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Description

Co-Op Map Pack Grab a friend (or two or three!) for some epic battles on 9 brand new maps designed specifically for cooperative play. Spawn points are placed to keep teammates close together to allow for combined attacks and strategies. Clearly defined resources for each player prevents any fighting over spawn locations or expansion opportunities and keep the maps fair and balanced for everyone.
Juggernaut DLC The Juggernaut DLC comes with a brand new juggernaut for both the PHC and the Substrate. Each warship is unique and complements the units that are already in the game for a more well-rounded army.
Features
New Juggernaut: PHC Agamemnon - Designed to annihilate swarms of enemy units and overrun defensive positions, the Agamemnon has the potential to hold territory against waves of enemies for long periods of time. With two rapid-firing laser batteries and tempest missile salvos, the Agamemnon can saturate a wide area with highly explosive shells. Advanced triple-barrel autocannons provide improved defense against air units, but take care when you deploy this ship - it lacks the armor piercing capabilities to be effective against other juggernauts or dreadnought destroyers.
New Juggernaut: Substrate Eye of Darkness - The ultimate manifestation of the Substrate’s technological superiority, the Eye of Darkness is capable of rupturing the fabric of space and time to destabilize targets at the molecular level. Its full armor-piercing and high area-of-effect attacks make this warship devastating for ground targets. However, be alert: it is the only Juggernaut that lacks any anti-air weaponry, which means that a well-timed slew of bombers could take it down if you don’t plan the accompanying army carefully. Ashes of the Singularity: Escalation The human race has expanded into the galaxy thanks to the wonders of the technological singularity. You have become so powerful that you can manage vast armies across an entire world that provide you with an ever greater galactic empire.
Now, humanity is under assault by a new enemy. Calling themselves the Substrate, they seek to annihilate the human race from existence. You, as an up and coming member of the Post-Human Coalition, must deal with both this new menace as well as renegade humans trying to lay claim to their own worlds.
Ashes of the Singularity: Escalation takes everything that was in the award-winning hit strategy game, Ashes of the Singularity and expands on it in every way. Bigger worlds. More players. More units. More story. More everything.
Play as the Post Human Coalition or their eternal foes the Substrate and battle for control of the galaxy. Experience maps of unprecedented size and detail with the unparalleled power of the world’s first native 64-bit RTS engine, Nitrous.
Enjoy the game online with friends in ranked or unranked multiplayer mode or play it by yourself against a powerful non-cheating AI in skirmish or campaign mode. No matter what mode you play, strategy is the key: deciding what technologies to research, where to send your armies, how to manage your economy, and what units to construct are crucial to victory.
The new features of Escalation add to the base game and pave the way for even bigger battles, more diverse strategies, and exciting wars across unique worlds and complex maps. The conflict has escalated, and it’s time to choose a side.
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Video
What's new
- Version: Windows
- Updated:
- Patch 2.91 (11 December 2019)
Stardock is pleased to announce the release for version 2.91 of its RTS game, Ashes of the Singularity: Escalation today. Full change notes are below:
Stun changes:
Stuns (Phoenix, Falling Star, Stasis Hammer) no longer stack. If a unit is stunned while already being stunned, the cooldown for the stun is reset. Previously it would stack on top of each other (5 things shooting would make it stunned for 20 seconds)
Falling Star stun will prevent base defenses from upgrading and factories from building units
Stasis Hammer will pause the Nest of the Queen from producing more frigates.
Performance
2.9 caused some noticeable performance drops which are mostly being fixed through these changes.
Adjusted Anti-Air Droves to be much less performance taxing.
Adjusted some weapon smoke cloud effects to be much less performance taxing.
Shotgun Turret
Shotgun was able to be outranged by Archer and Reaper when using the hold ground command.
Increased cooldown from 0.5 to 0.6
Decreased damage form 95 to 90
Increased range from 500 to 525
Archer & Reaper
Lowered range from 550 to 525
Archer projectile speed increased from 330 to 400
Visuals
Added new improved impact effect for Punisher
Rush build Orbital
Allows for rapidly casting on multiple structures.
Cooldown reduced from 120 to 0.15
Nano Mesh Barrier
Lowered cooldown from 30 to 0.25
Furies & Dominators
Increased leash range of Furies and Dominators so they auto engage easier
Tormentor
Lowered steering of Tormentor to prevent targeting issues
Mauler
Lowered secondary gun range from 650 to 450
Increased main gun range from 400 to 450
Bug Fixes
Engineers will no longer repair a structure after finishing a building it before carrying on with the next building queued up. This fixes a bug where engineers get stuck endlessly trying to repair an Amplifier.
Fixed Basic & Advanced Tutorial voice over from not playing.
Patch 2.80.3 (12 June 2019) Gameplay
We’re scaling up the size of many units and buildings to help distinguish and communicate the unit's functionality to those who are new to the title. We’ve also slightly adjusted the camera angle so it’s less top-down and more titled. It’s minor, but helps distinguish unit silhouettes by making things look more 3D.
Unit and building sizes increased
To compensate for size increases:
Units are created with more distance between them.
