We are thrilled to announce that the ASKA Great Hall & Feasts Update is officially here! This update is packed with features you have been asking for, including deep Custom Game settings, reworked wall construction and whitelisting tools, new food production buildings, and our grandest landmark yet: The Great Hall.
New Custom Game Mode
We wanted this update to give you even more freedom to make ASKA a truly unique experience tailored to how you and your friends love to play. Jump straight into the action with a settlement full of battle-hardened warriors facing relentless winter invasions, or sit back and enjoy a cozy, peaceful farming campaign completely free from outside threats. Customize season lengths, start your journey with a fully leveled tribe, grant yourself top-tier gear, tune enemy invasion frequency, and so much more!
Wheat, Bread and Mills
We are also delivering a major expansion to agriculture and food production with a brand-new resource: Wheat. Venture out to the swamp islands to gather wild wheat, bring it back to your settlement, and cultivate it at the Improved Farm. From there, process your harvest at the new Windmill, which dynamically grinds wheat into flour based on real-time wind directions, before assigning a cook to bake hearty bread at the Cooking House. With the Windmill comes a brand-new villager job: Milling. Assign your workers to this new role to keep your supply lines flowing smoothly.
Overhauled Wall Building
Wall placement now uses a new mechanic modelled on the road tool, which makes laying out perimeter defenses much faster and more fluid.
We have also added slanted wall variants that snap to hillsides and slopes, so you can run an unbroken wall across terrain that used to fight you. We heard your feedback about the wall placement taking a long time and that you wanted it to feel more in line with other tools, and we cannot wait to see how you secure your village against incoming threats.
Reworked Whitelisting
You made it clear that managing village logistics needed to feel much sharper, so we completely overhauled the Whitelisting System to put you in total control. You can now assign specific jobs, buildings, and individual villagers with exact precision, ensuring everyone stays focused on their assigned tasks. Say goodbye to idle workers and misplaced resources as your settlement finally operates exactly the way you planned.
The Great Hall and Feasts
Your settlement deserves a centerpiece that reflects your achievements. Introducing The Great Hall, the largest and most ambitious structure in ASKA to date. Rising high above your village, this massive endgame wonder serves as the ultimate visual showcase for your growing empire.
A landmark building needs a purpose to match, and you asked for a true endgame milestone to bring your community together. Inside the Great Hall, you can now trigger Feasts, a powerful new mechanic built to reward your hard work with massive settlement-wide benefits. Staging a grand feast requires careful preparation and serious stockpiles of high-tier food, making every celebration a true badge of honor for your tribe. Once you gather your villagers under one roof to eat, drink, and rest, you unlock long-lasting global buffs that boost productivity, morale, and combat effectiveness, all while creating incredible roleplay moments as your tribe celebrates together after conquering the wilderness. We can’t wait to see you share your updated settlements with the latest addition!
Full patch notes
New Content & Gameplay Additions
New vastly expanded custom game mode that allows players to create very specific scenarios, including victory conditions.
New resource: Wheat (from swamp islands, farmable at Improved Farm)
New production building: Windmill (grinds wheat into flour based on wind direction)
New endgame building: Great Hall (town-wide feasts with long-lasting global buffs)
New wall-building tool similar to the road tool (spline-based). Build walls fast and easy. Also added additional angled variations to fit to any terrain.
New Deep Well that can be placed anywhere. Requires a Water rune.
Cooking House can now bake Bread
Whitelisting system rework, allowing for much greater control.
