Ascension Below case study

Ascension Below: a digital home for an independent game

A survival RPG needs more than a play button. Ascension Below brings together a distinctive public website, a game that works offline and supporting services for accounts, optional cloud saves and player support.

Ascension Below artwork with its website, offline game and account services shown as one product

Make a complex game easy to understand and enter

Ascension Below is a single-player survival RPG built around exploration, persistent decisions and an evolving character. Its public experience needs to explain that proposition quickly, give players a clear route into the web alpha and distinguish the available game from Android testing access.

This is an independent product by Matteo Gelsomini. It demonstrates the connection between a public website, an interactive application and the services that support an ongoing user relationship.

Three parts with a clear purpose

Public website

A distinctive game identity, illustrated systems, clear alpha access and separate paths for developer information and support.

Offline game

A single-player experience with local progress, exploration, survival systems and interaction designed for browser and mobile use.

Account services

Account access, optional cloud-save access and support journeys complement the game without being required to start the web alpha.

Keep the first step simple and the status clear

The public website leads with what the player can do and how to start. The web alpha is available without an account. Android access is presented separately as internal testing, with a request flow for prospective testers.

The game keeps its core experience on the device. Optional cloud features support continuity across installations, while the public account and support pages provide a place for the surrounding relationship. These responsibilities are presented as distinct parts of the product.

A recognisable world across the experience

The fractured tower mark, restrained dark palette and creature artwork give the website a recognisable setting. Visuals are paired with concrete explanations of the game systems, so the presentation helps visitors understand the product as well as its atmosphere.

Ashwing

Creature artwork used to introduce the world and its bestiary.

Veiled Matriarch

A second visual from the public field records section.

A public alpha with an ongoing product lifecycle

The public website and web alpha are available, with Android in internal testing for approved testers. Clear access paths let visitors understand what is ready to use and how to take part in testing.

The project brings discovery, onboarding, interactive use and player support into one connected experience. It shows how a public website and the application behind it can support the same product, from a visitor's first impression to an ongoing user relationship.

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