Unit spacing increased
Updated Collision boxes and collision avoidance behavior.
Visuals
We’ve slightly adjusted the camera angle so it’s less top-down and more titled. It’s minor, but helps distinguish unit silhouettes by making things look more 3D.
Modified camera angle at medium to close zoom levels.
Increased size of explosions.
Unit hover pods are no longer affected by player color.
Improved Terran morning lighting.
Improved deformable terrain around buildings.
Improved the colors on buildings.
Reduced emissives intensity
Balance
This update has many balance changes, in particular aimed at making dreadnaughts more viable and better equalizing the power of each faction's orbital abilities. Balance is overall in a good spot so these are mostly small changes.
Atlas
Damage increased from 15 to 16
Archer
Health reduced from 90 to 80
Tormentor
The Tormentor was too lacking in a role and will now be an excellent way of dealing with Archer spam. Previously Substrate could have issues dealing with mass frigates.
Damage increased from 75 to 80
Reaper
This should see Reaper blobs clump up less to dive after a cruiser and make it less vulnerable to splash damage.
Targeting priorities changed to engage all targets equally
Drone Hive
Drones will no longer get one-shot by the Atlas frigate as it was too easy to shut down.
Radioactives cost reduced from 90 to 80
Drone health increased from 15 to 20
Apollo
Metal cost from 310 to 350
Radioactives cost from 46 to 66
Destructor
Plasma Rain Launcher damage increased from 13 to 14
Caregiver
The Caregiver and Regenerator are receiving a small performance boost to give Substrate more of a chance to withstand Artillery Post bombardment as well as mitigate Plasma Storm and EMP Pulse.
Regeneration increased from 40 to 45
Avatar
PHC have two engineer spawn abilities, so they naturally will ramp up less by mixing it between both of them. Also a QoL change for the Avatar as it would often engage enemies and move out of build range as a result.
Leash removed - It will no longer move to engage
Quanta cost ramp up reduced from 0.25 to 0.20
Dreadnoughts
Typically players cruiser spam into air and juggernauts while skipping dreads. We want to make dreads tougher to have them see more use.
Retributor, Cronus, Hyperion and Overmind health increased from 14,000 to 15,000
Savager and Prometheus health increased from 16,000 to 17,500
Eye of Darkness
This change was supposed to be in 2.76 but was accidentally not included. This will make turtling up and rushing the Eye while skipping dreadnought production much riskier.
Metal cost increased from 22,000 to 24,000
Radioactives cost increased from 22,000 to 23,000
Quanta cost increased from 12,000 to 13,000
Logistics cost increased from 300 to 325
Build time cost increased from 900 to 1000
Instigator
The Instigator was underperforming and will now be able to clear creeps with its weapon.
Now has a weak laser
Acceleration increased from 600 to 800
Cost reduced from 350/80 to 250/60
Logistics reduced from 10 to 6
Build time reduced from 40 to 35
Hades
The Hades Bomber was the only non-fighter that came in a squadron of 3. This created balance problems where Hades flocks would shrug off Air Eliminators but then get deleted by splash such as the Falcon. We are reducing the squadron size to 1 and tweaking it to compensate so that it is more consistent against other anti-air types. Reducing the squadron size will also fix the targeting issue of the Hades sometimes not dropping its bombs.
Squad size reduced from 3 to 1
Hades will no longer pass without dropping bombs
Damage increased from 60 to 75
Health increased from 625 to 1200
Metal cost reduced from 270 to 220
Radioactives cost reduced from 190 to 150
Logistics cost reduced from 9 to 7
Build time reduced from 45 to 40
Artillery Post
The Artillery Post was too spammable in certain maps, especially team games.
Minimum range increased from 200 to 500
Maximum range reduced from 3000 to 2800
Regenerator
Regeneration increased from 30 to 35
Carving Turret
PHC had too many Orbital Abilities that could influence cruiser engagements while Substrate only had Drone Swarm. Carving Turret is now only able to engage Dreadnaughts and Juggernauts to even out PHC’s orbital advantage.
Can no longer target frigates, cruisers and buildings
Drone Swarm
Drone Swarm was shut down too easily by armies that had modest amounts of anti-air.
Drone health increased from 15 to 30
Health per second increased from -0.5 to -1 (To retains its 30 second life)
Nanite Assassination
While expensive and limited to only a single target, players may wish to use this ability to snipe a Hera, Engineer or other crucial units like a sieging Artemis.
Can now target cruisers
Damage type changed to direct for instant killing.
Plasma Storm
Plasma Storm was too impactful so we have reduced its damage per second and slightly increased its duration so players have more opportunity to escape from it or sustain through with Caregivers and Regenerators.
Damage reduced from 15 to 10
Duration increased from 30 to 35
Tooltips
Updated Carving Turret & Nanite Assassination tooltips to reflect changes
Removed obsolete “Armor piercing” and “Area Damage” tooltips from Artemis and Destructor main weapon.