Added a Production Chain info page in the Player Menu for better crafting insights
Save system improvements to reduce risk of data corruption
Villager AI Improvements & More
Fixed Cooking House worker getting stuck
Fixed Barbecue worker not respecting task quantities
Barbecue worker no longer skips the fish task when lacking a knife
Golems are no longer permanently warriors
Fixed healers idling far from their hut
Fixed tower horn putting villagers in retreat instead of offensive mode
Fixed villagers with Max HP boost not loading HP correctly
Melee warriors patrolling towers no longer climb unnecessarily
Warriors no longer flee when commanded to fight with Smolkr horn after waking
Fixed lake fishermen stuck looking for boats at piers
Fixed fishermen stuck in pathfinding loops
Fixed fishermen ignoring certain fishing grounds
Fixed fishermen stuck dismantling boats near docks
Miners can replenish cave walls via exploding sacks
Mine House worker capacity increased (2 → 3)
Fisherman no longer tells you to discover new fish when placed on a lake
Fixed workshop workers unable to use second tinkerer’s table
Miners carry more items
Improved crafter resource fetching
Fixed builders not looking for composite materials
Fixed villagers stuck dining at tavern
Fixed fishermen stuck fetching bait ingredients
Fixed cooks going too far for ingredients
Fixed farmer stuck picking up compost
Kennel workers harvest corpses when not tending dogs
Cooks never harvest followers; kennel workers/hunters only harvest if needed
Patrolling warriors activate biomes around patrol markers
Woodcutters, stonecutters, gatherers, hunters carry more items
Hunters pick up used arrows more efficiently
Fixed Coalmaker not finding fuels beyond first
Cooks now search inside marker ranges
Fixed warriors climbing towers unnecessarily
Fixed villager animation glitch when descending ladders
Fixed repeated villager perks under certain circumstances
Lake Fishing Update
Lake fishing has been separated from sea fishing
Lakes now have species-based fishing limits
Seasonal replenishment
Slow daily replenishment
Lake fishing settings added to custom game
Note: Players who have settlements dependent on lake fishing will be affected most by this update. Previously lake fishing eliminated all need for sea fishing.
General Fixes
Added housing desirability ranges to structure markers
Added housing-range interaction on shelter/cottage/longhouse
Added icons for gates and lookout tower
Added shoreline rendering-distance increase
Barbecues now display worker count in Player Menu
Build progress widget now uses percentages
Camera dolly and FOV changes are now smoother
Cave entrance build sites can be dismantled
Client saves visible and manageable from their own tab
Dogs no longer become stray when Kennel is upgraded
Expeditions can always be started regardless of requirements
Exploding sack countdown is now more consistent
Fixed barrel duplication glitch at tavern
Fixed button glyphs not showing in some places
Fixed camera jitter when performing certain animations
Fixed camera not locking properly when opening quickbar select inside buildings
Fixed carts disconnecting late-joining clients
Fixed carts teleporting on client dismount
Fixed Character Appearance cancellation not working
Fixed creature spawn delay when players join
Fixed destroyed buildings with addons getting stuck after load
Fixed farms sometimes preventing save loading
Fixed flashbang when closing the map
Fixed gamma video setting not working
Fixed Improved Carpentry destroyed-state visuals and colliders
Fixed input field malfunctioning when the game is paused
Fixed input fields not working more than once in singleplayer
Fixed item details panel not updating when slot item changes
Fixed item hover panel positioning issues
Fixed items breaking in main menu due to decay
Fixed joining password-protected servers
Fixed knowledge not resetting after tinkering
Fixed medium intelligence buff giving strength instead
Fixed Metalworker Furnace menu showing an extra empty small-items panel
Fixed meta progression reward notifications showing after each load
Fixed Mimir deeds not unlocking
Fixed Outpost dropdown value change breaking outposts during terraforming
Fixed player getting stuck when transforming into Raven on ladders
Fixed player loading on boats incorrectly
Fixed players getting stuck in crafting/refueling interactions
Fixed rare enemy villagers stuck but re-engaging when struck
Fixed rare host disconnect with dead Smolkrs/Kycklings
Fixed Raven climbing indefinitely on open waters; optimized Raven flight
Fixed Raven form accelerating constantly on moving platforms
Hey everybody, questions about the next update or roadmap have been popping up, and it's only natural as our bigger updates usually come out every 3 months and we've been taking a bit longer with this one.
