0.3.5 A slower burn 16 October
From the Forge: This week we ran the whole road to 60 again with every class, and it went too fast: monsters fell in two or three hits, loot stopped mattering after level 40 and set pieces dropped so early you outgrew them. So this patch slows the burn down. Fights mean something again, drops are fewer but better, and set pieces are now something you chase at level 60. And Home shows one thing at a time, because two of you asked for it. - G.G.V.K.
New
- Set pieces are endgame gear now. From level 60 they drop from the last boss of a dungeon on Hard or Ashfall, from every 10th floor of the Endless Tower (from floor 20) and from the Boss Mark shop. Every piece is item level 60, and finding one is a moment of its own. Set pieces you already have stay yours.
- Every spec set has its own full-set effect, made for that spec: Pyre Echo for the Pyromancer, Veilstep for the Nightveil, Ash Ward for the Bulwark and 15 more. You find them under Hero, Gear, Item Sets.
- New achievement: Set Seeker, for your first set piece.
Better
- Home shows one card with one button: your Next step. Anything else that is new (Stats unlocked, a new title, skill points) sits under it as one small line you can tap.
- Steadier monsters in the first hour: below level 10, two monsters of the same level no longer differ up to three times in HP. From level 10 nothing changes.
- On the website: a roadmap block on the home page (Done, Building now, Later) and fresh gameplay pictures from the current build.
- Leaderboard: guest heroes now update right after a level-up, and the board tells you when your hero will show up. More heroes from the same home or school can join on the same day.
Balance
- A slower, more exciting road to 60. A normal monster now takes about 5 to 7 turns and can really hurt. Elite and Rare monsters are a real danger, so fleeing is often the smart choice. Zone bosses, dungeons and the Endless Tower did not change. Leveling is slower: level 30 takes about 10 hours and level 60 about 45 hours (it was about 8 and 30). The first hour is as quick as before.
- Fewer drops, better drops. Monsters drop about a third fewer items, but most of them now fit your class and role, and rarer items show up more often the higher your level. Over a whole level you find more real upgrades than before.
- Fair Deaths and Flees boards. A flee only counts after a real fight (two turns and some damage taken), and a death only counts when the monster was at most 5 levels above you. Everything already on the boards stays.
- Pyromancer: fire damage +5%. In our measurements the Pyromancer reached level 60 well after every other damage spec; this closes most of that gap without putting it above the rest (the "no spec above 110%" rule still holds). The Starless Rift at level 50 is a separate thing we are looking at for 0.5.
Fixed
- In a small game window, like the one on Game Jolt, your skills could hide behind the bar at the bottom, so clicking them did nothing (the number keys still worked). The fight now moves your skills into view. Thanks to the Game Jolt player who reported it!
0.3.4 A softer first hour 13 October
From the Forge: A softer first hour. Some first fights were a monster one level above you, and that felt like a wall. When we tested the first hours again, every new zone was a wall too. Not anymore. - G.G.V.K.
Better
- Up to level 5, normal monsters are never above your own level. Zone bosses stay the same.
- Paladins and Priests: when your HP drops below half and you can learn your heal, the fight log tells you where to find it. Only once.
- No more wall when you reach a new zone. In the zone that fits your level, normal monsters now stay about 2 levels below you. Before, they fell far behind at the end of a zone and then jumped 3 to 5 levels at the next one.
- Lost a fight? The big button is now "Rest & try again": you rest a few seconds for free, then the fight starts by itself.
- Haunted air in Emberlost Ruins: your healing is 15% weaker (was 25%).
- A fresh look: every monster, boss and pet now has its own picture, heroes show their class and the weapon they really wear, and the game got its real gear icons, a dress-up doll in Gear, music and sounds. All art is CC0 by human artists.
- A Next step card on Home (until level 30): the one thing to do next, with one button. Learn a skill, choose your specialization, spend a talent point, equip an upgrade, turn in a finished quest, rest, try a newly opened zone, or fight on toward your next skill.