Removed obsolete “Targets radar contacts” from 8 weapons. (Everything can now target radar contacts)
Bugs
Fixed Shader corruption bugFixed a hang when starting the Benchmark
Fixed Saboteur targeting issue causing it to stop firing
Fixed a bug where Nanite Assassination would sometimes miss moving dreadnoughts.
Patch 2.77.54698 (15 November 2018)
We have a small patch for you that improves the font display on different resolutions and two new maps.
UI
One of the main hardware barriers for Ashes was the 1080p requirement since the text displays did not properly function on resolutions below 1920 x 1080. While we definitely still recommend players use at least a 1080p display, we have made some changes to UI scaling and font system so that it will better viewable on different resolutions.
Update font system so text doesn't look as fuzzy (especially the smaller text)
UI Scale now goes to 140%
Maps
We have two new maps from the recent community map competition. We have polished and given minor updates to these maps, but thanks to the original authors who made these great 8 player maps!
Fornax
Author: Luxlupus
Mode: 4v4
Size: Medium
Terrain: Snow
The center of fornax is an empty no man's land with only a few Turinium Generators. Prepare for static defense lines as resource locations are quite safe.
Alpha Repeculae (Formerly United)
Author: GlorymanRTS
Mode: 4v4
Size: Medium
Terrain: Terran
The sides of Alpha Repeculae contain the majority of the Turinium Generators, forcing the central pair to toss up between coordinated assaults against their rivals, supporting the side partners or flanking around to harass exposed locations.
Patch 2.76.52940 (17 October 2018)
After much testing and iteration, 2.76 has launched! 2.76 is a minor balance patch to improve strategic diversity. Most of the changes are subtle, but the heavy cruisers are receiving some significant power reductions.
Martyr
The Martyr is underperforming but buffing it required careful consideration to not give Substrate too much early capping power over PHC. The Martyr is receiving a cost reduction to further distinguish it from the reaper and make it more cost-efficient.
Metal Cost reduced from 90 to 75
Build time reduced from 19 to 16
Archer
Archers suffered from their targeting priorities where they would bypass dreadnoughts to attack cruisers. We are equalizing their targeting priorities for all but frigates and buildings so they attack whatever is closest.
Cruisers, dreadnoughts and juggernauts now share the same targeting priority
Medic
We are reducing the efficiency of the Medic when healing heavily armored units as they were skewing dreadnought and juggernaut battles too much for their cost.
Heal ray armor piercing reduced from max to 20%
Healing “Damage” reduced from 67 to 60.
Self healing per second reduced from 4 to 1
Artemis
The Artemis was overperforming against Substrate frigates, as a few of them could negate large armies due to their AOE against clumped up soft targets. The Artemis was overshadowing the Zeus in the late game, we want players to counter frigates by investing in anti-frigate units, rather than doing so with the anti-building siege unit.
Missile attack AOE reduced from 60 to 30
Athena
The Athena vs Mauler performance was quite similar, but the Athena was noticeably better against heavier targets. We are lowering the damage of the Athena to put it more in line with the Mauler.
Damage reduced from 235 to 220
Hera
The Hera was too versatile and lacked proper counters, we don’t want the heavy cruisers to make lighter cruisers obsolete. As well as reducing its durability and armor-piercing, we are increasing the damage in exchange for a cooldown increase (nerf) to increase its frigate overkill and thus making them more vulnerable to Reapers & Archers. Lowering the armor-piercing makes the Nemesis more desirable in comparison for attacking dreadnoughts & juggernauts.
Metal cost increased from 600 to 640
Damage increased from 130 to 170
Cooldown increased from 2.1 to 2.75
Attack range reduced from 1100 to 900
Armor piercing reduced from 40% to 30%
Armor reduced from 60% to 30%
Health reduced from 2500 to 2400
Eradicator
The Eradicator was also too powerful and is getting its durability reduced, alongside a damage reduction to its secondary to make it more vulnerable against frigates. It’s also receiving an increase to its energy regeneration as it was too reliant on Capacitors which could be quite frustrating when it loses the ability to fire.
Armor reduced from 50% to 30%
Energy regeneration per second increased from 1 to 1.2
Secondary weapon damage reduced from 4 to 1
Secondary weapon cooldown increased from 3.5 to 5
Secondary weapon shots per volley reduced from 15 to 5
Main weapon cooldown increased from 4.8 to 5.2
Attack range reduced from 1100 to 900
Total health/shields reduced from 2600 to 2200
Dreadnoughts
Dreadnoughts are getting a large indirect buff due to the changes to Heras, Eradicators and the Eye of Darkness. However, we’re making a small additional change to the logistics prices to make Dreadnoughts more viable in the late game and have their logistics more accurately reflect their cost. We've been considering a wider buff to dreadnoughts such as a health increase but that would have a lot of knock-on effects such as difficulty of some campaign missions and Substrate may suffer from their less accessible armor-piercing. We wanted to keep the scope of this update small while all our attention is on Star Control: Origins. We'll be monitoring how dreadnoughts perform post-2.76.
Hyperion, Chronus, Retributor and Overmind logistics cost reduced from 100 to 90.
