Ashen (2018 video game)
Action RPG set in a sunless world with passive multiplayer.
Wikipedia / Wikimedia Commons
Ashen is an action role-playing game developed by New Zealand studio A44 and published by Annapurna Interactive. Set in a sunless world, the game follows a character seeking a home, featuring open-world exploration, cooperative or competitive multiplayer elements, and combat with monsters. It was initially revealed during Microsoft's E3 2015 press conference as an Xbox console launch exclusive under the ID@Xbox program.
- Developer
- A44 (formerly Aurora44)
- Publisher
- Annapurna Interactive
- Genre
- Action role-playing game
- Platforms
- Xbox One, Microsoft Store, Epic Games Store (timed exclusive), Steam
- Release
- 2018
- Country of origin
- New Zealand
Lore & Background
Ashen was developed by New Zealand studio A44, originally known as Aurora44, and published by Annapurna Interactive. Initial publicity material was released mid-2014, and the game was revealed at Microsoft's E3 2015 press conference as an Xbox console launch exclusive under the ID@Xbox independent developer program. Early design elements included survivalist features and elemental effects like wind, with the world's geography and ecosystems intended to be realistically modeled based on underlying geology. The game's background and setting were influenced by Cormac McCarthy's novel The Road, and combat was described as similar to the Dark Souls series, being high risk with stamina as a major factor. Multiplayer was described as 'passive' and optional, with AI allies that could become non-player characters if escorted to the home town, though not guaranteed benign. Art style influences included Superbrothers: Sword & Sworcery EP, Shadow of the Colossus, and The Legend of Zelda series, while emergent multiplayer storytelling from DayZ also influenced development.
Reader's Guide
Ashen is notable for its integration of passive multiplayer elements, allowing players to encounter others without mandatory cooperation, and for its cel-shaded graphics in a sunless open world. The game's emphasis on equipment-based character growth rather than traditional stats, along with Talismans for upgrades, set it apart from many action RPGs. Its reception was positive, with GameSpot rating it 9/10, GamesRadar+ 4/5, and Eurogamer awarding it the 'Eurogamer Recommended' mark. Critics frequently noted similarities to the Dark Souls series. The game's release strategy involved timed exclusivity on the Epic Games Store, Microsoft Store, and Xbox One, before appearing on Steam. Ashen represents a significant title from New Zealand's game development scene and demonstrates how indie studios can blend survival, exploration, and multiplayer elements into a cohesive experience. Its legacy includes influencing discussions on non-intrusive multiplayer and atmospheric world-building in action RPGs.
Did You Know?
- Ashen was developed by New Zealand studio A44, originally named Aurora44.
- The game's world and setting were influenced by Cormac McCarthy's novel The Road.
- Multiplayer elements were described as 'passive', meaning playing with others is entirely optional.
- Combat was described as similar to the Dark Souls series, with stamina as a major factor.
Genre Identity & Design Philosophy
Ashen (2018) occupies a specific place within the broader family of action role-playing games commonly labeled as Soulslike. This subgenre, whose name traces back to FromSoftware's Dark Souls trilogy, is defined by a cluster of interlocking design choices: deliberately punishing difficulty, an expectation that the player will die repeatedly, and a reliance on environmental storytelling rather than cutscenes or exposition. Ashen inherits all of these conventions. Rather than handing the player a quest log or a tutorial, the game trusts the environment itself to communicate lore, atmosphere, and narrative context. The player is meant to piece together fragments of worldbuilding through item descriptions, cryptic NPC dialogue, and the visual language of the spaces they traverse. This approach, first codified in Demon's Souls (2009) and refined across the Dark Souls entries, positions the player as an active investigator rather than a passive recipient of story. For Ashen, being catalogued among the notable Soulslike titles of the late 2010s signals that it commits to this philosophy of purposeful, layered exploration where knowledge is earned through repeated failure and careful observation.
