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Make a mod

Everything you need to write a mod for Ascent of Ashes that works both in the game's own mod system and through the AshForge Hub — a C# API, the game's assemblies to build against, a starter mod that compiles in one command, and documentation for the parts that are not obvious.

Get the Mod SDK →Read “Rules that bite”

What you get

Before you start

You need the .NET 8 SDK or newer and Ascent of Ashes installed. The AshForge Hub is optional: you need it only to test your mod the way Hub players run it. Windows only for now.

Two things that catch people

Patch classes are marked [GamePatch], not [HarmonyPatch]. The game reads every class of every mod before any mod code runs, and a class marked with a Harmony attribute at that moment breaks the game for every player who enables the mod. The SDK's [GamePatch] takes the same arguments, and the build refuses the other one, so you find out at your desk.

Through the Hub, your own build is refused until you allow it. The AshForge loader only runs mods signed by AshForge. To test your work through the Hub, open Manage Mods → Advanced and turn off Require AshForge signatures. A warning stays on screen while it is off, because with it off any mod in your folder runs — turn it back on when you are done. The game's own mod system does not check signatures.

Getting your mod published

Packaging and publishing go through Depot, however you built the mod — it has a local target that just writes the package to a folder for you to keep or share, and a target that pushes it to us for review. Full detail on both, and on what review involves, is on the submit a mod page.

Mods in the library are signed by us, which is how a player knows the code they are running is the code we reviewed. Depot can package and submit but can never sign — the key never ships in any tool.

A signature says we reviewed that exact build and it reached the player unmodified. It is not a certificate that a mod is safe, and we will never describe it as one.

Not writing code?

A mod that only adds or changes content needs no code at all. That path starts at getting started with the Mod Kit.

Stuck?

Check the FAQ first — the common problems are answered there. Otherwise ask on the contribute page; questions from mod authors are welcome and they tell us which docs are failing.