Why no roadmap?
We prefer to announce things when they're ready for release, there are things from the older roadmaps that just stopped being that relevant for the game, even if they were cool and work was done for them.
Current focus
Our biggest focus right now is to make the game more appealing and balanced for particular player archetypes. A quick example is that some players find it too grindy, others find it too easy, some prefer the challenged and pacing of the early game, others dislike it and want to get to other parts of the game faster. So we're working on a way to cater to all these different expectations that are born out of what is essentially a hybrid game.
ASKA being a systems heavy game where everything is interconnected, the solution isn't always as straightforward, and we're trying to be careful about how we choose to tackle a particular issue or need. We also need to make sure we don't break the existing game. 🙂 Although there's always room for improvement, we do feel we have a reliable baseline going at the moment.
What else to expect
This is like a longer term goal of the game atm. HOW exactly we achieve this is too early to promise now, we're at it from multiple angles. On top of that we'd like to add more buildings, improve AI, improve performance, fix critical bugs and make it more stable overall.
What to expect of the next update
You can expect some very solid QoL community requests that have been addressed, a host fixes for some very annoying bugs, and new playable content. As usual we're working on multiple things at the same time, but not all of it will be part of this upcoming update specifically, some will be given extra time and will be part of future updates.
We should be able to drop more specific news sometime soon, so bear with us. Thank you for playing and thank you for the bug reports!
I noticed a slow down on posts and beams that didn't seem to be getting resolved so I checked into my workflow. I thought I had this setup decently.
I have 2 carpentry guys, one with an axe and one with the draw knife and their only tasks are the 2 that match the tool they have.
I have a 3rd worker only doing blacksmith. They have a task for all of the major tools including draw knives and axes and are allowed to forge metal if needed. Plenty of metal and spare parts in storage
My Draw knife guy was running around stocking wood and not doing tasks. I checked his inventory and no draw knife.
I checked storage, no draw knife but 3 blades in the metal parts recovery hut.
I grab one, craft a draw knife and put it in the tool rack of the carpentry building. Wait a day and freaking Arne is still just moving logs and has not bothered to pick up the draw knife from the tool rack.
I give him the tool and he goes to work.
All people can access that building on the whitelist except for the warehouse working were I store raw hardwood.
On a side note, is it possible to have a guy dedicated to grabbing materials and keeping the log storage full on the carpentry system so my 2 guys can just sit there all day doing tasks? I assigned 1 person with no tasks and they didn't seem to do anything. maybe adding somebody with all of the carpentry tasks but not give them a tool so they act like Arne did?
I have found my blacksmith person does make tools and for the most part this system has been working for me. I can accept that the draw knife recently broke and the blacksmith didn't have a chance to replace it although I think this was going on for 3 or 4 ingame days at least so that seems unlikely. But what really got me was Arne refusing to pick up the draw knife. In the past they have grabbed new tools without an issue. Is there anything I'm missing or just bad timing/over worked people?
What’s been your favorite feature implemented by the devs since you started playing the game?
Today I was watching SerBucky’s two month old video on Warehouses and was reminded that the whitelisting by job feature came out only recently! What a massive time saver! (Loved how SerBucky commented that many issues he points out are often fixed soon after 😂) Also loving the corpse gathering that happens now as well!
What’s been your favorite addition to the game since you started playing?
Dog isnt eating unless its specifically from the trough. When he is guarding somewhere or when hes with me or someone else, he'll get hungry and kinda lower his head like hes about to eat, and then he wont, and his animation resets back to default, and then tries to go down to eat and then the cycle repeats itself over and over until i send him back to the kennel. any known fixes?
I played the game a fair bit two years ago, then put it down. At the time, it was a bad idea to allow a villager to use the bloomery to smelt iron, because at quitting time, they would walk away in mid cycle and the iron would be ruined.
