Controller/WASD support!!!
Ash & Rust Patch Notes — January 24, 2025
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
Update v0.9200
Controller/Gamepad/WASD support and Directional Aim Strafing implemented
Native controller support implemented for Xbox, Playstation, and Switch Controllers, as well as Steamdeck! If you have a different brand controller or the game simply doesn't recognize its type, just manually select the closest controller scheme in Settings -> Inputs. There you can also switch to WASD movement scheme if you're using Mouse and Keyboard.
I could not get my hands on a Steamdeck right now so if you have one please let me know if the native support works right out of the box! (In other words, see if the game automatically changes to Steamdeck control scheme and if all the buttons work as expected. If it doesn't automatically change try going to Settings -> Inputs and change to Steamdeck manually.)
While I went out and purchased many different controllers, there will almost certainly be ones that aren't properly receiving inputs or have some issues. Please let me know on Discord or in the Forums what controller you have and what issues the game has with it and I will implement fixes as fast as I can!
Due to the implementation of these alternate control schemes, I changed combat and movement such that you can now move while casting most abilities by default. (Previously this was only possible if you had the "Agile" Augment on your ability). This includes your ranged weapon Strikes (melee weapon Strikes already include a good bit of movement), which previously couldn't use that Augment. Agile is still relevant in that it lets you move at full speed instead of a reduced speed, and still applies the Positional tag which is needed for certain build synergies.
Additionally, the player character will now strafe so that you're always facing your aim/cast direction, no matter which way you are running.
NOTE: This feature is difficult and expensive to implement (it requires lots of custom animations and systems, and is the main reason why other similar games such as Last Epoch have not implemented it yet). Thus you will almost certainly experience some stank and jank animations in certain situations (but it shouldn't affect gameplay). I'm still ironing those out but I felt it's time to get this in the hands of the players.
Other New Features:
A Big Map! You can now open a map that shows all the points of interest in a region.
A Character Stuck button in the Options menu that tries to reset your character in-place in case you get stuck in an animation, etc (though hopefully I've found all those issues as I haven't had a report of one in quite a while).
What's next?
I'll address any bugs/concerns with the new Controller features as fast as I can over the next few weeks. In the mean time I'm also waiting on all the translations for Localization.
My goal from here until 1.0 launch is to finish Multiplayer, prepare a big content update (new augments, gear, etc), and tackle some important polish items, such as replacing all the placeholder Body Gear visuals.