JOURNALS
Dev Journal
Ashes II Dev Journal #6: Setting the Stage for Battle
When designing a real-time strategy game, most people think first about the units: the soldiers, tanks, aircraft, and other powerful pieces that players use to dominate the battlefield. But as the art director on Ashes of the Singularity II , I know that the real star of the screen is the environment itself. The terrain is what players spend the majority of their time looking at. It’s not just a backdrop - it’s the stage where every battle is fought, every strategy unfolds, and every story eme... [read more]
Dev Journal
Ashes II Dev Journal #5: Evolving Production for a Grander Scale
In the original Ashes of the Singularity , we noted some key pain points when it came to producing units and managing armies in the late game. One of the first frustrations was the need to micromanage numerous production buildings during large-scale conflicts as the game progressed. You could dogpile engineers onto a single production building to make it construct faster, but if you were trying to field various cruisers, frigates, etc., you still would need to manage several different buildings... [read more]
Dev Journal
Ashes II Dev Journal #4: Building Better Worlds
Making the map a character When you think about RTS games, what do you spend most of the time looking at? More than your base, more than your armies - it is the terrain itself. It sets the scale of the conflict, shapes how battles unfold, and creates the sense of immersion that keeps players engaged. For Ashes of the Singularity II, we wanted to push this further by creating maps that are larger, more detailed, and more responsive. Our work on Ara: History Untold taught us a lot about h... [read more]
Dev Journal
Ashes II Dev Journal #3: Making the "BIG" Accessible
Updated: 22 Aug 2025 Oxide has always loved RTS games that go BIG. Big maps, sprawling bases, units all over the place - the whole chaotic sprawl. While we certainly love more ‘tactical’ RTS games as well, with Ashes of the Singularity, Oxide wanted to go BIG, harkening back to genre stalwarts like Total Annihilation and Supreme Commander . However, as we prepared to develop Ashes of the Singularity II , we wanted to tackle the core problem of “BIG”. One key challenge was that th... [read more]
Dev Journal
Ashes II Dev Journal #2: All thanks to Andy
Welcome to the Ashes of the Singularity universe! Today, I’m going to quickly walk us through some lore, focusing in on a key character and his lasting impact: Andy Lexus. There are some figures that become synonymous with their inventions and discoveries. Tesla and the power grid. Darwin and evolution. In the Ashes of the Singularity universe, the same could be said of Andy Lexus and artificial intelligence. When Andy Lexus achieved the first strong artificial intelligence with Haale... [read more]
Stardock Entertainment Announcements
Announcing: Massive Scale RTS Game Ashes of the Singularity II
Highly anticipated sequel features larger battles, advanced units, and a new campaign to lead humanity against hostile AI takeover Wishlist Ashes II Now Stardock and Oxide Games today announced Ashes of the Singularity II , the highly anticipated sequel to the groundbreaking, massive-scale RTS that redefined real-time strategy gaming a decade ago. Set to release in 2026, exactly ten years after the original, the game invites players to engage in strategic battles of unprecedented scale,... [read more]
Dev Journal
Ashes II Dev Journal #1: Welcome to Ashes of the Singularity II
Welcome to Ashes of the Singularity II Wishlist Now Reaching the stars will take more than just energy; it will take intelligence. Turinium became the currency of intelligence, for both sentient and non-sentient computing alike. Could most of mankind be content with merely possessing superhuman intelligence, rather than true omniscience? Yes. But could all of mankind? No. Welcome to Ashes of the Singularity II , a real-time strategy game about epic warfare over... [read more]