ASH Battle System
A continuous positional battle framework with movement, action sequences, area targeting, battlefield collision, pathfinding, presentation controls, and an architecture designed for future addons.
ASH-FUSE Studios creates flexible RPG Maker MZ systems, visual developer tools, and the original JRPG ASHENLIGHT.
POWERFUL ENOUGH TO GROW WITH YOUR GAME.
◆DOCUMENTED ENOUGH TO ACTUALLY USE.
◆FLEXIBLE ENOUGH TO MAKE IT YOURS.
ASH SYSTEMS
Reusable RPG Maker MZ technology built around customization, clear authoring, and long-term expandability.
A continuous positional battle framework with movement, action sequences, area targeting, battlefield collision, pathfinding, presentation controls, and an architecture designed for future addons.
Build, preview, test, and export action sequences through a visual workflow instead of relying entirely on raw notetags.
Create customizable HUD layouts visually and build reusable presets for different projects and interfaces.
Portable presets are being designed as a shared foundation across major ASH tools and systems.
ORIGINAL JRPG
A fantasy world built on memories it no longer understands.
ASHENLIGHT is a story-driven JRPG about memory, loss, forgotten history, and the buried systems beneath a seemingly familiar fantasy world. What begins as a personal journey gradually reveals something much larger.
DEVELOPMENT ROADMAP
The current major development path after the Battle System reaches 1.0.
Finish • verify • document • stabilize
Flexible in-game mapping
Expanded navigation
2.5D effects with depth
Map-to-battleback workflow
Smaller systems & tools
ABOUT ASH-FUSE STUDIOS
I'm an independent developer who's been part of the RPG Maker community for a long time. I built ASH-FUSE Studios from the ashes of old projects, scripts, and plugins I worked on over the years.
Now that I'm older and have a lot more free time, I'm finally building the systems I always wanted the tools that can make RPG Maker behave the way I imagined it could.
For years, I'd get frustrated by how restrictive certain scripts and plugins could be. Back in VX Ace, I'd edit scripts to make them do what I wanted. Later, with MV, I found myself doing the same thing with plugins changing and expanding them until eventually I was practically making my own.
ASH-FUSE Studios grew out of those ideas: create flexible systems that give developers the pieces they need without deciding what their game has to be.
The tools shouldn't define your game.
They should give you the freedom to define it.