![]() We’ve poured our heart into the project, and hope you’ll enjoy it. We’ll be revealing more about Solar Ash as release comes closer. Power is all well and good, but the most exciting part is the suite of tools for more direct engagement with our audience. PlayStation 5 gives us power previously unavailable in a console: we can push more lush, high-quality visuals at a much higher framerate, we can load seamlessly due to the wild speed of the SSD, and the DualSense can even provide feedback in the controller we had not known was possible. ![]() After releasing Hyper Light, I wanted to dive into a bigger, grander world, opening up possibilities with far more powerful tools. We’ve been working tirelessly over the years, building incredible tech to help realize this fantastic world. Solar Ash Annapurna Interactive PS4 PS5 Blood, Fantasy Violence, Mild Language Offline play enabled 1 player Remote Play supported PS5 Version Vibration function supported (DualSense wireless controller) Game and Legal Info From the creators of the award-winning Hyper Light Drifter comes the high-speed and gravity-bending world of Solar Ash. Beware the remnants that loom and bristle with hunger. Players will blast through high-speed traversal challenges with wild gravity and beautiful vistas, while slaying massive monsters and meeting other lost souls. Our characters must find solace in each other to make it through the spiral of despair they find themselves trapped in. Familiar though alien, lush but grotesque, peaceful at times and supremely violent in others. It’s a place of incredible danger and surreal spaces – a dream none can escape. In Solar Ash, the player journeys through the Ultravoid, a ravenous rift in space swallowing worlds. The story still remains personal, but evolves to be something beyond just the weight of the struggle into something more hopeful. Our ambitions are bigger and the team has grown to match. Our second title, Solar Ash, has been about reflection and progress in many ways. The game reflected these personal struggles, and development on the title helped to focus on a creative outlet that could sustain and help to build something bigger than the demons that would always be clawing. ![]() I began work on the game during a brutal low period, stemming from a lifetime of health problems. Our first game, Hyper Light Drifter, is a very personal story.
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