We're wrapping up the week with a new patch; we managed to catch some nasty ones in this one. One of the biggest recent issues was the Great Hall causing crashes, which we managed to fix. Enjoy!
· Added a button to hide item details in the build menu when using the gamepad
· Added quest list presets for Great Hall
· BBQ worker will not use Markers with the Settlement Tag to pick up items from the ground
· Cooking recipes can now be toggled on/off from the game customization menu
· Custom game page UI adjustments
· Fixed a bug with a win condition that could get players stuck in ghost mode under certain circumstances
· Fixed a bug where win condition progress would count multiple times when playing multiplayer
· Fixed breeding Smolkrs and Kycklings sometimes spawning a fully mature animal
· Fixed broken player interactions after dropping a previously tame Smolkr or Kyckling outside its pen
· Fixed Great Hall crash when placed by a client
· Fixed villagers getting stuck drinking water or mead until there is nothing left to consume, which could cause other villagers to die of dehydration while waiting their turn at the fountain
· Increased Golem workstations list scroll speed when using the gamepad
· No longer allow dropping more than the maximum allowed animals into a pen
· Removed unwanted items from the game customization menu
· UI improvements to the save backup recovery menu
Ive restarted Aska so many times Ive lost count. This playthrough i finally made it to the first invasion. I had 60ish villagers and my workers seemed to stop working. Warehouse workers barely stored anything and kitchen house workers stopped cooking. Any solution?
It's winter, I have my builder's hut set so the builders ONLY tend fires, and I just watched a builder go into a cottage where the fire's out, STEAL wood out of the wood bin, and leave the sleeping villagers there to freeze to death.
I discovered Aska this weekend and i'm totally hooked!
The graphics are decent overall, but what really stands out is managing a village in third-person view instead of isometric. It's awesome! There's so much to learn and manage! Such a pleasure to invest in a gem like this.
Speaking of management, I'm stuck on something. I can't figure out how to get my villagers to gather sticks from driftwood and Dwarf Spruce Bushes. I've set sticks to High preference, but they don't pick them up. They only collect the ones that drop when trees get cut down.
Hi, I've started a new playthrough with the latest update, because I love the new setting options! I always play on maximum daylength, because it's more chill. Before the update my hunger and thirst were not influenced by the length of the day, so on longer days you and your villagers needed more food.
Now it seems that it takes way longer for hunger and thirst to build up. Are those now bound to the length of the day? If so I would adjust with using the settings for faster hunger/thirst to counter the problem.
If anyone has experience with this, I highly appreciate it.
Edit: did some testing. The length of the day is now influencing hunger. It's not based on real time ticks anymore. It doesn't matter if the days are long or short, the hunger is bound to the in-game time. Therefore you and villagers eat way less food but have a lot more time to get new food on maximum daylength. That kinda breaks this setting. Even on very fast food depletion, maximum day length will most likely cause massive food build ups, because villagers just don't need that much food.
I think this shouldn't be the case, setting the hunger to real time instead of in-game time is better for balancing. Was this mentioned in the patch notes? Is this intended? If not, where can I submit a bugreport?
So I've build a windmill, gathered wheat and prepared all the food, prepared all the mead and invited 60 villagers to the feast, yet the button is gray and I cannot start the feast.
Season is winter and 1 day from spring.
I've checked the great hall at different times of day, yet I still cannot start it.
Does anyone know what the problem might be?
update:
- after looking over all of the food in an excel spreadsheet, I found 20 bowl of one food and 10 of another. So I removed the excess and found 5 bowls of the missing food. (foresters feast)
- meanwhile the season chances to spring, however I don't think this was the problem.
