Grounded combat
Read the battlefield, commit to every strike and break towering celestial enemies with the evolving Dawnblade.

An Aretae Studios game · In development
Defy Heaven. Decide what remains.
A mythic dark-fantasy character-action RPG for 1–4 players, where every defeated soul becomes a choice with consequences.
Concept art · visual development
Lucifer refuses Heaven’s command to erase Eve’s free choice and is cast into the condemned realms. Broken, hunted and separated from her, he must rebuild the power Heaven stripped away.
While Lucifer rallies the forgotten below, Eve wages the same rebellion from within Heaven. Their war unfolds across two fronts—and every soul the player encounters can change its shape.



Concept art · visual development
Read the battlefield, commit to every strike and break towering celestial enemies with the evolving Dawnblade.
Move between earth and air with traversal built around momentum, elevation and the physical weight of Lucifer’s six wings.
Consume a soul for power. Recruit it to the rebellion. Or refuse to decide its fate. Every answer changes what follows.
Selected development previews explore combat, interface and world interactions alongside the evolving playable build.
The Soul ChoiceConsume. Recruit. Refuse.
Dawnblade CombatSpeed, weight and impact
World InteractionPower within the condemned realms
Enemies are more than resources. A defeated soul can strengthen Lucifer, join the rebellion, or remain free of his command. The decision belongs to the player—and the world remembers.
Gameplay development · work in progress
Cross sanctuaries built from impossible light, ruined celestial cities and the first fragile refuge of a war Heaven refuses to name.

A garden made perfect by denying the cost of choice.

A luminous prison where every permitted truth is recorded.

A broken frontier where condemned souls become power—or allies.

A refuge built by those Heaven chose to erase.
Concept art · visual development
Character silhouettes, armour, weapons and enemy language are developed together so every part of Ashen Verge belongs to the same celestial world. These working visual studies guide modelling, materials, animation and implementation as production continues.

Six-wing silhouette, fractured celestial armour and the evolving Dawnblade define Lucifer after the fall.

A co-protagonist shaped by resolve, movement and Heaven’s disciplined visual language.

A fortress-like boss silhouette designed around readable reach, weight and impact.

Lucifer’s evolving blade links his narrative state to a distinct combat identity.
Concept art · visual development
Aretae Studios brings together game development, real-time technology, engine engineering and visual art to build Ashen Verge with a clear, singular point of view.

A software engineering leader with 12 years of professional experience. Nikos leads Ashen Verge’s creative direction, gameplay systems and production, drawing on years of Unity and Unreal development.

An engine and graphics engineer whose work spans professional video systems, Autodesk graphics, aerospace software and GPU acceleration—including seven years building a cross-platform C++ engine.

A senior systems engineer with experience delivering energy, ecommerce and data-heavy production platforms. Spyros brings years of Unity and Unreal development to the game’s technical systems.

A visual artist shaping Ashen Verge’s character, environment and campaign direction, helping turn its celestial mythology into a coherent world with a distinctive visual identity.

Follow Ashen Verge on Gamefound for campaign news, development updates and the first chance to support the project.