<?xml version="1.0" encoding="UTF-8"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Ascension — Devlog</title><description>Ascension is a top-down 2D action RPG: five heroes, three world layers and 22 dungeons across a continent that has been broken for generations. Follow development from the inside.</description><link>https://game-ascension.com/</link><language>en</language><item><title>How Leo came to look like Leo</title><link>https://game-ascension.com/en/devlog/2026-09-06-how-leo-came-to-look-like-leo/</link><guid isPermaLink="true">https://game-ascension.com/en/devlog/2026-09-06-how-leo-came-to-look-like-leo/</guid><description>Three months, five designs, two rejected turnaround sheets and one last animation pass. Every attempt Ascension&apos;s protagonist went through, including the ones that did not survive.</description><pubDate>Sun, 06 Sep 2026 00:00:00 GMT</pubDate><category>arte</category><category>characters</category><category>pipeline</category><category>pixel art</category><category>3D</category></item><item><title>Why I locked the entire design before producing a single screen</title><link>https://game-ascension.com/en/devlog/2026-09-06-locking-design-before-production/</link><guid isPermaLink="true">https://game-ascension.com/en/devlog/2026-09-06-locking-design-before-production/</guid><description>253 monsters, 22 dungeons, 110 weapons and 51 script events exist on paper before the game does. Here is the reasoning, and what it cost me.</description><pubDate>Sun, 06 Sep 2026 00:00:00 GMT</pubDate><category>diseno</category><category>design</category><category>production</category><category>codex</category></item><item><title>The chronicler&apos;s book: when a screen transition rewrites the game</title><link>https://game-ascension.com/en/devlog/2026-08-30-the-chroniclers-book/</link><guid isPermaLink="true">https://game-ascension.com/en/devlog/2026-08-30-the-chroniclers-book/</guid><description>I decided that changing screens should mean turning a page. That single decision ended up defining pausing, saving, chapters and the voice narrating the whole game.</description><pubDate>Sun, 30 Aug 2026 00:00:00 GMT</pubDate><category>narrativa</category><category>ui</category><category>narrative</category><category>godot</category></item></channel></rss>