, but in practice, they make moment-to-moment combat feel much more understandable and much less noisy.
Better intro flow
We also spent time improving how the game introduces itself.
The tutorial now has a tighter opening deck, better pacing, updated dialogue, cleaner storyboard timing, and an improved overall presentation. We also added starting gear at the end of the tutorial to make the transition into the demo feel more natural.
This patch is partly about making sure the opening of Ashes of Morgravia feels less like a rough onboarding pass and more like the start of a real run.
New Sanctum
The Sanctum has been reworked and now better reflects the tone and structure we want for the game.
It feels more like a nice wrapper around systems. We also added visual progression to Vesna's statue, improved interactions, and continued building the Sanctum as a proper narrative and mechanical hub between runs.
Desolation 0 (Patrol)
We added Desolation 0, a shorter run variant called Patrol.
It gives the demo a more compact run structure and helps ease players into the full Desolation format without immediately throwing them into a longer route. At the same time, we made map progression clearer and improved how the main quest and current boss are shown.
Audio and visual polish
We added missing sound effects, improved storyboard audio, and updated how we handle boss music so major encounters land with more impact.
On the visual side, we improved effects, menu presentation, floating text behavior, camera transition, and several interface elements across the demo. There's still more to do, but this update pushes the whole experience closer to the tone we want: grim, readable, and cohesive.
Gameplay changes
Card reward selection reduced from 6 cards to 3
Removed "Pick a card" from the reward at the final Desolation node
Updated enemy configurations in fights (new enemies)
Fixed movement area refresh after enemy death
Added starting gear after the tutorial
Updated the starting deck for the new tutorial flow
UI/UX improvements
Long dialogue choice lists are new, scrollable
Added sell to the inventory (Sanctum only)
Improved floating texts, damage display, and active unit readability
Added confirmation popups for Return to Sanctum and New Game
Added Exp reward display in the Desolation selection screen
Removed Well's Influence until we are happy with how it looks
Audio and presentation
Added missing SFX, including for Abyssal Warden and storyboards
Boss fights now play from the BossBattle playlist
Added improved camera transitions, including iris open effect for Sanctum, Desolation, and battle start
Characters, models, and animation
The player character is now consistently presented as Godwoken
Added support for fading 3d token models
Fixed missing portraits and several 3d model issues
The player token now spwawns 3d animated model based on the selected portrait
Sanctum and Desolation changes
Added the new Sanctum
Vesna's statue now changes visually as the story progresses
Added Desolation 0 (Patrol) as a shorter run without a boss fight
Desolations were renamed from 1, 2, etc. to e.g. Outskirts, Iron Oaths
Main quest and current boss are now marked more clearly on the map
Disabled Desolation 2+ in the Demo
Disabled Well's Influence in this version
Dialogue, encounters, and bug fixes
Added and corrected missing dialogue lines and random encounter descriptions
Improved tutorial map readability
Fixed several VFX and presentation issues
Ensured the demo runs in English only (however, we are working on the localization for other languages)
Final note
This update is not just a cleanup pass.
It adds an entirely new opening experience, improves how the game teaches itself, strengthens combat readability, and makes the demo feel much closer to the version of Ashes of Morgravia we actually want people to remember.
Thanks for playing, and thanks for the feedback so far. It's helping us shape this game into something better.
Source
Changelog.gg summarizes and formats this update. How we read updates.
