We are thrilled to announce that the ASKA Great Hall & Feasts Update is officially here! This update is packed with features you have been asking for, including deep Custom Game settings, reworked wall construction and whitelisting tools, new food production buildings, and our grandest landmark yet: The Great Hall.
We wanted this update to give you even more freedom to make ASKA a truly unique experience tailored to how you and your friends love to play. Jump straight into the action with a settlement full of battle-hardened warriors facing relentless winter invasions, or sit back and enjoy a cozy, peaceful farming campaign completely free from outside threats. Customize season lengths, start your journey with a fully leveled tribe, grant yourself top-tier gear, tune enemy invasion frequency, and so much more!
We are also delivering a major expansion to agriculture and food production with a brand-new resource: Wheat. Venture out to the swamp islands to gather wild wheat, bring it back to your settlement, and cultivate it at the Improved Farm. From there, process your harvest at the new Windmill, which dynamically grinds wheat into flour based on real-time wind directions, before assigning a cook to bake hearty bread at the Cooking House. With the Windmill comes a brand-new villager job: Milling. Assign your workers to this new role to keep your supply lines flowing smoothly.
Wall placement now uses a new mechanic modelled on the road tool, which makes laying out perimeter defenses much faster and more fluid.
We have also added slanted wall variants that snap to hillsides and slopes, so you can run an unbroken wall across terrain that used to fight you. We heard your feedback about the wall placement taking a long time and that you wanted it to feel more in line with other tools, and we cannot wait to see how you secure your village against incoming threats.
You made it clear that managing village logistics needed to feel much sharper, so we completely overhauled the Whitelisting System to put you in total control. You can now assign specific jobs, buildings, and individual villagers with exact precision, ensuring everyone stays focused on their assigned tasks. Say goodbye to idle workers and misplaced resources as your settlement finally operates exactly the way you planned.
Your settlement deserves a centerpiece that reflects your achievements. Introducing The Great Hall, the largest and most ambitious structure in ASKA to date. Rising high above your village, this massive endgame wonder serves as the ultimate visual showcase for your growing empire.
A landmark building needs a purpose to match, and you asked for a true endgame milestone to bring your community together. Inside the Great Hall, you can now trigger Feasts, a powerful new mechanic built to reward your hard work with massive settlement-wide benefits.
Staging a grand feast requires careful preparation and serious stockpiles of high-tier food, making every celebration a true badge of honor for your tribe. Once you gather your villagers under one roof to eat, drink, and rest, you unlock long-lasting global buffs that boost productivity, morale, and combat effectiveness, all while creating incredible roleplay moments as your tribe celebrates together after conquering the wilderness. We can’t wait to see you share your updated settlements with the latest addition!
New vastly expanded custom game mode that allows players to create very specific scenarios, including victory conditions.
New resource: Wheat (from swamp islands, farmable at Improved Farm)
New production building: Windmill (grinds wheat into flour based on wind direction)
New endgame building: Great Hall (town-wide feasts with long-lasting global buffs)
New wall-building tool similar to the road tool (spline-based). Build walls fast and easy. Also added additional angled variations to fit to any terrain.
New Deep Well that can be placed anywhere. Requires a Water rune.
Cooking House can now bake Bread
Whitelisting system rework, allowing for much greater control.
Added a Production Chain info page in the Player Menu for better crafting insights
Save system improvements to reduce risk of data corruption
Fixed Cooking House worker getting stuck
Fixed Barbecue worker not respecting task quantities
Barbecue worker no longer skips the fish task when lacking a knife
Golems are no longer permanently warriors
Fixed healers idling far from their hut
Fixed tower horn putting villagers in retreat instead of offensive mode
Fixed villagers with Max HP boost not loading HP correctly
Melee warriors patrolling towers no longer climb unnecessarily
Warriors no longer flee when commanded to fight with Smolkr horn after waking
Fixed lake fishermen stuck looking for boats at piers
Fixed fishermen stuck in pathfinding loops
Fixed fishermen ignoring certain fishing grounds
Fixed fishermen stuck dismantling boats near docks
Miners can replenish cave walls via exploding sacks
Mine House worker capacity increased (2 → 3)
Fisherman no longer tells you to discover new fish when placed on a lake
Fixed workshop workers unable to use second tinkerer’s table
Miners carry more items
Improved crafter resource fetching
Fixed builders not looking for composite materials
Fixed villagers stuck dining at tavern
Fixed fishermen stuck fetching bait ingredients
Fixed cooks going too far for ingredients
Fixed farmer stuck picking up compost
Kennel workers harvest corpses when not tending dogs
Cooks never harvest followers; kennel workers/hunters only harvest if needed
Patrolling warriors activate biomes around patrol markers
Woodcutters, stonecutters, gatherers, hunters carry more items
Hunters pick up used arrows more efficiently
Fixed Coalmaker not finding fuels beyond first
Cooks now search inside marker ranges
Fixed warriors climbing towers unnecessarily
Fixed villager animation glitch when descending ladders
Fixed repeated villager perks under certain circumstances
Lake fishing has been separated from sea fishing
Lakes now have species-based fishing limits
Seasonal replenishment
Slow daily replenishment
Lake fishing settings added to custom game
Note: Players who have settlements dependent on lake fishing will be affected most by this update. Previously lake fishing eliminated all need for sea fishing.
