My first game

About Ashline

Ashline is a text-based game about circumnavigating the globe by train during a zombie apocalypse.

It is open source and free to play in your browser.

The current Ashline browser game interface
Current browser build

Latest Release

v0.2.0

It's been several months! Unfortunately, I've been busy with work. I've put a lot of care and effort into this release! Here's some of the highlights.

The first and most obvious change is implementation of a visual ui. Much of the feedback I received during playtesting is that it was too abstract for people who have never played a game about trains before. I personally think it makes the game significantly easier to get into.

Secondly, the stats bar has also made an appearance. This adds an actual obstacle to the game.

Thirdly, the time and resource consumption system! Finally, the player cannot drive their train infinitely without engaging with the other content in the game.

I've also implemented a few new rail cars. They have several new uses, which should bring in some variety to the game.

There's also a lot of bugs that have been squashed in this update, and frankly too many to count.

Ashline still needs a lot of work for me to call it complete. I hope you'll stick around for new releases in the future!

Past Releases

v0.1.0

The initial public release of Ashline.

Release description

This is the first release of Ashline. It's not incredibly polished, but I'm hoping it can turn into something great.

History

April 2025

The idea for Ashline was first conceptualised in April of 2025. I had seen some gameplay footage of Metro Exodus. I had noticed that the train in that game was mostly just a setpiece. I wanted to explore a concept where the train was the centerpiece of the game.

April 2026

I returned to the concept in April of 2026. I spent a weekend and made the first version. I had considered what is realistic for a first game and came to the conclusion that making a turn based browser project would be feasible to get real progress on a game in a reasonable timeframe. Due to a promotion at my job, I had to put the project on pause indefinitely.

September 2026

After five months, in September of 2026, I'm finally ready to return to this project and really make something special. I hope you all enjoy and look forward to future releases of this project!

Future plans

I have some broad plans for this game. I intend to make a fun and enjoyable game where the main gameplay loop revolves around the player driving their train, looting rail yards and buildings they encounter, and defending and upgrading their defenses on the train.

The primary goal is to circumnavigate the globe, but I plan to implement opportunities to tackle side content that a player would not normally travel to in a point A to point B playthrough. I'm not a particularly great creative writer so any story content will be mostly environmental and not an overarching segment of the game.

Depending on how popular this game ends up being, I'll consider making a release on Steam with 3d graphics and some new content. That being said, a 3d game is a lot of work and I'd have to hire 3d modelers or learn blender to make a cohesive visual style.

Development

This game is developed using Tweego in VSCode. I bounce ideas off the wall in my private discord server and deliberate about the best way to implement logic of certain gameplay decisions. The initial concept for this game was to have the player circumnavigate the globe. I deliberated about what would use the least browser resources to implement the global map for the player and came up with a concept of using a tricolor map in RGB. The R layer would act as the heat, the G layer would act as the heightmap, and the B layer would act as humidity. The plan was for it to procedurally generate cities on this map and then generate tracks between them. Initially, it'd download a copy of the earth with the game, but the player could instead randomly generate a new planet or even import their own custom map. After thinking on it, I came to the conclusion that at a resolution of 5km*5km tiles, there would be enough content in the game already that an infinite procedural generation is not necessary and distracts from the intention of the game. I'm sure it'd be easy to mod in if someone wanted to, though.

AI generation disclosure

This game uses AI in the following ways: Generation of code, generation of .svg art. I do not, and will never utilise diffusion technology due to ethical concerns over training and a general distaste for how diffusion functions and how it looks. I do not use AI generated story or text in this project because I enjoy writing things myself, and do not believe that I can prompt an AI to write things in a way I'd find acceptable.

I am willingly disclosing that I am using AI in this project because I believe people are allowed to disagree with how AI is used and choose to not play games that use AI. That being said, AI assistance in coding is an industry standard. I chose .svg art for the reason that it's arguably an extension of code compared to technology like diffusion. .svg is a simple format that defines polygons of a certain color at certain coordinates on the screen programmatically.

I view LLM training on code very different than Diffusion training on art. Programmers have a long history of making code publically available with rich documentation for other developers to utilise. Even before AI, developers would very often use the code of other individuals or draw inspiration from their approach. AI assisted coding is a natural extension of that. In my view, vibe coding is a tool that empowers individuals who have creative visions and who understand the logic of why code is done the way it is to make projects that would have taken a long time to formally learn a programming language to implement it. I do actually have a computer science background and am familiar with java, but I'm not particularly knowledgeable about javascript.

Diffusion, on the other hand, very explicitly steals art in a community that is very explicit about credit and fair use. It as well, functions completely differently than how artists actually draw, generating a full result from nothing, and it can't make minor edits the way you can with code. The results are ugly, and even if they weren't, I still believe it'd be more valuable to have made an effort to train models to draw from scratch instead of generating the final result. Diffusion is, in my view, a completely useless technology, and should never have even been bothered being researched.

I know many people may have concerns about the quality of a game that utilises AI generation. You may wonder, does this developer cut corners? Why have they not hired humans? At the end of the day, I'm developing for fun, not for money. I will never compromise the quality of my game to make a quick buck, but I'm also not going to invest significant amounts of money into a project if I'm not going to make a return on investment. If I do not make my game enjoyable to myself, I see no reason why anyone else should invest their time in my game.

If you understand and are willing to give my game a chance, I thank you dearly, and I hope you have as much fun playing as I did making it.