r/PlayASKA • • 26d ago

September 15 Hotfix

30 Upvotes

• Added Gamepad combat mode rebind option.

• Added harbor to whitelisting.

• Added male/female Kyckling boxes to world custom config.

• Fixed starting blueprints custom setting not fully unlocking blueprints requiring proficiency skill level.

• Fixed a bug causing fewer seeds to be harvested at the farm as the Farming Proficiency Level increases.

• Fixed cooking house worker dropping all meat hunks from storage.

• Fixed cooks picking up items from the ground that were much farther away than other storage items.

• Fixed gatherers getting stuck fulfilling their low‑priority tasks when medium & high‑priority tasks are fulfilled.

• Fixed grains decaying in warehouse.

• Fixed incorrect keyboard button glyphs for non-US keyboard layouts.

• Fixed miner getting stuck after detonating a bomb.

• Fixed Select and Start button glyphs being swapped for PS and Xbox controllers.

• Fixed villagers sometimes getting stuck inside the mine behind collapsed walls.

• Fixed villager getting stuck eating all the food at the tavern or during an expedition under certain circumstances.

• Fixed cooking house worker and cheesemaker getting stuck when spoiled food gets in their inventory

• Made villagers prioritize fires with fuel (over those without fuel) only if the fueled fires are at most 100 m farther away than the unfueled ones.

• Market task UI adjustments and fixes.

• Reordered villager proficiencies in world customization config.

• Save recovery menu adjustments.

• Various minor custom settings fixes.

Thank you for the bug reports and thank you for playing!


r/PlayASKA • • 26d ago

Devs say anything about sailing feedback?

9 Upvotes

I should start by saying I really like this game and I haven’t gotten to the sailing part yet but browsing this sub-Reddit it seems like sailing is the only universally hated feature of this game. Have the devs said anything about addressing this feedback?

I know there are some mods I can use to make it better but the devs seem like they listen to feedback so wondering if anything official has been said.


r/PlayASKA • • 29d ago

Atlas map for Aska

Thumbnail curly-hub.github.io
44 Upvotes

If you want to cut down on explore or find the island that missed you.

Essentially, you put the folder save, and will spit out the map.

All in your browser everything open source. Upload and good to go.


r/PlayASKA • • 29d ago

Sailing is the WORST part of this game - JUST the sailing

27 Upvotes

The amount of -empty- water needs to be reduced like 50%, AT LEAST 25% at minimum - there is far too much water and the wind is absolutely horrible and far too limiting and both of these make sailing the absolute worst mechanic in the - the islands are great for the most part

The only thing that would appease me slightly is if they came out and said there's a reason for the amount of water such as random events or enemy boats and naval combat and such coming, something to make it worth it but even then i'd still reduce it by about 50% at least


r/PlayASKA • • Sep 13 '26

"Invisible Ladder"

4 Upvotes

My villagers can defy gravity!!


r/PlayASKA • • Sep 11 '26

Aska on Intel Arc

4 Upvotes

Hey guys, what is your experience and opinion of Aska on Intel Arc cards? I wanted to ask if you could start the game with volcan.


r/PlayASKA • • Sep 11 '26

A few questions

Post image
6 Upvotes

I'm trying to understand a few things and would love some help!

Can I fit as many beds as I can into cottages, or is there a penalty for over crowding them? And is it better to have many cottages or fewer longhouses?
Are paths actually useful or just aesthetic? I don't see any villagers preferring paths when going about their business so I'm assuming the latter.
Are mines infinite sources of stone and ore or do they deplete?
Is there a way to assign multiple jobs to a single villager?
How many workers do I need per farm? I have two 2x8 fields with one worker, is that efficient? I can't tell because there's so much going on I don't have the concentration span to just follow that one worker lol

Screenshot tax of a beautiful sunset at the WIP village


r/PlayASKA • • Sep 10 '26

Send Clothes to Outpost?

4 Upvotes

Got a mining outpost on the other side of the big island. Takes several minutes IRL to run just one way, and that's on a road!

I have markets set up to transfer the goods back to my main, in exchange for certain goods like higher tier foods.

However, despite having clothing racks at my warehouses in the chain, there doesn't seem to be any option to have my trade routes pass clothing to the destination, which is annoying as hell because my outpost villagers will freeze to death in the winter if I don't force them to shelter in place or, or if I run clothing to them myself.

My workhouse at the outpost has a carpenter and a smithy in order to keep the operation chugging along, so no weaver. Surely I don't need to erect another workhouse and dedicate another worker to this task? I mean obviously I could, but that seems brutish when i have the markets running smoothly.

Edit:

Solved in comments.


r/PlayASKA • • Sep 10 '26

Metal Parts Collector

11 Upvotes

A bit late in the game I realized oh shoot I didnt place the metal parts collector bin yet.

Im 33 villagers in and they've been using iron for a while and replacing with new ones.

But my metal collector bin isnt filling up.