Prometheus and Savager metal cost reduced from 6400 to 6000
Overmind Metal cost increased from 3200 to 3600
Eye of Darkness:
The Eye was too dominant and is receiving a damage reduction to prevent it from two-shotting dreadnoughts by default.
Damage reduced from 7000 to 6500
Hades
The Hades was providing too much value for its price as it could annihilate standard frigates in a single pass, particularly Archers, and its armor-piercing overshadowed the Air Marauder for engaging tougher targets.
Metal cost increased from 250 to 270
Radioactives cost increased from 180 to 190
Armor-piercing removed
Air Harbinger & Strategic Bomber
The heavy air units costed a disproportionately high amount of logistics which we are reducing.
Logistics cost reduced from 60 to 50
Nano Transport
Nano Transport was so much stronger than the PHC Charon Cruiser as it could be instantly placed anywhere on a tough dreadnought only for a quanta cost. This resulted in too much death blobbing rather than dynamically spreading out forces or having a vulnerable Charon that could be picked off.
Quanta cost increased from 200 to 300
Thanks to our community for being active with the game and leaving feedback!
Patch 2.75 (17 May 2018)
For the full changelog, please visit - https://forums.ashesofthesingularity.com/487903/escalation-275-update
Patch 2.71 (15 February 2018)
Balance
Control of the skies is important, especially on large maps, due to the mobility of air units and their capacity for harassing Extractors around the map. We are making several changes to air units to make air control less crucial and ground heavy strategies more viable.
Atlas
The Atlas was overshadowing the Apollo. We are lowering its range and armor-piercing so the Apollo is a better scaling choice into the late game.
Armor-piercing removed
Range reduced from 1200 to 1100
Emergency Turret
The Emergency turret was under performing, especially when compared to the Serpentine Turret
Damage increased from 10 to 14
Constable
Upgraded air defences are very potent due to their splash damage, but basic air defences fell short. Constables and Blossom Launchers will better be able to defend against enemy air harassment.
Damage increased from 60 to 75
Blossom Launcher
Damage increased from 20 to 25
Fury
Both air fighters are having their suitability reduced to improve the potency of all ground based anti-air.
Health reduced from 410 to 350
Dominator
The Dominator and Punisher had a tiny amount of health relative to their shields. We are replacing some shields for health as it was inconsistent with other Substrate units and made them especially vulnerable to EMP Pulse.
Total health/shields reduced from 390 to 350
100 shields replaced with health
Hades
The Hades was still lacklustre and due to the damage increase of basic air defences, the Hades is getting a small buff.
Damage increased from 50 to 60
Punisher
Most of the Punisher's delay comes from it's movement, flying around to re-strafe its target. However, if the Punisher continually targets units in front of it, such as extractors across multiple resource regions, the Punisher's damage output is enormous. We are increasing the Punisher's weapon cool down so it's less potent for sniping multiple Extractors.
Weapon cooldown increased from 2.1 to 3.1
200 shields replaced with health
Air Marauder
Metal cost increased from 450 to 500
Air Rampager
Total Health/shields reduced from 1800 to 1700
Air Harbinger
The chance to miss has been removed from most weapons due to unnecessary RNG and the visual inconsistency it causes. The Harbinger is losing its chance to miss.
Accuracy increased from 90 to 100
Damage reduced from 250 to 225
Substrate Nexus
The secondary weapon on the Substrate Nexus looked strange as the projectile was incredibly slow. Its projectile speed is increasing to look more potent.
Secondary weapon projectile speed increased from 125 to 500
Secondary weapon damage decreased from 5 to 4
Assembly
in 2.5, we reduced the health of the Assembly to make it weaker than the PHC Counterparts to compensate for its versatility. Since it can no longer produce air units, we are restoring some of that health. This change was intended for the 2.65 update which it was accidentally left out of.
Increased Health of Assembly from 1200 to 1600
Pulverizer
The Pulverizer had too much range for a tier 1 defense, making it difficult to counter with artillery cruisers.
Range reduced from 1000 to 900
EMP Pulse
EMP Pulse was too effective, able to completely turn Cruiser fights, especially when combined with Plasma Storm. We are increasing the cost of EMP Pulse so it's more of an investment from the PHC player.
Quanta cost increased from 150 to 200
Hyperion
The Hyperion was over performing as it's 20% armor-piercing gave it too strong performance against other Dreadnoughts. We are removing its armor-piercing to better distinguish it from Dreadnought killers.
Armor-piercing removed from main weapon
Maps
Battleline & Battleline Frenzy
Increase Turinium Requirements from 500 to 1500
Barcia
Moved spawning locations so no Nexus spawn within range of nearby creeps
Eltanin
Improved detail on top and bottom of the map
Campaign & Scenarios
Tormentor and Atlas are now available on all Campaign and Scenarios missions.
Escalation Leo
Partially due to the Constable buff, we are making Leo easier as it was too difficult compared to most other campaign missions.
