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
- Store
- Events
- Balance
- Fixes
This update is not a giant “new mechanic” patch.
It is the patch where the demo becomes much easier for us to fix, translate, test, and improve without guessing.
Before 0.5.8, if something broke, we often needed a message like: “I clicked something after a fight and the game got weird.” Then we had to hunt for it.
Now the demo can send us a screenshot, logs, and player notes directly through the bug report system.
Before 0.5.8, a lot of text still lived in random prefabs, configs, scenes, and code. That is fine until you want the game to exist in more than one language.
Now the localization pipeline is actually in the game, with English and Polish available from the settings menu.
Before 0.5.8, some UI screens worked, but felt stiff or unfinished. Card gains, card removal, quest rewards, tooltips, battle log entries, Desolation summaries, and boss skill descriptions all had places where the game either communicated badly or did not communicate at all.
This update cleans up a lot of that.
TL;DR: Most important changes in 0.5.8
Bug reporting is now built into the demo You can send reports with an automatic screenshot, zipped logs, optional email, and optional description.
Localization work is now actually in-game We replaced a lot of hardcoded text with localization strings and added language selection in Settings.
English and Polish are now selectable The language picker is available in the main menu and Sanctum. Current whitelist: English and Polish.
Battle Log, tooltips, cards, debuffs, and Desolation UI got localization fixes Less random English leaking into Polish UI, fewer hardcoded labels, more proper localized names.
Game analytics platform integrated We now send key events and bug reports to our own analytics platform alongside Unity Analytics.
Deck screen filters added You can filter cards by deck type and keyword, making it easier to inspect your deck and plan combos.
Card gain and card removal animations added Gaining cards and removing cards from the deck now has visible animation and feedback.
Abyssal Warden behavior improved Chain of the Deep and Rupture were updated so the boss acts more intentionally.
Quest reward UI fixed Quest rewards now properly show item rewards, and the Desolation top bar no longer allows claiming rewards from the wrong place.
Random encounter fixes The Fallen Bell now properly gives Bell Clapper when salvaged and should no longer be farmable repeatedly.
Several card and combat fixes Includes Unholy Strike scaling text, Burn description, Zone Effect tooltip localization, reward card glow behavior, and drag-and-drop animation fixes.
Bug reporting is now part of the demo
This is probably the most important change for us as developers.
The demo now has an in-game bug reporting system. Reports can include:
automatic screenshot
zipped logs
optional email
optional description of the problem
That means we can stop relying only on vague reproduction steps and start getting useful context when something goes wrong.
For players, this should make reporting issues faster. For us, it means fewer blind hunts and faster fixes.
This matters a lot because Ashes of Morgravia has many systems touching each other: cards, movement, enemy AI, quests, items, combos, Weave, tutorials, dialogue, rewards, and Desolation flow. When one of those systems breaks, logs and screenshots save a lot of time.
Localization is no longer “we will do it later”
A large part of 0.5.8 was spent moving text into the localization system.
That includes text from:
prefabs
configs
scenes
code
UI screens
tooltips
cards
debuffs
battle log entries
Desolation summaries
zone effects
quest reward UI
We also added a language dropdown in Settings, available from both the main menu and the Sanctum.
Right now, available languages are:
English
Polish
This does not mean every translation is final. It means the structure is finally there, and that is the part that has to exist before proper translation review can happen.
In short: the game is now much closer to being actually localizable instead of just “technically mostly English with some strings somewhere.”
Battle Log and UI localization fixes
The Battle Log got specific attention in this update.
Previously, some Battle Log entries still showed English card names or debuff names even when the rest of the UI was moving toward localization. That is now cleaned up in several places.
We also fixed localization issues in:
Desolation summary stats
Zone Effect tooltip title
debuff names
card names
card descriptions
quest reward popup
Battle Log messages
These are the kinds of issues that look small in a task list, but make the game feel unfinished when you actually play it.
Dialogue, Act 0, and voiceover groundwork
We also improved the dialogue pipeline.