Position in the Soulslike Timeline
Ashen arrived in 2018, a year that saw a dense cluster of titles embracing the Soulslike formula. It shares its release year with Darksiders III and sits just one year after Nioh and The Surge, both 2017 entries that had already demonstrated the genre's reach beyond FromSoftware's own studio. Looking further back, the lineage runs through Salt and Sanctuary (2016), Titan Souls (2015), and Lords of the Fallen (2014), each of which carried forward the difficult-combat, sparse-checkpoint, environmental-narrative template that Demon's Souls (2009) and Dark Souls (2011) had established. Ashen's placement in this sequence is significant: by 2018 the Soulslike label had moved from a niche descriptor for a handful of Japanese-developed titles to a widely recognized design vocabulary. The game then feeds into the next wave—The Surge 2, Code Vein, and Dark Devotion all followed in 2019, while Mortal Shell and Hellpoint arrived in 2020. Ashen thus occupies a transitional moment when the genre was consolidating its conventions and expanding its roster of adopters across multiple studios and regions.
Core Gameplay Conventions
As a Soulslike, Ashen is built around a gameplay loop in which death is not a failure state but a structural element of progression. The player is expected to die often, and each death carries a partial cost: some progress—collected items, defeated bosses—is retained from the last checkpoint, while other resources such as experience or in-game currency are lost but potentially recoverable. This creates a risk-and-reward tension around exploration and combat. Combat in the genre tends to be methodical, demanding that the player monitor a stamina resource to avoid overextending, and relying on animation-priority mechanics that lock the character into an attack until its full motion plays out, creating windows of vulnerability. Checkpoints, often represented as bonfire-like resting points, serve as respawn locations, recovery stations, and sometimes as nodes for leveling up or fast-traveling between discovered areas, while resting at them may reset surrounding enemies. The cumulative effect is a design philosophy where mastery—both of the character's abilities and of the player's own pattern recognition—emerges gradually through repeated, deliberate engagement with hostile environments.
The Soulslike Label & Player Expectations
Being identified as a Soulslike carries both a marketing advantage and a potential pitfall for Ashen. In developer interviews across the genre, creators have consistently described the label as a positive and useful shorthand that helps players understand what kind of experience to expect: high difficulty, indirect storytelling, and a world that rewards careful, repeated exploration. Yet the same developers have acknowledged that the tag can set rigid expectations. When a game is marketed as a Soulslike, players may anticipate specific mechanics—bonfire checkpoints, a particular combat rhythm, a dark-fantasy aesthetic—and feel let down if the title deviates. The Remnant: From the Ashes example illustrates this: despite carrying Soulslike-adjacent branding, its identity as a shooter surprised and disappointed some buyers. For Ashen, sitting alongside titles like Nioh, The Surge, and Darksiders III in the canonical list of notable Soulslikes, the label signals a commitment to the genre's core tenets. It also places the game in conversation with a long tail of titles from 2014 through 2026 that have adopted, adapted, or reinterpreted the same foundational design language.
Gallery






Frequently Asked Questions
What is Ashen (2018 video game)?
Ashen is an action RPG built by the New Zealand studio A44 and shipped by Annapurna Interactive. You play as a wanderer in a grey, sunless open world, fighting monsters while searching for a place to finally settle down.
What makes Ashen different from other soulslikes?
Instead of a traditional death-and-respawn loop, Ashen layers in a passive multiplayer system where other players show up as silent ghosts who can aid or obstruct you without any direct chat or control. The entire setting is defined by the absence of a sun, giving it a mood that feels distinct from most FromSoftware entries.
What platforms is Ashen available on?
It originally launched as an Xbox One title under the ID@Xbox indie program, then expanded to PC via the Microsoft Store and Epic Games Store as a timed exclusive. Steam picked it up afterward, so it is now playable on all major platforms.
Who made Ashen and where did it first appear?
A44 (formerly Aurora44), a small New Zealand developer, created the game and first revealed it during Microsoft's E3 2015 press conference as an Xbox console exclusive. Annapurna Interactive later handled publishing for the 2018 release.
Why do fans classify Ashen as a soulslike?
It delivers the punishing enemy design, deliberate combat rhythm, and heavy atmospheric world-building that fans expect from the genre. Its open-world layout and the cooperative-versus-competitive ghost mechanic give it its own identity while still feeling spiritually close to Dark Souls.
More in Soulslike video games 1-24
Spotted an error? Know more?
This is a living reference — every entry is fact-audited, and reader corrections feed straight into our audit queue. Suggest an edit · See this site's audit record