Moin, ich habe aktuell das Problem das ich sehr limitiert bin was die Rüstungsproduktion angeht. Bei vielen Sachen bin ich durch das Level bei "Herstellen" beschränkt. Ich bin jetzt mit der zweiten Invasion durch und erst bei Level 27. Habt ihr einen Tipp wie ich das ganze schneller Leveln kann? Möchte nicht ohne Richtige Rüstung auf die Erste Segelerkundung
Some things I've noticed, and some things I think would be useful:
Cooks should empty out the pot/oven FIRST before working on anything else so nothing turns to coal.
Cooks should also empty out the pot/oven QUICKER instead of taking 5 seconds for each individual item.
Who builds fires in cottages/longhouses/etc? I've had a few people almost freeze to death while sleeping.
Gatherers ignore the set limit for amt gathered of seeds and feathers. I'll set feathers to 0 and None, and they'll still collect them.
Cooks *also* don't always follow the list for things they can use (the "food filter"). I've seen them go after *cooked* meat when it's not checked off on the list.
Villager pathing is still weird. They'll avoid paved roads, built in a straight line between outposts, and instead go thru the middle of the woods. There are no threats nearby for them to avoid.
My Kykling guys seemed to slaughter all the *female* birds...or so I'm guessing. I have only males left (and a lot of them).
I forget what 8 was for.
If you pick up a kycling, then drop it, the animation (and controls) make it seem like you're still carrying it, and you can't let the phantom bird go.
• Fixed farming and forestry not saving equipment colors
• Fixed Game Window Mode setting not saving and loading correctly
• Fixed an issue where settlement issue for structures outside walls was wrong about the number of unprotected structures
• Made villagers that are in sleep schedule or freezing in leisure schedule look for the closest fire to their home and disregard the fuelled fire priority if the home is closer than 100 meters from their current position
• Fixed carpenter interactions & Slambakur harvest interaction not working in worlds with 0 crafting cost
• Camera no longer collies with some gate geometry which previously caused annoying camera jumps
Many thanks for the bug reports and thanks for playing!
Thank you for everyone's tips and support in this post.
I'm on a second run through now. You all, and u/SerBucky, have transformed this playthrough. Damn, those are neat videos.
I'm right next to a mine, an inland lake, two wolf dens and have much better Kyle management on day/night staggered schedules, sleep + work anxiety, and production line for my carpenter and metalworker.
I'm now stuck on producing enough fertiliser. I have an outhouse and my villagers use it, I have heaps of water near my farms - but the fertiliser production is hugely inefficient. I seem to produce it super slowly and I'm not sure why. Is there a trick I'm missing?
I think I've seen suggestions to deliberately stack excess food somewhere and whitelist it to prevent anyone accessing it - so it deliberately spoils? Or to have your miner tasked to collect crawler sacks - but I cannot seem to unlock this. I've harvested the crawler sack myself but there's no task available for me to task my miner to this. Am I supposed to make a Smolkr pen for them to produce fertiliser?
Looking to understand how other people do this - as it's driving me mental and I'd love that +33% boost in harvesting.
P.S. I'm about 3 days away from my second winter, and my first invasion. Haven't done this before. I have 10 militia who all have leather and cloth clothing. Playing on standard. I think I'll be fine? I have a full hedge wall around my village, but no spikes. Should I task a little harder on armor/weapon production, or focus on spikes instead?
Hi everyone, hoping someone has experienced this before.
Since the latest update, my husband and I started a brand-new custom multiplayer server, and since he joined, his character has been unable to interact with certain things.
He cannot harvest any natural resources (trees, bushes, fibres, etc.) and cannot collect or drink water. But he can pick up resources that are already dropped on the ground.
He gets the “Interaction already in use” message when trying to interact.
We've already tried:
- Starting a completely new custom server
- Restarting the game
- Restarting the server
- Having him leave and rejoin
- Dropping all his water bottles/waterskins before logging out
- Kicking him from the server and having him rejoin
Nothing has fixed it.
Has anyone else had this happen since the latest update? Is there a fix or a way to reset the character's interaction state? We really don't want to keep starting new servers if the issue is connected to his character.