- When a monster resists your skill, the fight log now says so once and suggests a skill you know of a better element. For example: "Gargoyle resists Fire (25% less damage). Try Rime Shard (Ice, it is weak to it)."
Fixes
- Gear above your level no longer says "Empty slot: equip it in Gear" in the fight log. It now tells you the level you can wear it at.
- The fight log no longer says "You drain 0 HP." when a little lifesteal heals less than 1 HP.
- A hit that a spirit dodged no longer says "hits for 0 (fire resisted)".
- On phones, a fight that starts by itself ("Next fight starts by itself") now scrolls back up so you see the new monster.
0.3.3 Honest gear stats 13 October
From the Forge: Honest gear stats. Some stats on your gear did almost nothing at high level, and the game never told you. Now it does, and lifesteal and armor count again. - G.G.V.K.
Lifesteal counts againEvery lifesteal line now adds healing, up to 3% of your max HP per hit at 12% lifesteal.
Tanks: armor counts againFrom level 46, very high armor and damage reduction push the damage floor below 15%.
See what worksGear and your Stats show what is over the cap, and β
marks a top roll.
New
- Bonus lines on gear: your own role's stats come first, resistances after. A line that does nothing because you are over the cap is grey and says "(over the cap)". A top roll gets β
.
- Hero, Stats: crit above 100% and accuracy above 9% are shown as wasted. Lifesteal shows how much HP it can heal per hit.
Better
- The green β² arrows and "Equip all upgrades" now value each stat for your own spec, measured at level 60. Stats over their cap count for nothing, so you no longer get pushed toward gear that does not help.
Changed
- Lifesteal from gear heals per hit up to your lifesteal Γ· 4 of your max HP, at most 3% (was always at most 1.5%). With 12% lifesteal you heal up to 3% of your max HP per hit. With only a little lifesteal you heal a bit less than before.
- Tanks: damage reduction and armor count again at high level. From level 46, very high armor and damage reduction push the 15% damage floor lower (down to 12% at level 60). Nothing changes below level 46.
Known issues
- Nothing big that we know of right now. Found something? Tell us in #bug-reports on Discord.
0.3.2 Resistances that matter 13 October
From the Forge: Resistances that matter. The resistance on your gear was too often an element you never ran into. Now it follows where you fight. - G.G.V.K.
Know what hits youThe zone list shows which elements the monsters there hit with, and your resistance to each one.
Loot that fitsA resistance line on new gear is usually an element of the place where you found it.
Retune a resistanceAt the Forge, change the element of a resistance line on gear you wear. The value stays.
New
Retune a resistance (Gear tab, Forge): pick a resistance line on gear you wear and give it another element. The value stays the same. One change costs about 5 minutes of gold, around 16g at level 44.
- The zone list shows what each zone hits with and how much resistance you have to it, for example "Hits with

Β· you
18%
6%".
- Hero, Resistances: a box at the top tells you which elements the monsters hit with where you fight right now. Those elements say "you face this", the others are dimmed.
Better
- When gear drops with a resistance line, 7 times out of 10 it is an element the monsters hit with in that zone, dungeon or Tower floor. The other 3 are random, like before.
- The green β² arrows and "Equip all upgrades" count a resistance line in full only for elements you face where you fight. A Light resistance in a zone full of fire counts for a lot less.
- The help text in Hero, Resistances now explains how it works: monsters with an element hit you with it, from level 8 up to 30% harder.
Changed
- Scorched fights and Ember Ascension take 10% off all your resistances. You see it as "Scorched" in Hero, Resistances. The right resistances matter most where the fights are hardest.
Known issues
- Nothing big that we know of right now. Found something? Tell us in #bug-reports on Discord.
0.3.1 A calm start, Ember Loadout, a fairer Shop 13 October
From the Forge: A smaller update before 0.4. Most of it comes from your messages in the Discord and from watching new heroes play their first fights. Thank you for every report and idea. - G.G.V.K.
A calm startFar fewer popups in your first 10 minutes. The fight button is there right away, the rest unlocks step by step.
Ember LoadoutPick the 6 skills on your fight screen and save 2 sets. Everything fits on one phone screen.
