v0.8.0: Choose Your Path


Crab1:

  1. Renamed game from Dao Rush to Ascend or Die
  2. Replaced that weird moaning sfx and overhauled audio in general,
  3. Combat nodes now have multiple exit points that lead to different paths, and
  4. Fixed some bugs

AUTO:

Ascend or Die v0.8.0: Choose Your Path

Hey cultivators!

First things first. The game has a new name. Dao Rush is now Ascend or Die. Same game, same team, same cultivation chaos. The new name fits better with where the game is heading and what it actually feels like to play. Update your wishlists accordingly.

Now, the actual update. This one changes how you move through the world. The map got rebuilt, arenas have multiple exits now, and the game finally has a proper soundtrack. Here's what's new.

New Map System

The old map was a handful of lanes that funnelled you forward. The new map is a wide cylindrical grid. 8 columns across, 20 rows deep, and the edges wrap around. The layout reads bottom to top, stage 1 at the bottom, boss at the peak, so the map matches the name. Every node is always present, every path is viable, and there's real decision-making in which route you take to the top.

More columns means more branching. You'll see combat arenas, shrines, treasure rooms, events, and shops spread across the grid. Pick your path based on what your build needs, or just charge toward whatever looks most dangerous.

Multi-Exit Arenas

Arenas no longer have a single exit door. After clearing the enemies, multiple exit circles appear, one for each path forward on the map. Walk to the exit that leads where you want to go.

In co-op, the host's choice determines where the party goes. Pick wisely (or don't, it's a roguelite).

Miasma Rework

The miasma no longer just closes in on one point. It now shrinks independently around each exit, so the safe zones form pockets around your choices. Linger too long deciding and the corridors between exits fill with poison. Commit early or get squeezed.

Full Soundtrack

The game has actual music now. Nine tracks:

  • Bamboo Codex (main menu theme)
  • Copper Tongue, Starlit Scales, Throat Stone (three combat tracks that rotate randomly between arenas so fights don't all sound the same)
  • Gooseblade Qi (mini-boss theme)
  • Realm Throatbloom (final boss theme)
  • Bronze Ledger (plays during the map, shop, shrines, and events)
  • Copper Victory (victory screen)
  • Bitter Throat (defeat screen)

Sound Effects Overhaul

Every sound effect in the game has been replaced. 89 new sounds across combat, progression, UI, encounters, and more. Sword swings, spell impacts, dodges, pickups, breakthroughs, shrine choices, treasure chests, all of it. The mix is loudness-normalized so nothing blows out your speakers.

Main Menu Spirits

The main menu has a new visual touch. Glowing spirit orbs swim through the cloud background. Each one represents an unlocked character, coloured by their cultivation path. They dim as they pass through dark clouds and glow brighter in the gaps.

Combat Polish

  • Knockback forces rebalanced across the board. Getting hit pushes you less aggressively
  • Picking up a new weapon no longer gives you a free instant shot
  • Solo online players can no longer get stuck in a downed state with nobody to revive them
  • Boss loot drops fixed. Bosses now correctly drop their rarity tier
  • Shrine debuffs now actually apply when you make a sacrifice
  • Enemy health no longer goes negative (edge case that could cause visual glitches)

What's Next

More content, more polish. The map and navigation changes are the foundation for the rest of Early Access. Every future feature builds on this structure. Let us know how the new pathing feels.


Ascend or Die is a 2D co-op roguelite with xianxia cultivation. 1-4 players, local and online.

Files

ascend-or-die-v0.8.0.exe 161 MB
68 days ago
ascend-or-die-v0.8.0.x86_64 129 MB
68 days ago

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