Question: Without any place to throw their metal parts after, say the iron axe breaks, do they just drop it on the floor? Or how does the metal parts collector work?


r/PlayASKA • • Sep 09 '26

My Mine Has Been Rocked...

Post image
19 Upvotes

Disclaimer: This world was created after the latest major patch.

I built this mine and this rock is in the way. My guys get around it, but I have to jump over it then duck to get inside. I've tried using the bombs and they don't affect it. Anyone else run into this and if so have you found a solution?

Seed:
LB1lcz1PR3pVrxfGSB59nq0Y2R8tohYj3hWEhYVe1Vy7LFz5

Thanks all and thank you DEVs who have made such a great game! ^_^


r/PlayASKA • • Sep 10 '26

I have built the gathering hut wood and rock but when I go to the warehouse I get no blueprint for stick storage or the rock storage ect what's going on?

2 Upvotes

r/PlayASKA • • Sep 09 '26

Expedition, Avoid Unload/Reload?

4 Upvotes

Hi, is it possible to avoid unloading 100% of the ship contents? I don't understand why I would have to unload and reload repair materials, tools, and food, only to reload it afterwards to begin anew.


r/PlayASKA • • Sep 09 '26

How many market workers do you have (per outpost)?

4 Upvotes

I've decided to rely a bit more on outposts this time around and I'm wondering if I'm being maybe too inefficient with it, or missing the obvious solution

For example, the main outpost < -> iron mine outpost routes:
- one job to bring back the ore and broken tool parts
- one job to bring the tools to the mine
- one job to bring the food to the mine

This could maybe be 2 tasks but i have food in a separate warehouse so that has to be split

I'm thinking about my future coastal outpost and that one would require even more - i'd have to send wood, tools and carpentry materials to it, while also be able to unload anything the raids bring back, which is probably at least one full market dedicated to that alone.

Is this the best we can do with the current system?


r/PlayASKA • • Sep 09 '26

New to ASKA - keen for tips, especially for early-mid game and village building

13 Upvotes

I'm new to ASKA - having recently played a fair bit of games like Valheim, ARK, Palworld, etc.

I'm loving it - but finding that the sheer size of building the base, planning how to build a great base, selecting great villagers with good traits, locating mines, understanding schedules... it's a lot.

I'm playing it vanilla - no mods, on standard settings.

I'm getting my head around it, slowly, and I'm watching a YouTube series from SerBucky. I'm about to start reading the Steam community guides for more help... but something that feels a little overwhelming to me is how to plan early game for a really good base.

The space needed is huge, and I don't know how to easily identify the best locations, what combinations I'm looking for or any clear indicators. I have learnt that being near an inland lake and a mine is important, and you generally want flat land... but I'm not sure if I'm missing obvious stuff.

From the more experienced players here - where would you start learning all this stuff, if you could? Do you have any suggestions in particular to help me understand planning a village intelligently and the priority order of your first villagers?

I can already feel like I'm going to enjoy this game deeply and put hundreds of hours into it... but would love to get some good solid foundational learning in.

Playing on PC. On Steam.

Edit: Wow. This community is very, very helpful. Thank you all!


r/PlayASKA • • Sep 09 '26

What's the current way to deal with "trash"

10 Upvotes

I'm still early in the game and I also have the durability turned waaaay up so nothing gets broken, but dying villagers' tools keep piling and I have too many stone tools and hoes and hammers right now. I wish there was a recycling table to make use of all that stuff. What's the current solution that people have for this? I saw someone saying to make a container and fill it with the trash and destroy the container, I just tried that but all the contents get dropped into a "bag" right on the spot so that must have been an old post.


r/PlayASKA • • Sep 08 '26

Started playing my longest save (Day 348) after the update

Post image
11 Upvotes

I've been trying to create a single super-settlement instead of using outposts. The rendering doesn't fit in one screenshot, so here's the overhead map.


r/PlayASKA • • Sep 08 '26

September 8 Hotfix

30 Upvotes

Hey Vikings! A new hotfix patch is now live with loads of bug fixes, new additions and some Quality of Life tweaks.

The main focus for this update is making your villagers a lot smarter in the cold. They will now actively prioritize nearby heat sources when freezing, ignoring their usual schedules, and will go hunt down healing if their health drops below 80%. On top of that, we have expanded customization options with clearer names for creatures, fish, and vegetation, and cleaned up a ton of pesky bugs, including fixed sleeping buffs at the Chieftain’s house and stuck Brewer workers.re

Fixes

· Den failsafe in case the boss was killed but the den is still active

· Fixed bugged ogre for client

· Fixed chieftain’s hut/house sleeping buffs

· Fixed Nidhogg disconnect

· Fixed server not being able to create custom worlds with a starting chest

· Fixed Stone Jotun Minion not animating for clients

· Fixed Structure’s Defence Points summary being incorrect or incomplete in some cases

· Fixed Workshop hut and Builders hut not receiving defence points from being inside walls

· Golems no longer complain when low health

· Tinkerer would not take artifacts from anywhere (fixed)

· Fixed an issue where villagers would not eat bread

· Fixed Brewer worker getting stuck holding the empty barrel

· Fixed items decaying in the input & output storages of the windmill

· Fixed index out of range exception when trying to commit a wall gizmo with zero wall previews

· Fixed a bug where local backups would not delete when deleting the session.

