More ideas get a chance
Prototype a combat mechanic, a character or a different kind of world before committing to a whole game. Test the part that needs to be fun first.
Ascendants / The studio
An AI gaming studio built to turn ideas into playable worlds faster, with the people who hold its NFTs at the heart of what comes next.
Ascendants starts with a game: build a sky base, train an army and raid other players. The longer-term ambition is a studio that keeps creating. New characters. New ways to play. Entirely new games.
AI makes it possible to rethink how that studio works. Shorter development loops give a small team more room to try an idea, put it in front of players, learn from it and improve it. Each release builds the tools, characters and experience that help the next one happen.
The ambition is simple: keep making games worth playing, and bring the holders along as the studio grows.
Our approach puts AI across the development process, from exploring concepts and making assets to writing code and checking builds. Creative direction, playtesting and the decision to ship remain human responsibilities.
Prototype a combat mechanic, a character or a different kind of world before committing to a whole game. Test the part that needs to be fun first.
Use faster iteration to revisit movement, readability, balance and feedback. The value of speed is having more chances to get the experience right.
Carry forward useful production tools, tested systems and a growing character library. Give each new project a stronger starting point.
Show concepts, share playable progress and learn what players return for. Let that response shape which ideas become larger releases.
That is the opportunity: more creative experiments, a shorter path to something playable, and a studio capable of exploring several worlds over time.
NFTs give people a way to back the games through assets they own and can transfer. In Ascendants, Warrior NFTs also connect their holders to the distribution of $KI.
Warriors training in Dojos share the scheduled $KI rewards according to their Battle Power. Those rewards go to the holders, subject to the referral split explained in the Guide. There is no separate team or investor allocation.
The model connects three things: games people want to play, assets the community owns, and an economy in which those assets participate. The studio’s job is to keep making the games and experiences that give people a reason to stay.
How holders earn $KI →Our plan is for all future character and NFT releases to be airdropped to the holders at the time of each airdrop. As the universe expands, the new assets go to the community already holding it.
The studio creates new characters or NFTs and announces the eligible collection, snapshot and distribution rules for that release.
Ownership at the announced snapshot determines eligibility. New assets are distributed to those holders.
Keep the new assets and continue participating, or transfer them to someone new. Ownership can reach more people through the holders themselves.
The aim is to expand ownership while keeping existing holders included in that expansion. Exact allocations and any effect on $KI reward shares will be set out for each release; receiving an airdrop does not by itself fix a holder’s share of future rewards.
The studio’s direction is to recycle upgrade and Dojo purchase proceeds back into liquidity, alongside the established $KI burns. Spending should support the economy that holders and players take part in.
The goal is for all upgrade and Dojo purchase proceeds available after the applicable burns to return to liquidity and support trading within the ecosystem.
The Guide describes a 75% burn on $KI paid to recruit Warriors or upgrade Dojos, with 25% going to the Temple Vault. Burned $KI stays destroyed.
Liquidity recycling is the studio’s intended use of purchase proceeds. The current Guide describes the contract’s burn and treasury routing; it does not establish an automatic treasury-to-liquidity step.
Read the existing burn rules →The first game lays the foundation. Beyond it, imagine the same characters in a tighter arena battle, an adventure built around a small squad, or a quick game designed for a few spare minutes.
Closer combat. Different rivalries.
A squad. A world to discover.
Small sessions. Fresh challenges.
These are possibilities to explore, rather than announced titles or release dates. We want to tease new concepts, test what feels good, and keep developing the ideas players want more of.
Build. Play. Learn. Ship again.
A growing library of games, with holders included in each new chapter.