- Release Year: 2015
- Platforms: Windows
- Publisher: Aldorlea Games
- Developer: Warfare Studios
- Genre: RPG
- Perspective: Diagonal-down
- Game Mode: Single-player
- Gameplay: Japanese-style RPG (JRPG)
- Setting: Fantasy

Description
Ashes of Immortality 2 is a Japanese-style RPG set in the untamed wilderness of Landis, a dangerous fantasy realm where werewolves roam as men under the full moon, far removed from the vampiric politics and betrayals of Ruthven. As a young werewolf defender of his people, players must overcome deep-seated prejudices and forge unlikely alliances to stop a charismatic fanatic intent on eradicating civilization and ushering in a world of wild anarchy.
Guides & Walkthroughs
Ashes of Immortality 2: Review
Introduction
In the shadowed corners of indie gaming, where pixelated dreams clash with ancient myths, Ashes of Immortality 2 emerges as a beacon for fans of classic Japanese-style RPGs craving depth over spectacle. Released in 2015 as the direct sequel to the original Ashes of Immortality, this title from Warfare Studios transports players from the blood-soaked intrigues of vampiric Ruthven to the untamed wilds of Landis—a realm where lycanthropes roam under the full moon’s curse and prejudice festers like an open wound. As a game historian, I’ve long admired how indie developers like those at Warfare Studios keep the torch of traditional JRPGs alight in an era dominated by open-world blockbusters. This review delves exhaustively into the game’s layers, arguing that Ashes of Immortality 2 is a poignant, if understated, exploration of identity and societal conflict, solidifying its place as a cult gem in the niche RPG landscape despite its modest production values.
Development History & Context
Warfare Studios, a small independent outfit founded in the early 2010s, entered the scene with a passion for resurrecting the spirit of 16-bit JRPGs amid the rise of digital distribution platforms like Steam. By 2015, the studio had already built a modest reputation with titles like Vagrant Hearts (2015) and Midnight’s Blessing, focusing on narrative-driven adventures crafted primarily in RPG Maker—a tool that democratized game development but often constrained creators with its engine limitations. Ashes of Immortality 2 was published by Aldorlea Games, a boutique label specializing in Western-developed JRPGs that echoed Eastern influences, such as the epic storytelling of Final Fantasy or the character introspection of Persona.
The game’s development occurred during a pivotal shift in the indie RPG scene. The mid-2010s saw a surge in retro-inspired titles, fueled by nostalgia for SNES-era classics, as developers bypassed AAA budgets to prioritize passion projects. Technological constraints were evident: built on RPG Maker (likely VX Ace or MV, given the era), the game grappled with 2D scrolling visuals and diagonal-down perspectives that harkened back to the 1990s, avoiding the bloat of Unity or Unreal Engine. Warfare Studios’ vision, led by a team of writers and artists with a flair for gothic fantasy, aimed to expand the Ashes of Immortality series beyond its vampiric origins. They sought to contrast the civilized decay of Ruthven with Landis’s primal wilderness, drawing from real-world folklore on werewolves while critiquing modern themes like fanaticism and cultural isolation.
The broader gaming landscape in 2015 was explosive—The Witcher 3 and Bloodborne redefined open-world fantasy and horror RPGs—but indies like Undertale proved that heartfelt, mechanics-light stories could thrive. Ashes of Immortality 2 arrived on August 28, 2015, for Windows via Steam at $9.99, positioning itself as an affordable entry for JRPG enthusiasts amid a market increasingly hungry for bite-sized epics. Constraints like limited marketing budgets meant it flew under the radar, but its release aligned with a growing appreciation for series continuity, setting the stage for the 2017 finale, Ashes of Immortality 2: Bad Blood.
Narrative & Thematic Deep Dive
At its core, Ashes of Immortality 2 weaves a tapestry of prejudice, redemption, and the clash between nature and civilization, shifting the series’ lens from vampiric aristocracy to lycanthropic tribalism. The plot unfolds in Landis, a sprawling wilderness far removed from the “blood and death and betrayal” of Ruthven’s Noble Houses and the Family’s crusades. Here, humans, werewolves, and lingering vampire influences collide under the full moon’s ominous glow—a setting that evokes Celtic myths and Gothic horror, but with a JRPG’s serialized flair.
The protagonist is a young werewolf, unnamed in promotional materials but central to the narrative as a defender of his pack. Born into a society rife with isolationist prejudices, he must navigate the Hinterlands’ dangers: dense forests teeming with beasts, hidden werewolf enclaves, and human outposts scarred by old wars. The inciting conflict arises from a “dangerous and charismatic fanatic,” a zealot preaching the eradication of civilization to usher in “wild anarchy.” This antagonist isn’t a cartoonish villain but a mirror to the hero’s internal struggles—his ideology exploits werewolf lore, promising liberation from human oppression while masking a destructive agenda. Side quests expand this, revealing backstories of prejudice: werewolf packs shunning “half-breeds,” human hunters echoing the original game’s Simona Rinoldt, and subtle ties to prior characters like the vampire Orlok Vladimir Dragonov, whose wry narration hints at crossovers.
Dialogue crackles with humor amid the grimness, a hallmark of Warfare Studios. Orlok’s voiceover, drawn from series lore, injects sarcasm—”I’d kill every human I see just for giggles, but then I’m a man of simple pleasures”—lightening themes of betrayal and regicide. Characters are richly etched: the protagonist grapples with his beastly heritage, a female companion (possibly echoing Elizabeth Crane’s tragedy) embodies empathy, and elders represent stagnant traditions. Underlying themes probe identity politics—werewolves as metaphors for marginalized groups, fanaticism as radicalism unchecked, and the moon as a symbol of inevitable change. The story critiques how prejudices perpetuate cycles of violence, culminating in a finale where personal growth overrides tribal loyalties. Clocking 20-30 hours, the narrative’s depth rivals Chrono Trigger‘s emotional beats but in a more intimate, dialogue-heavy format, making it a thoughtful evolution from the first game’s vampire focus.
