Ashes of the Singularity II
4 Named maps
3 In the demo
7 Demo AI ranks
1v1–8 Player span

Maps

Twin Lakes, Crossroads (Night), and Scorched Divide are the three Next Fest demo maps. Ashfall Caldera is a later small skirmish map of trenches and choke points.

Size and player fit

Small

2–4

The demo feature list calls the small slot 2 to 4 players. Twin Lakes is the named small map, and its own line is 1v1 or 2v2.

Medium

2–6

The medium slot is 2 to 6 players. Crossroads (Night) is the named medium map, lined up for 2v2 or 3v3.

Large

2–8

The large slot is 2 to 8 players. Scorched Divide is the named large map, aimed at 4v4 and also able to host an 8-player free-for-all.

Battlefield crop filed with the map index
Store battlefield crop beside the four named maps. It is not a labeled plate of one map.
Next Fest demo

Twin Lakes

Ground Arctic Siberia
Size Small
Players 1v1 or 2v2

Arctic Siberia, and the faster matches in the demo. Use it when you want a 1v1 or 2v2 that does not wait on a long walk between regions.

Next Fest demo

Scorched Divide

Ground Daytime desert canyons
Size Large
Players 4v4 and larger

Daytime desert cut by jagged canyons and narrow paths. Cliffs slow a move into a neighboring region. It is aimed at 6 or more players, fits a 4v4, and can run an 8-player free-for-all that turns into a long fight.

Later skirmish

Ashfall Caldera

Ground Trenches, gullies, and choke points
Size Small
Players Skirmish

Not one of the three demo maps. Trenches and gullies funnel armies into choke points a defender can hold, including the home-base region. Breaking that region is the fight the map is built around.

Next Fest demo

Crossroads (Night)

Ground Desert night
Size Medium
Players 2v2 or 3v3

Desert ground after dark. It sits between the fast Siberia map and the canyon map, for 2v2 or 3v3 rather than a full 8-player lobby.

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All four plates

Map Ground Size Players Set
Twin Lakes Arctic Siberia Small 1v1 or 2v2 Next Fest demo
Scorched Divide Daytime desert canyons Large 4v4 and larger Next Fest demo
Ashfall Caldera Trenches, gullies, and choke points Small Skirmish Later skirmish
Crossroads (Night) Desert night Medium 2v2 or 3v3 Next Fest demo

Elevation, choke points, and navigation cells

High ground and weapon pitch angles

Placing long-range defensive turrets on elevated ridges protects them from direct return fire below. Vehicle turrets also obey pitch and yaw limits: tanks parked atop a steep cliff cannot fire down if a hostile force sits below their depression angle, forcing the tanks to crest the ridge.

Narrow passes and artillery kill zones

Canyon corridors on Scorched Divide and trenches on Ashfall Caldera create narrow passes where blocking units, mortar emplacements, and back-rank artillery can punish clustered armor. Commanders use flanking paths or feigned retreats to draw defenders out of fortified choke points.

Navigation cell density and extra biomes

Even a Small map breaks its terrain into roughly 150,000 navigation graph cells so the A* pathfinder can route armies around cliffs and gullies. Beyond Arctic Siberia and desert maps, developer livestreams also showcase battles across the frozen ice moon Europa and the volcanic planet Artemis.

Demo opponents on these maps

Demo opponents on these maps

The demo ships seven AI difficulties, from Trainee through General. Trainee is the passive opponent for learning the map. General still pressures strong internal play. AI can fill empty slots in a solo skirmish or in multiplayer. That demo has no ranked queue and no quickmatch. Those modes are for the full game.

What is still unnamed

The demo list also promised more maps and procedural generation in the full game. Ashfall Caldera is the extra named skirmish map after that demo. A complete launch list is not published.

Sources