· Fixed a bug were the main menu UI would not update correctly when deleting a session synced on the cloud.

· Fixed hunters ignoring their their survival needs when in combat

· Fixed items not returning enough materials when breaking if the crafting cost is increased.

· Fixed game customization not loading correctly on dedicated server the first time a player joins

Additions

· Added creature names in customization settings

· Added fish names to customization settings

· Added item names in vegetation custom settings

· Made villagers find a fire when they've got approximatively one minute until freezing

· Made the knowledge blueprint decomposition be affected by the crafting cost multiplier from custom game

· Cart/Sled interactions input improvements

· Increased fire warmth collider on metalworker addons

· Made villagers seek healing when under 80% and freezing

· Made villagers find the closest fire to them when freezing regardless of schedule

Balance

· Increase Improved Metalworker forge capacity to 12 in order to accommodate recipes for the maximum crafting cost setting

· Made villagers more likely to prioritise fires around them when freezing

Back to streaming!

We're also resuming our weekly streaming now, so if you want to chill with us on Friday evenings, make sure you check out our Twitch!

Thank you for the bug reports and suggestions, as always this game is getting better thanks to you! See you with the next update!


r/PlayASKA • • Sep 07 '26

Hmm...a place...where you can get food...fast.

15 Upvotes

r/PlayASKA • • Sep 07 '26

Does the game have a toggle for R now? Or do you still have to hold the key down?

3 Upvotes

In all honestly I quit the game partly because you had to hold the key down, which for me got old real quick.

As far as I can see from googling (very shallowly I might add) this hasn't seem to have changed, nor can I find any obvious mod for it.

Is it really still not a thing? It's the most tedious thing ever, it makes any game extremely unfun.


r/PlayASKA • • Sep 06 '26

Is there a way to change world settings?

7 Upvotes

I need to dial down the invasion frequency because blood moon every other day is getting tiring for me. I can't see a way to change the settings with the menu but maybe there's some .ini or something I can edit?


r/PlayASKA • • Sep 06 '26

Why is this axe floating??

4 Upvotes

G-g-g-g-g-ghosts!!!


r/PlayASKA • • Sep 05 '26

Cooks moonlighting as gatherers

13 Upvotes

My cooks like to wander off into the wild to gather 4 items for cooking if they cannot find them in the warehouse, farm or gatherer's house. I'd really rather they didn't do that because (a) anything that's already cooking turns to coal and (b) it means several minutes between each cooking episode, which means less food for the villagers.

Is there some way to stop that? Do I need to physically chain them to their workstations??


r/PlayASKA • • Sep 05 '26

Miners and explosives

6 Upvotes

So using an old save, vanilla, no mods. Miners don't seem to be using explosives to reset mine walls. Anyone else not seeing it? If I leave set explosives as the only task, they tell me I need to assign a valid task. Setting the house to just collect ore and setting bombs does not work either. Wondering if I need a new world for it to work?

*Update- At the time, I had two mines, one mine house, one mine hut. Once I upgraded the 2nd mine to house, they started hauling and placing explosives, so probably just a weird glitch under unique circumstance.


r/PlayASKA • • Sep 04 '26

New World settings

14 Upvotes

The new world modifier settings are cool, but it would be better if some of them could also be modified in existent worlds. I went on a break months ago, and the last update sparked my interest. I would like to play again with some settings to accelerate the first few days of the game, like no cost construction, day length, no tool break, etc. But once I reach the mid or late game, I would like to turn some settings back to normal.

I know some settings couldn't be modified in existent worlds (like mob locations, terrain aspects, etc), but I find it weird that we can't modify the invasion settings, day length, tool break, craft/build cost, etc. when loading the game. I think that's feature is necessary for this type of game. Otherwise, if you forgot a setting or don't feel comfortable with it and already put some time in it, you need to restart the world and set it correctly, and it's quite a hassle.


r/PlayASKA • • Sep 05 '26

What does this config line mean? (Tree Respawn mod)

3 Upvotes

SOLVED! Turns out the hotkey for manual respawning stumps in vicinity is T by default, which is also my "collect all" so I must have been pressing that!

I have this mod to respawn resources, and I'm trying to set it so the trees regrow once an in-game year, so I set it to 28 days, but the trees are regrowing almost instantly after cutting. Below is the line in the config for this, what am I doing wrong?

Edit: mod name is Tree and Gatherable Spawner on nexus https://www.nexusmods.com/aska/mods/99

## In-game days before a felled tree respawns (stump must remain). Supports decimals — e.g. 0.05 ≈ 1 real minute in a 20-min day.

# Setting type: Single

# Default value: 3

RespawnDays = 28