Ava Lindqvist on Why Ashen Meridian Got Smaller Before It Got Better

Lanternfall’s game director explains the decision to cut the Verge down to a single band of land, where the stance system came from, and why every map you draw is also a weapon.

Placeholder key art for Ashen Meridian: silhouetted stone arches under a pale moon
Ashen Meridian’s world is divided by a line where the sun stopped moving. Key art: Northgate Interactive (placeholder illustration)

Two years before Ashen Meridian shipped, Lanternfall Studios threw away more than half of its world. The Verge, the continent where the sun stopped moving three hundred years ago, was originally planned as a full open world spanning both its halves: the permanent dusk on one side and the scorched noon on the other. What players explore today is something narrower, a long band of land along the line where the two meet. It was not a quiet decision. Roughly a third of the environment art made up to that point was shelved, and two planned regions, a frozen dusk-side archipelago and a salt desert at the far edge of noon, were cut entirely.

“People hear ‘we cut half the map’ and assume it was a budget thing,” game director Ava Lindqvist told me over a video call from the studio last week, shortly after the game’s September 24 launch. “It was partly that. But mostly it was that the game is called Ashen Meridian, and we’d built a game where you spent most of your time very far away from the meridian.”

Following the line

The early version, Lindqvist says, was a conventional open world with a strong premise and a structure that kept drifting away from it. Players would spend hours deep in the dusk half, fighting in near-darkness, and only return to the boundary for story missions. Playtesters liked the combat and the art, but in surveys, few of them could explain what the cartographer they were playing was actually doing.

The fix was to make the boundary the whole game. Lanternfall pulled every region inward until each sat within a few minutes’ walk of the meridian, so the light on screen is always shifting between the cold blue of the dusk side and the white glare of noon. Ruins that had been scattered across the continent were consolidated into denser clusters along the line. The world got smaller, Lindqvist says, but the amount of handmade content in each square kilometer roughly tripled. It also changed how the game plays from minute to minute. Because you are rarely far from the boundary, the light became a tactical consideration: dusk-side enemies are harder to see but slower to react, while noon-side enemies hit harder and telegraph more clearly. Encounter designers began building fights that straddle the line on purpose, so that stepping a few meters to one side changes the odds.

The most useful question we asked all project was: if you dropped a player anywhere in the world, would they know what game they were in? For the first two years, the honest answer was no. After the cut, it was yes, everywhere.

Ava Lindqvist, game director at Lanternfall Studios

Ledger and compass

The stance system that defines Ashen Meridian’s combat came out of the same period. Players shift between a guarded “ledger” posture, which favors blocks and counters, and an aggressive “compass” posture, which trades defense for reach and momentum. Switching mid-combo is where most of the depth lives. Lindqvist credits the idea to Jonas Ekberg, the game’s lead combat designer, who left this month to co-found Kindling Works. “Jonas wanted the combat to feel like the job,” she says. “A cartographer’s work is half careful measurement and half walking boldly into somewhere you’ve never been. Ledger and compass were his names for those two halves, and they stuck because they were right.” The names were meant to be placeholders; by the time anyone suggested changing them, the community team had already used them in a trailer.

Placeholder key art for Ashen Meridian: silhouetted stone arches under a pale moon
Switching between ledger and compass mid-combo is the core of Ashen Meridian’s combat. Key art: Northgate Interactive (placeholder illustration)

Maps that do things

The other idea that survived every revision was that the maps you draw should be useful objects, not just reference material. Completed charts in Ashen Meridian reveal shortcuts, reposition the fast-travel waystones, and unlock modifiers for each region’s boss. Lindqvist says that last part was controversial internally, because it means a player who explores thoroughly can make a boss fight easier, or, if they choose, harder for better rewards. “Some people felt that was letting players skip the challenge. I think it’s letting players decide what the challenge is.” The system also gave the team a way to make exploration feel like progress in a game without a loot treadmill. Lindqvist says data from the first two weeks shows that most players who finish a region’s chart choose the harder clause at least once, which surprised her. “We assumed people would take the easy option and move on. A lot of them want the extra reward more than the shortcut.”

As for what comes next, Lanternfall has a performance patch in testing, focused on the larger ruins, and the team is reading every report about the game’s difficulty spikes. Lindqvist acknowledges that the second Warden, the Hollow Surveyor, has become a sticking point. “It’s the fight where the game asks you to really understand both stances, and we probably didn’t prepare people well enough for it. We’re looking at better teaching around it rather than simply making it easier.” She would not be drawn on expansions. “We made a game about drawing the edge of a map,” she says. “Ask me in a few months whether we know what’s past it.”

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