Increased starting resources on low difficulties
Improved starting defenses on low difficulties
lowed additional AI upgrades on higher difficulties
Escalation Betelgeuse
Betelgeuse was too easy on high difficulties, but required lots of sitting around waiting. We are making the mission more exciting by reducing the enemy upgrades but adding to the enemy waves sent out at the player making defense more challenging.
Lowered the amount of enemy upgrades on high difficulties
Decreased delay before enemy waves are sent to the player on high difficulties
Added additional Constables in the main enemy base
Increased the amount of units sent in the enemy waves when playing on high difficulties
Overlord Scenario
Overlord and King of the Hill were the only two scenarios that didn't get an update in 2017. Overlord suffered from too many narrow pathways and insufficient Radioactives Deposits, limiting the player's options. Despite this, the mission was far too easy on high difficulties.
Widened the pathways around the map.
Added additional Radioactives deposits.
Enemy AI now gets free waves of units on high difficulties
Friendly AI is weaker on high difficulties
King of the Hill Scenario
King of the Hill was old and outdated, lacking units from Escalation. The difficulty settings for Kill of the Hill was unnecessary as it was an endless wave survival mission, the challenge is seeing how long you can hold out for. We are removing the difficulty setting so that it is standardized, making it easier to compare scores and struggle to improve your survival time. The map is getting some quality of life changes, more unit variety and additional late game juggernaut waves are being added to prevent experienced players from holding out indefinitely with Juggernauts.
Removed difficulty options, only playable difficulty is now Normal
Slightly delayed first ground wave to give more plays time to build up
Revealed the player’s nearby surroundings.
Added a “Hold out as long as possible” objective
Widened the thickness of the high ground and attack path surrounding the base
Blocked off the northern entrance into the player's base. The player now only has to defend south.
Placed a ramp on the east and west high ground
Added Masochist, Athena, Hera and Eradicator into enemy waves
Removed early Pan scout wave
Replaced every second Overmind wave with a Retributor wave that comes from the west.
lowed the amount of Furies in the early fury wave and included a Hades squadron and Punisher
Removed Drone Swarms sent at the player
Added Juggernaut waves starting at 32 minutes
Added Experimental Eye of Darkness waves starting at 45 minutes.
Audio Volume Adjustments
There were many issues with the volume of weapon effects, some weapons were too loud or quiet, while many secondary weapons on Dreadnoughts were just as loud as the primary weapon. We are rebalancing many of the weapon effects to ensure volume levels are more consistent and better reflect the potency of the weapon type.
Increased volume of Prometheus main weapons
Decrease volume of Prometheus secondary weapons
Increase volume of Savager primary weapons
Decreased volume of Retributor secondary weapon
Decreased volume of PHC & SS Mobile Nullifier weapon
Decreased volume of Charon weapon
Decreased volume of Rampager Secondary weapon
Increase volume of Eradicator primary weapon
Decreased volume of Eradicator secondary weapon
Increased volume of Punisher weapon
Increased volume of Mauler Primary weapon
Increased Volume of Rampager primary weapon
Decrease volume of Zeus secondary weapon
Increased volume of Hera weapon
Increased volume of Air Harbinger
Decreased volume of Mauler secondary weapon
Decreased volume of Destructor secondary weapon
Lowed Volume of Masochist
Increased volume of Nemesis primary weapon
Bug Fixes
Tormentor and Atlas now have Capture Beam visual effect
Fixed an issue on Influx where Nexus destroyed would cause Relay destroyed text to play
Fixed an issue where Nihilon wasn’t referenced properly in the Genesis Campaign if the Oblivious DLC was off
Fixed an issue on Genesis Griffinclaw where the bonus objective was stuck and not able to be completed.
Fixed typo in Ascension
The Experimental Eye of Darkness destroying the player Nexus now properly causes a loss on Ascension
Atlas is now build able on Against All Odds Scenario
Fixed missing Metal Deposits on Galatea
Fixed Archer and Athena targeting issue
Weapons Damage Quantum Upgrade now specifies the damage bonus also applies to Orbital Abilities
Fixed visual weapon alignment of Air Rampager
Increased size of the string table to support additional German language tags
Patch 2.65 (20th December 2017) New Scenario Splash Art
We have updated the thumbnails for most of the Scenarios so that each one now has their own unique image, instead of having a few shared among them.
New Benchmark Screen
We have improved the layout and appearance of the pre-benchmark screen.
Quality of Life
Regions can now be claimed from players who have disconnected from a multiplayer match
Damage status updates for Dreadnoughts, Juggernauts and the Nexus will always play immediately
Balance
In 2.5, we reduced the health of the Assembly to make it weaker than the PHC Counterparts to compensate for its versatility. Since it can no longer produce air units, we are restoring some of that health.
Increased Health of Assembly from 1200 to 1600
Orbital Nullifiers (Structures) will no longer block capturing of regions
Campaign Changes
Avatar and Sapper advanced defences now available in most missions
Juggernauts and Nexus Health upgrade now available on King of the Hill scenario
Imminent Crisis
Fixed some inconsistent grammar between the audio and text in Deneb
Medic is now available in Deneb
Falcon is now available from the beginning of Calethaon
Removed Dialog about Smarties in Calethaon as it felt abrupt and out of context. (Due to lacking another now obsolete line to preface it)
Delayed the arrival of the Overmind on Artorius when playing on lower difficulties, to varying degrees
Barrager is now available on Roceda & Silgul
Increased starting Quanta on Decanus to compensate for increased cost of Incursion
Escalation
The changes to Substrate air production in 2.6 created some issues in the Escalation campaign which we are now addressing. We are also removing some outdated dialog that now provides incorrect information.
