Ash, Steel and No Safe Roads
A Harsh Land to Survive
Of Ash and Steel drops you into the Kingdom of the Seven, a rugged island ruled by clashing factions, old grudges and steel-heavy politics. You play as Tristan, a cartographer who arrives with quill and curiosity, not a hero’s legacy. The game treats you as an outsider who must learn the land, earn trust and survive among people who never fight fair.


No Hand-Holding, Just Clues
This world refuses to spoon-feed you with giant markers or glowing arrows. You navigate by listening to locals, checking your journal and exploring for real. Secrets sit behind hills, in dim alleys and far from the main roads. That old school approach turns every clue into something worth chasing and every discovery into a story you found, not a checklist you followed.
Steel Has Weight Here
Combat is built around stubborn armor, slow swings, parries that matter and weapons that feel earned. You start weak, pushing through fights carefully instead of charging in like a seasoned warrior. Over time you choose your style through stances, gear and professions, shaping Tristan into someone hardened by the land instead of born ready.


Factions With Sharp Opinions
You are not neutral for long. Two dominant factions fight for control and both want something from you. Choosing a side changes quests, influence, rewards and how town streets respond to your presence. The more you progress, the more you realize your work as a map-maker is only the surface of a bigger conflict.


Life Beyond the Sword
Tristan can become more than a fighter. Blacksmithing, alchemy, hunting and other skills open up practical advantages, new gear and different ways to grow. There’s value in learning a craft, talking to townsfolk or taking work that doesn’t involve bloodshed. The world remembers those choices.
A Journey for the Patient
Of Ash and Steel doesn’t rush. Its slower pace rewards people who explore, read, experiment and get lost a little. It offers a world that feels like a place to live in, not just a place to clear. If you miss RPGs that expect you to pay attention, this one hits that mark with grit and personality.
Of Ash and Steel drops you into the Kingdom of the Seven, a rugged island ruled by clashing factions, old grudges and steel-heavy politics. You play as Tristan, a cartographer who arrives with quill and curiosity, not a hero’s legacy. The game treats you as an outsider who must learn the land, earn trust and survive among people who never fight fair.


No Hand-Holding, Just Clues
This world refuses to spoon-feed you with giant markers or glowing arrows. You navigate by listening to locals, checking your journal and exploring for real. Secrets sit behind hills, in dim alleys and far from the main roads. That old school approach turns every clue into something worth chasing and every discovery into a story you found, not a checklist you followed.
Steel Has Weight Here
Combat is built around stubborn armor, slow swings, parries that matter and weapons that feel earned. You start weak, pushing through fights carefully instead of charging in like a seasoned warrior. Over time you choose your style through stances, gear and professions, shaping Tristan into someone hardened by the land instead of born ready.


Factions With Sharp Opinions
You are not neutral for long. Two dominant factions fight for control and both want something from you. Choosing a side changes quests, influence, rewards and how town streets respond to your presence. The more you progress, the more you realize your work as a map-maker is only the surface of a bigger conflict.


Life Beyond the Sword
Tristan can become more than a fighter. Blacksmithing, alchemy, hunting and other skills open up practical advantages, new gear and different ways to grow. There’s value in learning a craft, talking to townsfolk or taking work that doesn’t involve bloodshed. The world remembers those choices.
A Journey for the Patient
Of Ash and Steel doesn’t rush. Its slower pace rewards people who explore, read, experiment and get lost a little. It offers a world that feels like a place to live in, not just a place to clear. If you miss RPGs that expect you to pay attention, this one hits that mark with grit and personality.