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About the Game

Veil of Ashes is a Real-Time Tactic Game set in a Dark Steampunk Universe. You fight for control of strategic points on different maps in multiplayer and skirmish matches. Capture and hold the majority of these points to win the match!

Units

In the match, your units are dropped off in landing zones or at captured strategic points. The battle is never far away!

To accomplish the objective, you have a wide range of unit types at your command.

Infantry

Infantry operate in squads and carry various weapons such as rifles and grenade launchers. Infantry are deadly at close range. Their greatest strength is their low visibility. On the open field, however, infantrymen are helpless.

Vehicles

Vehicles are the allrounders in Veil of Ashes. Whether transporter or tank, reconnaissance or repair vehicle, the variety is huge. The vehicles feel most at home on open terrain and they are not able to drive into forests.

Cruiser

Cruisers are the most powerful and expensive units on the field, although there are weaker and stronger ones of their kind. Like vehicles, their purpose can vary. Unlike vehicles, however, cruisers are easy to spot due to their size.

Battalion Editor

In the Battalion Editor, you put together units and support abilities in a deck that are available to you in battle. Players can change their battalion during the match, but in the match itself you only have the choice of three of your created battalions. Think carefully, because there are many dangers on the battlefield that need to be countered!

Game Mechanics

Veil of Ashes follows a semi-realistic principle with its game mechanics. This means that the game should offer tactical depth when controlling the units, without becoming so realistic that only hardcore gamers will feel addressed. Veil of Ashes has the following mechanics:

Armor

The armour is based on a simple system. Either a projectile penetrates the armour and causes full damage or it does not. The probability of a projectile penetrating the armour depends on the target’s armour and the armour penetration value of the projectile. Units can have different strengths of armour depending on the side they are hit.

Lines of Sight

The line of sight system not only blocks the view behind large obstacles such as buildings, but also includes values for spotting and visibility. Infantry is much harder to spot than a tank, especially if the infantry is hidding in a forest. A tank will also spot an enemy much later than a squad of infantry. Reconnaissance is therefore an important element.

Condition Effects

A hit on a vehicle does not only mean a deduction of HP. Condition effects are triggered with varying degrees of probability, for example the failure of the engine.

Suppression System

Units have a morale value. The more hits the unit takes, even if they do not cause any damage, the more its morale drops. Units with low morale receive a penalty up to the point at which the unit is temporarily paralysed.

Tactical Support

Players can request tactical support, for example in the form of observation balloons that scout an area, or supporting fire from long-range artillery.

Destructible Environment

Buildings can be occupied and also destroyed. Trees are knocked over by vehicles and cruisers. Explosions create craters which can be used as natural cover. Your actions change the landscape over the course of the battle.

Ressource System

The landcruiser Galeazza Lorica.
Reinforcement points are necessary for stronger units, for example cruisers, but can also be used for tactical support like artillery strikes or reconnaissance balloons.

The resource system is based on two resources.

Cinium

Cinium is the most important resource. You have the maximum amount of Cinium right from the start. Each unit costs Cinium, but requesting a unit only binds the Cinium to that unit. If the unit is destroyed, you get your resources back in rates. In this way, you are never without options and can always influence the battle!

Reinforcement Points

The second resource are Reinforcement Points. You obtain this resource by destroying enemies, repairing allies and capturing strategic points. Reinforcement points are necessary for stronger units, for example cruisers, but can also be used for tactical support like artillery strikes or reconnaissance balloons.

Progression System

By playing matches you earn XP points, which you can use in the Progression System to unlock new content.

Unit Variants

You can unlock variations for certain units. These will feature different types of turrets or armour. If a variant is better in some characteristics, it will be weaker in others. The purpose is not to gain strength with higher levels, but to adjust your units to the playstyle you want to achieve.

Skins

Skins allow you to customise the appearance of your units without changing their stats. All skins are designed to fit the theme of the faction and the world.

Discover More

In 1704, the world was consumed by an unprecedented inferno. With the flames came Cinium. Fragments of the fire, as white as angel feathers and incredibly powerful. 180 years later, empires built from the embers and ashes of Cinium fight for the dying habitat[...]
A short summary of the background stories of the three playable factions Sacrum Imperium, Lohenreiche and Communes.[...]
The map of Europe 170 years after the inferno. It shows the borders of various nations and the cinium-rich, uninhabitable ash deserts.[...]