Aviary is now buildable in Betelgeuse and Rosette with Pan, Dominator and Punisher unlocked
Removed obsolete dialog about Harvesters in Betelguese
Removed obsolete dialog about Saboteur in Rosette
Removed obsolete dialog from Lagoan revealing the Brute Mk2 and Hera
Removed confusing and misleading mention of Harvesters from Leo
Map Changes
We're fixing some map issues and changing a few maps that had too low a proportion of Radioactives, which limited strategic diversity.
Fixed unbuildable Radioactives Deposit on Lyra
Fixed unbuildable Metal Deposit on Aenghus
Added additional Radioactives Deposits on Shredded
Added additional Radioactives Deposits on Manannan
Added additional Radioactives Deposits on Anishanaa
Balanced all 6 spawns on Anishanaa
Fixed a disconnect between two regions in "Crack the Shell"
Adjusted Turinium requirements on several team game maps to reduce outliers that were set too high or too low
Bug Fixes
Fixed several tooltip errors
Fixed a bug where "Turtle Wars" Scenario had invulnerable turrets.
Fixed a bug where Medics were still running towards buildings, despite no longer being able to repair them
Fixed a bug where multiple Engineers were losing their build speed bonuses after the first structure
Fixed a bug where hotkeys weren't showing up on Quantum Upgrade icons
Fixed a bug where pending Logistics warnings were not showing up for peers in a multiplayer game.
Fixed a bug where the Pan didn't have an icon on the Empire Tree
Fixed an issue where holding down the mouse click when using attack move would instead box select
Fixed a bug where Juggernauts would do low damage after obtaining huge amounts of levels and upgrades
Improved the visual weapon alignment of the Sentinel, Carving, Falcon, Serpentine, Starburst and SkyEnder turrets.
Fixed a bug where Nano Mesh Barrier could be cast on dead units which would then lock out the ability
Legacy Changes
The following was implemented in 2.6 but was not documented in the changelog
Disruptor Tower can no longer target air units.
Patch 2.60 (06 November 2017)
For the full changelog, please visit - https://forums.ashesofthesingularity.com/485519/Escalation-26-Update
Patch 2.50 (18 September 2017)
For the full changelog, please visit - https://forums.ashesofthesingularity.com/484870/Escalation-25-Update
Patch 2.41 (13 September 2017)
Quanta cost removed from PHC Sensor Tower
Fixed crash that would sometimes occur when placing buildings
Fixed crash with Ryzen CPUs
Other stability improvements.
Fixed a bug where buildings would stop doing damage after 2048 buildings had been constructed.
Patch 2.40 (13 September 2017)
For the full changelog, please visit - https://forums.ashesofthesingularity.com/484489/Escalation-24-Update
Patch 2.30 (09 June 2017)
This patch is currently only available for download via GOG Galaxy - the installers will be available on Monday June 12th, 2017. Apologies for any inconvenience caused.
For the full changelog, please visit - https://forums.ashesofthesingularity.com/483447
Patch 2.25 (12th May 2017) [GOG Galaxy only]
This patch is currently only available for download via GOG Galaxy - the installers will be available on Monday 15th, 2017. Apologies for any inconvenience caused.
For the full changelog, please visit - https://forums.ashesofthesingularity.com/482836
Patch 2.21.26459 (20th April 2017) Crash Fixes
Fixed an issue where the new host crashes at the end of a game when there was a host migration.
Fixed an issue that occurred at the end of a long match when attempting to save replay data.
Air Marauder & Air Rampager
While it's great that the Gunships are now becoming a big part of the game after being neglected for so long, they were a little over buffed in 2.2 due to how much earlier they are arriving with the changes to Aviary & Advanced Air Factory. Rather than toning them down, we want to keep their performance above the Hades and Punisher to make them more distinct. As a result, the Gunships are getting a metal cost increase.
Metal cost increased from 200 to 400
Archer Weapon's Tooltip has now been updated to provide the exact amount of armor-piercing.
When we updated the weapon tooltips we forgot to do the Archer since it only received armor-piercing in 2.2
Patch 2.20.26289 (06 April 2017)
This update includes the following changes:
Languages- (French, Italian, Spanish, Brazilian Portuguese)
Replays- Watch a replay of your game, or go into the leaderboards and watch games from the top players.
Modding Support- We have added the ability to mod game files, add maps and scenarios and enable and disable mods for your game. For all the details checkout the Modders Guide - http://wiki.ashesofthesingularity.com/index.php/Modders_Guide.
New Maps- 3 new large maps added to support lots of players.
Manannan- A 12 player Terran map which is great for free for all games.