A fairer ShopThe Wandering Merchant moved to the top with a Deal of the day, and Shop gear shows its stats before you buy.
New
- Ember Loadout: pick which 6 skills sit on your fight screen, in two rows of three. On PC, keys 1-6 use them.
- Save two Loadout sets, for example one for bosses and one for farming, and swap with one tap.
- The Wandering Merchant now sits on top of the Shop and shows when it restocks. Once a day a dot on the Shop button tells you there is new stock.
- Deal of the day: one Merchant item at 25% off, with a timer until midnight.
- Armor dye: spend gold to recolor your hero's chest and pants, with a free preview. Looks only, never stats.
- Crash counter: when the game crashes, it counts that anonymously (type of error, which screen, phone or PC). No names, no IP address. It helps us find and fix bugs faster. More on the Privacy page.
Better
- New heroes saw about 28 popups, tips and story pages in their first 10 minutes. In our playtest it is now 12, and the fight button is on screen right away. Your current heroes keep everything.
- The first screen shows the fight button right away and has at most 10 buttons (was 16-17).
- The news card shows from level 3. Leaderboard, daily login, dungeon preview, Discord share and the Campfire bonus show from level 5.
- At most 1 tip per fight, after the fight. Streak, Focus, Loot Journal and Lantern Shards are explained from your 4th fight, not all at once after your first win.
- Old Brenna tells her story in 3 pages at most per visit, and level 4 gets its own moment.
- Skills tab: a locked skill shows a grey "Lv 3" label, upgrades say "Upgrade Β· 2 pts", and at level 2 you see that Ember Lunge unlocks at level 3.
- Down to 1 potion or less? The coach points you to the Shop. Time is shown in seconds, gold with the coin icon. Keyboard hints are hidden on touch screens.
- Calmer skill cards: a skill that is waiting turns grey with a big number. Hold your finger on it (or tap β) for the details.
- Weak point? Your strongest skill gets a
border. Crushing blow coming? Brace pulses.
- A more compact fight screen: the zone effect takes 1 line, the Ember bar hides during fights, and the log and pets sit behind their own buttons. Instinct is a normal-size button and picks from your Loadout.
- Shop gear shows its item level, the stats you can expect and a compare with what you wear, plus a "Best value" label.
- Things that unlock much later fit on one line ("Unlocks at level 20: β¦"), bags smaller than yours are hidden, and every price is written the same way (0.78g). The Shop also shows what 1 Boss Mark is worth in gold.
- The Merchant picks items for your role and likes your weakest slots. Before, a healer could get tank gear.
- New prices: a Shop Rare (you pick slot and role) costs about 15 minutes of gold, and only 10 below level 10 (was about 6). A Merchant Rare about 12 minutes (was 15), a Merchant Epic about 40 (was 50). Boss Mark prices stay the same.
- Gold in your Bank is safe when you are defeated. The game now tells you that.
- Scroll of Fortune now roughly pays for itself at every level. It is for loot, not profit, and the label says so.
Fixed
- At levels 10-19 the Merchant sold Rare items at the Epic price. A level 10 Ember Cape cost 41.8g or 100 Boss Marks, now 10g or 30.
- The "Crushing blow next turn" warning now always shows on the right turn. From level 30 the blow comes every 3 turns, but the warning still counted to 4.
- The help text listed the wrong roles for some specs. It now matches the game.
- The coach said Cinder Strike "builds Rage for your other skills" before you had any other skills.
- Tips about a new skill point or a new skill now also show on the Battle screen. They never did.
- Your quest goal and the recommended zone now point to the same place.
- The icons at the top no longer cover the hunting streak panel.
You asked, we listened
- "Too many popups at the start." Fair. A new hero now gets one thing at a time.
- "Too much scrolling in fights." With the Loadout all your skills fit on one screen, even at level 60.
- "Where is the Wandering Merchant?" Top of the Shop now, with a dot and a restock timer.
Known issues
- Nothing big that we know of right now. Found something? Tell us in #bug-reports on Discord.