Dialogue localization keys now include actor names, which makes them cleaner and easier to maintain. We also added support for scene context in dialogue specs, which helps with writing, localization, and future voiceover recording.
Voiceover support has also been restored in-game.
There is still more work to do before every line is final, processed, and polished, but this update puts the structure back in place.
This work connects directly to the Act 0 / prologue direction. We want the opening of the game to feel like an actual beginning, not a placeholder sequence duct-taped to combat.
Our own analytics pipeline is now connected
We integrated our own analytics platform alongside Unity Analytics.
That means we can track important events, bug reports, and demo flow in a way that gives us more control over the data we need.
We are not doing this because charts are exciting. They are not.
We are doing it because we need to know where players quit, where they get stuck, where bugs happen, and which parts of the demo create confusion.
Good feedback is useful. Good feedback with context is much better.
Deck screen filters
The deck screen now has filters.
You can filter cards by:
All / Clash / Stride
keyword, such as Melee, Holy, and others
This should make it much easier to inspect your deck and understand what you are actually building.
This is especially important for combos. If you are trying to build around specific keywords, you should not have to manually scan the whole deck every time.
Card gain and card removal now have proper feedback
Deck changes are more visible now.
When you gain a card during Desolation or battle, the card animates onto the screen, scales in, and then moves toward the correct destination.
Outside combat, it goes toward the top bar. During combat, it goes toward the proper draw pile.
Removing cards from the deck also has a new dissolve animation. If multiple cards are removed at once, they appear together and dissolve with slight timing differences.
We also added text support so the game can clearly show which card or cards were removed.
This makes deck changes feel like something happened on purpose, not like the game silently edited a spreadsheet in the background.
Reward and quest UI fixes
Quest and reward screens received several fixes.
Most importantly:
Quest reward popups now properly show item rewards
Desolation top bar no longer allows claiming quest rewards from the wrong place
level-up bonuses in battle summary now appear at the correct point in the animation
unnecessary item received notification was removed
reward card glow behavior was fixed so only the hovered card glows
Reward screens should now feel less broken, less noisy, and more controlled.
Abyssal Warden polish
The Abyssal Warden got another pass.
We updated descriptions for:
Chain of the Deep
Rupture
More importantly, Chain of the Deep now behaves as part of the Rupture setup.
If the Warden can cast Rupture and has line of sight to the player, he will use Chain of the Deep first, then follow with Rupture.
If that situation is not true, he should not randomly cast Chain of the Deep.
That makes the boss behavior more readable: he pulls you in, then threatens the detonation. Less random noise, more deliberate pressure.
The Fallen Bell fixes
The Fallen Bell random encounter had a few problems.
We fixed:
“Bell’s Clapper” text changed to Bell Clapper
Salvage now properly gives the Bell Clapper
The encounter should no longer allow farming multiple Bell Clappers
That encounter should now behave like an actual, unique event instead of a loophole.
Card, tooltip, and combat fixes
Several smaller combat and card issues were fixed:
Unholy Strike now updates its damage text with Might properly
The burn description no longer incorrectly refers to the wrong phase
Zone Effect hover tooltip title is now localized
drag-and-drop card play animation now starts from the dropped position, not the lower-left corner
only hovered reward cards control glow VFX
localized names are now used in more generated card and battle log text
Desolation summary stat labels are now localized
Not glamorous. Needed.
Build and version plumbing
We also added version overlay work and Steam/demo build plumbing.
This makes it easier to know exactly which build is being tested or reported.
When a bug report comes in, “which build was this?” should not be a mystery.
Final note
0.5.8 is the kind of update that makes the next updates easier.
Bug reports give us context. Localization gives us structure. Analytics show us where players struggle. Deck filters make builds easier to inspect. Card animations make deck changes readable. Battle Log localization makes combat less messy. The Warden behaves more like a boss and less like a random skill dispenser.
It is not the loudest patch, but it touches a lot of places where the demo needed to stop feeling rough.
As always, if something breaks, send us a report. This time, the game can actually help you do it.
Source
Changelog.gg summarizes and formats this update. How we read updates.