Brighid- An 8 player Arctic map that is ideal for 4 teams of 2 players each.
Aenghus- A 10 player Desert map that is great for free for all games.
For the full changelist, please visit: https://forums.ashesofthesingularity.com/482013
Patch 2.10.25624 (17th March 2017) Features
Single Player Observer Mode- Ever wondered if the AI was better as the Substrate or the PHC? Or if a dozen normal AI's can beat an Insane AI? Setup your own games and watch the AI battle against itself with whatever maps and settings you want.
Supply Lines Game Option- Disable this when starting your game to remove the requirement that Regions have to be connected to your Nexus to provide resources. There are now over 4.7 million configurations of map options to play a game with (and that doesn't even count all the possible maps or player settings).
Unranked Match- Allows you to play a 1 versus 1 multiplayer game that is automatically matched, but your results don't effect your ranking. Good for practicing new tactics or playing a more casual multiplayer game.
Espana- New Medium Arctic map available for skirmish, multiplayer and ranked games.
Rus- New Small Desert map available for skirmish, multiplayer and ranked games.
Italia- New Terran Medium map available for skirmish, multiplayer and ranked games.
Balance
Cygnus victory points reduced form 1500 to 750
Deneb victory points reduced from 1500 to 750
Europa victory points reduced from 1500 to 1000
Maurn victoyr points reduced from 1500 to 750
Proxima victory points reduced from 2000 to 600
Pulaski victory points reduced from 2000 to 1000
Pyn victory points reduced from 1500 to 600
Spica victory points reduced from the 1500 to 600
Thuban victiry points reduced from 750 to 600
Tortuga victory points reduced from 1500 to 750
Vega victory points reduced from 2500 to 600
Canopus map update:
Created additional routes between each peninsula to allow for more strategic diversity and flanking routes
Reduced the size of the impassable terrain in the middle
Added a metal relay in the middle of the outer pathways
Ceres map update:
Added two metal deposits to one of the nearby empty relays
Deneb map update:
Reworked the terrain layout in order to be more symmetrical
Symmetrized the resource layout to be fair and balanced for both sides
Replaced the side Turinium Generators with Radioactives
Centralised Turinium generators to make Turinium acquisition more viable
Knife Fight map update:
Equalised the travel time from starting locations to first two resource points
Opened up an additional pathway on the sides of the map
Opened up an additional pathway on the top and bottom of the map
Connected the resources points on the sides of the map
Monaco map update:
Moved player starting locations to map corners
Reshuffled some of the resource layout to replicate a more standard starting location
Created a wide Pathway in the centre of the map
Centralised all the Turinium Generators to make acquiring Turinium more viable
Regulus map update:
Created a pathway at the top and bottom of the map with an empty relay
Moved the starting locations to map corners to account for additional pathways
Ulrich map update:
Created a pathway between the centre of the map
The middle now only has a single centered Turinium Generator
Added Metal Deposits onto one of the empty relays near the starting locations
Fixes
Fixed visibility related to elevation changes on some maps
Crash fixes
Fixed an issue where Oblivion and Eliminator Turrets weren't showing up under light fog of war
Fixed connection issues when starting a matchmaker game
UI
Main Menu rescaled to look better and be more clear
Patch 2.03.24984 (27th January 2016) Balance
Eliminator Turret damage increased from 1000 to 2000
Starburst Turret damage increased from 80 to 200
Artemis logistics cost increased from 6 to 8
Thantos sight radius increased from 500m to 800m
Athena HP reduced from 2000 to 1200
Engineer build time increased from 25 to 26
Strategic Bomber cost increased from 120 metal to 480 metal
Strategic Bomber cost increased from 800 rads to 1200 rads
Drone Hive shield recharge reduced from 2 per sec to 1 per sec
Mauler max shield increased to 1200
Mauler rad cost increased from 60 to 80 rads
Destructor logistics cost increased from 4 to 8
Substrate Constructor build time increased from 24s to 26s
Punisher radioactive cost increased from 240 to 280 rads
Punisher shields increased from 800 to 1200
Dominator build time increased from 50 to 60 seconds
Barrager turret build time increased from 100 to 120 seconds
Artillery turret rad cost increased from 180 to 240
Artillery turret build time increased from 120 to 180
PHC Refinery HP reduced from 1500 to 800
PHC Quantum Relay build time reduced from 70s to 60s
Air Eliminator Turret Rad cost increased from 270 to 600 (this is an end game ultimate air defense)
Air Eliminator Turret build time increased from 120 to 240
Sky Ender Turret build time increased from 80 to 240
Sky Ender Turret rad cost increased from 60 to 600 rads (this is an end game ultimate air defense)
Increased Caregiver logistics from 3 to 30
Artillery turret cooldown increased from 5 to 12 seconds and damage increased from 250 to 300
Graphics
Added unique icons for AA and Mixed Turrets
Made the attack-move order preview in strategic view red
UI now displays the proper cooldown percentages for "custom" cooldown lengths.
Fixes
Fixed a crash with when updating Constructor orders.
Athena weapon effects are now properly aligned with its weapons.