Gameplay Mechanics & Systems
Ashes of Immortality 2 adheres faithfully to JRPG conventions, delivering a turn-based loop that’s accessible yet engaging, though not without RPG Maker’s telltale quirks. Core gameplay revolves around exploration in a diagonal-down, 2D scrolling world: players traverse Landis’s overworld via arrow keys or mouse, entering battles with random encounters in forests, caves, and ruins. Combat is classic ATB (Active Time Battle)-inspired, where party members (up to four, including the werewolf hero, allies, and summons) queue actions based on speed stats. Enemies range from feral beasts to fanatic cultists, with weaknesses tied to lunar phases—full moons boosting werewolf forms for claw-based physical assaults, while silver weapons counter them.
Character progression shines through a straightforward leveling system: experience yields stat boosts in strength, agility, and magic, unlocked via a skill tree blending racial perks (e.g., werewolf rage modes for berserk damage) and equippable items like moonlit amulets. Magic draws from elemental and status schools—fire spells for crowds, illusions for evasion—encouraging strategic party builds. Innovative touches include prejudice mechanics: dialogue choices affect faction reputation, unlocking werewolf-only quests or human alliances, which alter progression paths. Side quests, a series staple, add replayability, such as hunting a rogue alpha or mediating pack disputes, rewarding unique gear.
Flaws emerge in the UI: RPG Maker’s dated interface feels clunky, with inventory management bogged down by tile-based menus and occasional lag in scrolling maps. Pacing stumbles in mid-game grinding, as random encounters spike without auto-battle options, and boss fights demand precise timing without tutorials. Yet, the loop captivates through its focus on narrative integration—battles advance the plot, like defending a village from fanatics—making it feel purposeful. Controls (arrow keys for movement, space/Enter for actions, Esc for menus) are intuitive for veterans, but newcomers might appreciate the in-game help. Overall, it’s a solid JRPG skeleton, prioritizing story over revolution, much like early Dragon Quest titles.
World-Building, Art & Sound
Landis pulses with atmospheric immersion, transforming the JRPG trope of “fantasy wilderness” into a living critique of untamed society. The setting contrasts Ruthven’s gothic spires with primal expanses: misty forests where moonlight filters through ancient oaks, werewolf villages of thatched huts and bone totems, and Hinterlands ruins whispering of forgotten pacts between man and beast. World-building excels in lore details—codex entries detail lunar calendars, pack hierarchies, and the fanatic’s cult rituals—fostering a sense of cultural depth. Full moons dynamically alter environments, triggering werewolf transformations and event chains, enhancing replayability and tying mechanics to theme.
Visually, the 2D art direction is a love letter to retro aesthetics: pixel sprites evoke Final Fantasy VI‘s charm, with diagonal-down views allowing fluid exploration. Character designs pop—furry werewolves with expressive snarls, fanatics in ragged cloaks—but animations are basic, limited by RPG Maker’s assets. Backgrounds shine, painted with evocative palettes of greens, silvers, and bloody reds, building tension during night sequences. Sound design elevates the experience: a “beautifully composed soundtrack” (as per series descriptions) features orchestral swells for epic confrontations and haunting flutes for wilderness treks, reminiscent of Nobuo Uematsu’s work. Ambient effects—howling winds, distant howls—immerse players, while voice acting is absent, relying on text for emotional delivery. These elements synergize to create a moody, cohesive atmosphere, where art and sound amplify themes of awe and fear under the moon.
Reception & Legacy
Upon its 2015 launch, Ashes of Immortality 2 garnered modest attention in indie circles, with no aggregated critic scores on Metacritic or MobyGames (Moby Score: n/a) due to sparse reviews. Collected by just 13 players on MobyGames, it sold steadily on Steam but lacked mainstream buzz, overshadowed by giants like Fallout 4. Early player feedback, pieced from forums like Genki’s Game Gab, praised its “compelling yet humorous storyline” and series continuity, though some critiqued the grindy pacing and unpolished UI. Commercially, as a $9.99 title, it sustained Warfare Studios, paving the way for Bad Blood in 2017.
Over time, its reputation has evolved into cult status among JRPG purists. Forums and RPG Gamers sites highlight it as an “old-school” gem, influencing micro-studios experimenting with folklore-driven narratives—echoes appear in titles like Chained Echoes (2022) for thematic depth. The series’ legacy lies in bridging Western indie RPGs with JRPG tropes, inspiring Aldorlea’s catalog and fostering communities around RPG Maker accessibility. While not revolutionary, it subtly impacted the niche by proving small teams could tackle prejudice and identity in fantasy, influencing modern indies like Undertale‘s emotional introspection or Hades‘ mythological reimaginings.
Conclusion
Ashes of Immortality 2 stands as a testament to indie resilience, blending heartfelt storytelling with classic JRPG mechanics to explore timeless themes in a werewolf-haunted world. Its exhaustive narrative depth, atmospheric world-building, and unpretentious charm outweigh the era’s technical hurdles, making it essential for fans of narrative-driven fantasy. In video game history, it occupies a quiet but vital niche: a bridge between retro homage and modern introspection, deserving rediscovery in an age of endless sequels. Verdict: A solid 8/10—recommended for JRPG aficionados seeking substance over flash, and a cornerstone of Warfare Studios’ enduring saga.