Ascendant CEO and game director Bret Robbins said the delay would give the studio additional time for polishing and optimisation in order to fulfil its vision for the game.
“As you know, this is our first game as a self-funded independent studio. We set out five years ago to ambitiously make an original Magic FPS in a new fantasy world,” he wrote.
“Along the way, we worked through a pandemic, built a new team, developed on Unreal Engine 5.1 and pushed the boundaries of what we thought was possible. Now, the finish line is in sight.
“The recent feedback to the game proves to us what we already felt: that Immortals of Aveum is something special. In order to realize our full vision, we are going to take a few extra weeks, making our new launch date Tuesday, August 22nd.
“This will give us time to further polish the game, finish optimizing all platforms, and deliver a strong launch. We owe it to ourselves and to you to get this right.”
Based in San Rafael, California, Ascendant is an independent studio founded by Robbins, who was creative director on Visceral Games’ original Dead Space as well as Sledgehammer’s Call of Duty games Modern Warfare 3, Advanced Warfare and World War 2.
According to the studio’s website, it has “assembled a close knit, unpretentious team of industry-leading talent with BAFTA and Game of the Year award-winning experience on beloved franchises such as Telltale’s The Walking Dead, Marvel’s Spider-Man, Borderlands, The Wolf Among Us, Mafia, Tomb Raider, Gears of War, Metal Gear Solid, The Elder Scrolls, Call of Duty, Dead Space and Bioshock”.
VGC recently got the chance to play around three hours of Immortals of Aveum, which we said feels like EA’s next big single-player franchise.