Ashbound: Crown of Sin news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Steam app typegame
- Steam App ID4120090
- PriceNo longer available on Steam Store
- Release dateTo be announced
- DeveloperHowl Craft Games
- PublisherHowl Craft Games
- Parent gameNot available
Genres: Action, Adventure, Indie, RPG
Company pages: Developer: Howl Craft GamesPublisher: Howl Craft Games
No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.
Top Steam chartsTop 100 gamesGame directoryNo current Steam Store offer
Ashbound: Crown of Sin Steam news
Ashbound: Crown of Sin news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- We Are So Back! - 13 August 2026
Devlog – Combat Overhaul, Loot, Skills, Smarter Enemies & More Hey everyone!As some of you may have noticed, I haven’t been sharing many updates on our social media channels for quite a while.Unfortunately, the past few months have been extremely difficult for me financially. I lost my job, and at one point I came very close to losing the place I was living in as well. Because of that, development of Ashbound: Crown of Sin had to slow down significantly for a while.Even so, I kept working on the game whenever I had the time and opportunity, and looking back, quite a lot has actually changed during this period.So, here’s what we’ve been working on. More Alive NPC Behavior NPCs now behave much more naturally while going about their lives.Instead of remaining permanently fixed in one location, NPCs can:Sit around campsStand guardPerform their own activitiesWander around areasIt’s a relativ…
- Devlog – Skeleton Reassembly, Dialogue & Quest Systems, Greatsword Combat Update - 24 January 2026
This month’s update focused on expanding the game’s systemic depth outside of pure combat, while continuing to push the greatsword’s identity further. Here’s a breakdown of what’s new.Skeletons Reassemble Unless You Stop Them!Skeleton enemies now have a unique reassembly mechanic.When defeated, their bones remain on the ground for a short time and begin to pull themselves back together. If the player doesn’t interrupt this process with another hit, the skeleton will fully reassemble and rise again.This turns skeleton encounters into more than just “kill and move on” situations. You’re encouraged to stay aware of fallen enemies, manage space, and finish fights properly instead of rushing ahead.Added Dialogue SystemThe dialogue system has been significantly expanded.You can now interact with NPCs you encounter in the world to:Talk and learn about their storiesAccept questsAccess services…
- Devlog - Core Combat Strategy Changes & New Equipment & New Enemies - 24 December 2025
Core Combat ChangesGreat Sword attacks are now slower but significantly more powerful, while Short Sword remains faster and more agile. Instead of chaining shared combos between the two weapons, each weapon now has its own independent combo set.This change slightly slowed down the overall pacing, making combat feel more grounded and deliberate but also unlocking much more flexibility for the future. With this system in place, adding new weapon types such as maces, great hammers, or two-handed axes becomes far more viable, since every weapon can have its own unique rhythm and combo logic.Dual Dodge SystemWe also introduced a dual dodge system to deepen positioning and defensive choices:Quick Step A fast, short-distance evade designed to avoid a single attack and immediately counter.Roll A longer evasive move that creates space, helping you reset the fight or escape pressure.Each dodge se…
- Devlog - Polishing Combat Feel & Visual Readability & More - 1 December 2025
Hey everyone!This month was all about refinement, taking your feedback and using it to make every hit, animation, and visual cue feel sharper and more satisfying. Many of you mentioned readability, pacing, and feedback clarity, so that’s exactly where our focus went.Hit Reactions & Impact FeedbackWe toned down the screen effects and camera shakes that occurred when taking damage. Instead, we shifted the focus to hit stop to make impacts feel weighty yet clean.The player character now also plays damage reaction animations when hit, making combat exchanges look more believable.Enemies with shields have been reworked too: they now play proper blocking animations when deflecting sword hits instead of just sliding backward. It adds a lot more physicality to the fight.Arrows now visibly stick to enemy bodies, which feels oddly satisfying.Refined Weapon Flow & Combo LogicThe way the player hol…
- Devlog – Combat & Control System Updates - 7 November 2025
ARPG-Style ControlsMovement is still WASD, but you target enemies by hovering over them with the mouse.Interactions and skill aiming are based on your mouse position.When hovering over an enemy, their HP and Guard bars are now visible.Damage numbers appear at the enemy’s location when you hit them.This makes targeting more intentional and improves overall combat readability.Archery & Ranged WeaponsHolding Ctrl opens a ranged weapon panel (currently only the bow is active).While holding Ctrl, you can aim and shoot in the direction of your cursor.This adds new flow options during combat: creating distance, applying pressure, and punishing openings.Ranged tools now help shape the tempo of engagements.Active Skill Slot SystemWe’re working on a system where you can assign abilities to Q, E, R, and F.A few prototype skills are currently being tested to see how they affect combat pacing.Parry-…
- Introducing Ashbound - What You Can Expect - 24 October 2025
Hey everyone! We’ve just opened the Steam page for Ashbound: Crown of Sin. The game is still early in development, but we’re excited to start sharing progress, gathering feedback, and building a small community around it.When designing combat, I took a lot of inspiration from Ghost of Tsushima. Players will chain light and heavy attacks into fluid combos, breaking enemy guards with powerful strikes before unleashing fast sequences of skill-based moves. Each combo has unique advantages such as stunning enemies, bypassing blocks, or triggering critical hits.Enemies will also learn your attack patterns over time, forcing you to stay unpredictable. Repeating the same combos against the same enemy will get you parried, so adapting and mixing weapon types will be essential.The player can seamlessly switch between melee and ranged tools, slicing through foes, throwing axes, firing arrows, or u…
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