Smartie missiles now use all of its tubes.
Fix issue with "Paranoid Android" achievement that prevented it from being completed reliably
Fixed a crash related to selecting a specific unit within a formation
Units will no longer stop moving if their destination region is captured before they arrive.
Typo fixes
Fixed an issue that can cause Mobile Nullifiers to intermittently not work
Missions
Europa: Give bonus logistics to cover cost of free Dreadnaughts
Betelgeuse: Added additional Artemis waves
Yorkshire: Fixed a camera related crash
Lagoan - adjusted Aviary dialogue
Patch 2.01 Hotfix (22nd November 2016)
Addressed several crashes reported by users.
PHC Charon reinforcement ability is no longer affected by orbital nullification.
Further improved the Harvester unit's appearance.
Added a unit portrait for Athena's custom avatar.
Fixed the cool down display for some of the orbitals
Patch 2.01.23857 (18 November 2016) Features
Request Region- You can now request regions your teammate controls (single player and campaign only).
Notification Pings- When the "enemy dreadnaught detected", "an enemy has captured a region", and "dreadnought upgrade available" messages are played we now ping the minimap so you know where the event is occurring.
WASD camera movement- Added a Game option to have WASD map to camera movement instead of unit panel hotkeys.
Performance improvements
Balance
Decreased Punisher damage from 130 to 100
Increased Constable Accuracy from 40 to 80
Increased Constable damage from 50 to 75
Increased Constable missile projectile speed from 150 to 300
You now need line of sight to place Sappers (not just exposed fog of war)
You now need line of sight to place Saboteurs (not just exposed fog of war)
Sensor Drone now has a 120 second delay before it can be used the first time
Scan Project now has a 120 second delay before it can be used the first time
Base cost of Sensor Drone orbital ability increased from 25 to 50
Call Saboteur cooldown time increased
Call Sapper cooldown time increased
Call Saboteur base quanta cost increased from 50 to 75
Increased required victory points for maps. Larger maps got larger increases: Crack the Shell, Cygnus, Entropy, Eridon, Eruption, Ganymede, Hammer of the Gods, Knife Fight, Open Range, Pulaski, Pyn, Rosette, Shredded, Thuban and Triad maps
Bugs
Crash fixes
Fixed an issue that could cause constructing buildings to be invulnerable
Fixed Turnium generator bar bouncing
Fixed Load/annoying sounds when units spawn
Fixed Blossom Launcher construction animation being blocky
Fixed an issue that could cause dreadnoughts to fail to attack turrets
Fixed an issue causing Units coming out not at full shields
Fixed an issue causing factories in the empire tree to show an upgrade icon
Fixed an issue causing Martyr’s fire did not show up when at max normal zoom.
Fixed an issue causing the Chronos Blossom fire to not show up at max zoom.
Fixed repeated audio alerts in King of the Hill
Fixed a bad normal map on the Nano Refinery
Fixed the 30 bombers achievement
Fixed an issue that would allow turrets to shoot through hills in some situations
Fixed an issue making placing buildings difficult in strategic zoom
Fixed an issue keeping the Constable range from being shown when placed
Fixed an issue causing targeting difficulties when > 8 players
UI
Sappers and Avatars are no longer selected with armies (they now follow Engineer rules)
Low Cloud Cover no longer disappears before switching to Strategic View
Improved the look of the Harbinger unit
Fixed the level of detail texture maps for the Archer unit
Improved the SS Constructor Effect
Fixed the Reinforced Crate icon
Improved Harvester Model
Fixed the Reinforced Crate icon
Improved the Nano transport buff indicator on the army cards
You can now mouseover the army leader to see his information (instead of having to mouseover his name)
Added a new icon for the Intensive Care orbital ability
AI
Improved Target acquisition around max range
Improved the Instigator AI so it doesn't run off and get into battle as easily
Price
- Today: $29.99
- Minimum: $29.99
- Maximum: $29.99
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Additional Information
- Version: Windows
- Category:
GOG Games
›Strategy
- OS:
Windows
- Size:
21 Gb
- Capabilities:
Achievements
,Cloud saves
,Multi-player
,Overlay
,Real-time
,Sci-fi
,Single-player
,Strategy
- Supported Languages:
Deutsch
,English
,Português do Brasil
,español
,français
,italiano
- GOG Store Rating:
3.5
(22) - Updated:
- Release Date:
«Ashes of the Singularity: Escalation» is a Strategy game for GOG, developed by «Stardock». It was first released on and last updated on . The lowest historical price was $29.99, and the highest was $29.99. This game has not yet received any ratings or reviews on AppAgg. On GOG Store, the current store rating is 3.5 based on 22 votes. Supported features include: Achievements, Cloud saves, Multi-player, Overlay, Real-time, Sci-fi, Single-player, Strategy. Available languages: Deutsch, English, Português do Brasil, español, français, italiano. AppAgg continuously tracks the price history, ratings, and user feedback for «Ashes of the Singularity: Escalation». Subscribe to this game or follow its RSS feed to get notified about future discounts or updates.
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