Added housing desirability ranges to structure markers
Added housing-range interaction on shelter/cottage/longhouse
Added icons for gates and lookout tower
Added shoreline rendering-distance increase
Barbecues now display worker count in Player Menu
Build progress widget now uses percentages
Camera dolly and FOV changes are now smoother
Cave entrance build sites can be dismantled
Client saves visible and manageable from their own tab
Dogs no longer become stray when Kennel is upgraded
Expeditions can always be started regardless of requirements
Exploding sack countdown is now more consistent
Fixed barrel duplication glitch at tavern
Fixed button glyphs not showing in some places
Fixed camera jitter when performing certain animations
Fixed camera not locking properly when opening quickbar select inside buildings
Fixed carts disconnecting late-joining clients
Fixed carts teleporting on client dismount
Fixed Character Appearance cancellation not working
Fixed creature spawn delay when players join
Fixed destroyed buildings with addons getting stuck after load
Fixed farms sometimes preventing save loading
Fixed flashbang when closing the map
Fixed gamma video setting not working
Fixed Improved Carpentry destroyed-state visuals and colliders
Fixed input field malfunctioning when the game is paused
Fixed input fields not working more than once in singleplayer
Fixed item details panel not updating when slot item changes
Fixed item hover panel positioning issues
Fixed items breaking in main menu due to decay
Fixed joining password-protected servers
Fixed knowledge not resetting after tinkering
Fixed medium intelligence buff giving strength instead
Fixed Metalworker Furnace menu showing an extra empty small-items panel
Fixed meta progression reward notifications showing after each load
Fixed Mimir deeds not unlocking
Fixed Outpost dropdown value change breaking outposts during terraforming
Fixed player getting stuck when transforming into Raven on ladders
Fixed player loading on boats incorrectly
Fixed players getting stuck in crafting/refueling interactions
Fixed rare enemy villagers stuck but re-engaging when struck
Fixed rare host disconnect with dead Smolkrs/Kycklings
Fixed Raven climbing indefinitely on open waters; optimized Raven flight
Fixed Raven form accelerating constantly on moving platforms
Fixed refuel widget showing incorrect fuel amounts
Fixed Slambakur harvesting HP discrepancy in UI
Fixed Steam Cloud reading getting stuck
Fixed Steam rich presence join not working
Fixed Tavern House fire not providing warmth
Fixed tavern workstation tabs not visible from settlement menu
Fixed tavern workers wasting barrels
Fixed villager driver carts showing incorrect positions on map
Fixed villager names repeating on load
Fixed villagers swimming from main island to Karvi camps
Fixed villagers unable to take items from market carts
Fixed walls blocking players in build-site mode
Fixed walls rarely placed underground
Fixed King Crawler trophy appearing without killing the King Crawler
Improved dog attack/movement; dogs no longer retreat after dealing damage
Increased Hunter House leather storage
Large Spire now clearable by killing a boss, the Lesser Flesh Jotun
Main Menu UI adjustments
Menus can be opened while rowing or sailing
Mounted entities are now unmounted when switching to Raven form
Oak biome is now discoverable (shows on map, no additional effect)
Odin deed watchtower can be completed with guard towers
Player drops large items when interacting with carpenter horse
Player exits Raven transformation when damaged
Player removed from game when save creation fails
Removed bed counter on chieftain houses
Removed useless metal fragments miner task
Savegame system improvements (local backups + safety features)
Seeds are now discoverable, including wheat seeds
Small Spire clearable by killing its Follower
Taverns and Breweries no longer fill with snow
Undiscovered tasks start with 0 quantity and None priority
Woodcutters, stonecutters, gatherers, hunters carry more items
Added new vegetation rendering system (lower CPU usage)
Character & creature animation optimizations
AI optimizations
Physics optimizations
Shader optimizations
Added a Combat Mode for gamepad users to temporarily ignore non-combat interactions
Added notification when wearable equipment breaks
Added option to clear individual bindings
Added rebind options for rowing inputs
Adjusted gamepad camera zoom to be more user-friendly
Adjusted raven movement keybinds to match character movement keybinds
Adjusted sail and rudder interactions to match movement keybinds
Gamepad UI navigation improvements
Storage Menu villager-summon panel adjustments
Tasks can be edited from the Create Task page if they already exist
You can now sprint with the cart while using the gamepad with default bindings
Share your thoughts and feedback with the developers, group up with other gamers, and participate in fun community challenges! ASKA Discord Server