Patch notes

All patches

This week 2 – 8 Nov

Patch 0.6.0 Β· part 1
A Warmer Welcome
2 November 2026

From the Forge: A lot of you arrived this week, so this patch is about your first minutes: the Fight button is always in view, the first fights are fairer, and the screen is calmer. And the six dungeon end bosses finally fight back properly. – G.G.V.K.

βš”οΈFight is always in viewOn phones, small windows and laptops the Fight button sits on the first screen, and it is the only thing that glows.
πŸ•Fairer first fightsLow on HP after a win? Rest (free) is now the big button, and the next fight starts by itself.
πŸ’€End bosses have a second phaseAt half HP the last boss of every dungeon changes its fight. Brace or break its shield to open it up.

✨ New

  • The last boss of each of the six dungeons enters a second phase at 50% HP. Some warn their big attack one turn early (Brace takes most of it, Rogues dodge it), others harden into a shield you can break. Brace in time or break the shield and you get an Opening: +20% damage for 2 turns.
  • A short welcome: tap βš” Fight and your first fight starts right away.
  • One potion message with a Buy 5 button, so you can stock up before the Market opens.

βš”οΈ Better

  • Levels 1 and 2: below 40% HP after a win, Rest (free) is the big button and Next fight is the small one, with your HP on it. Your choice, nothing happens by itself.
  • Levels 1 and 2: no monster that shrugs off your only attack. A Warrior or Mage meets Smoulderquill from level 3.
  • Priests on level 2 get one tip to use Healing when they drop below half HP.
  • Up to level 5 the hero card is compact and your next step is one short line, like "Hunt 10 Ashpelt Wolves Β· 7/10". The full story stays on the Quests tab.
  • The Market opens at level 5 and the PvP tab at level 10, each with a short "unlocked" card. Heroes already past those levels see no change.
  • The "Campfire bonus" card only shows when you actually have a bonus.
  • Just reached level 60 on a phone? "Level 60: your path" now sits right under your hero.
  • The fight screen fits 1366Γ—720 and 1280Γ—720 laptop screens without scrolling.
  • If our name check does not answer within 2 seconds, you start anyway and we check your name a bit later.
  • Four Legendary powers have new names, with the same effect: Candlesnuffer, Forgeflare, Banked Embers and Scorchhide.

βš’ Fixed

  • Some level 60 heroes got an empty page when they opened the game. Fixed on 1 November, and the game now offers a Reload button if a page ever stays empty.
  • Side quests below level 50 wait for the zone story again. A change last week made levels 26 to 40 go far too fast.
  • On the low-HP victory screen only Rest glows, and long hero names and races are no longer cut off on the hero card.

πŸ’‘ Known issues

  • With eight skills on a 1280Γ—720 screen, a fight can still need a small scroll. We are working on it.
Week 4 26 Oct – 1 Nov0.5.3 Ashglow Β· 0.5.2 Ashglow Β· 0.5.1 Small fixes
Patch 0.5.3 Β· part 3
Ashglow
29 October 2026

From the Forge: Part 3 of Ashglow is about where you fight. Every zone got a new background in the same pixel style as your heroes, lit by real firelight. I rebuilt them a few times until they looked like one game. – G.G.V.K.

πŸ”₯The realm lights upNew fight backgrounds for every zone, the Tower and the World Boss, in the pixel style of your heroes.
🏰Dungeon cards come aliveEach card shows the dungeon itself, your hero, the final boss and every boss on the way.
πŸ“œRoom for the logOn short laptop screens the combat log now fits above the action bar.

✨ New

  • 16 new backgrounds: every zone, the Tower, the World Boss stage and Snuffwick Burrows, with flickering firelight, rising embers and lightning in the storm.
  • Dungeon cards show the dungeon, your hero on the left and the final boss on the right. Small icons show every boss, with a βœ“ for the ones you beat this run.
  • Every page in the game (Home, Quests, Dungeons, Market and more) now sits in the zone you are in, with the same lit scene as your fights.
  • Your offhand is visible now: a small shield, buckler or book on your back arm, the Mage orb floating behind your head, and a second weapon when you dual wield.
  • The website shows the world of the game too: an evening camp with fires and a big moon.
  • Settings β†’ Light effects: On or Off. Off is the classic look and a bit faster on older phones. Graphics Low turns them off too. The light theme keeps its calm parchment look.

βš”οΈ Better

  • On laptops with a short screen (like 1366Γ—720 and 1366Γ—768) the fight strip is a bit lower, so the combat log fits above the action bar.
  • On big screens the combat log ends above the action bar too.
  • Text is easier to read on the new backgrounds, and Hero β€Ί Stats starts with a short summary: your damage (or healing), how well you survive and your weakest resistance.
  • Clearer age info: Discord is 16+ in some countries (like the Netherlands and Germany), so the FAQ also gives an e-mail address for bug reports. Ko-fi is for adults (18+).

βš’ Fixed

  • Very short windows got a fight strip that was too tall.

πŸ›  Small updates after the patch

  • Archers can tame 6 new kinds of pets, each with its own ability. The Tamer's Ledger keeps track of every kind you tamed.
  • A pet below your level catches up: +1 level every 5 wins it fights in.
  • The Endless Tower has its own monsters: 9 wardens and 10 Tower Lords.
  • Dungeons β€Ί Tower, and from level 60 a new Ascension tab where you climb.
  • The Tower race now starts again once a week, on Monday at 00:00, just like Ascension.
  • Settings β€Ί Theme: Auto, Light or Dark. Large text is bigger on big screens.
  • The hero list is shorter and folds up, with Save at the top.
  • Old Brenna explains the game: tap a dotted word (Scrap, Essence, Cores, Boss Marks…) for a short note. Settings β€Ί Word hints turns the dots off. The FAQ has three new answers.

πŸ’‘ Known issues

  • The Volcano background is still a bit dark. More fire is on the way.
Patch 0.5.2 Β· part 2
Ashglow
26 October 2026

From the Forge: Part 2 of Ashglow is about the things you fight. Every monster now shares the pixel style of your heroes, the music finally plays at one volume, and new heroes get a calmer first few minutes. I also put up a small sign for something I am building: the Fireband. – G.G.V.K.

🧟Every monster, redrawnThe monsters that still had their old art are now pixel art in the same style as your heroes.
πŸ”₯A warmer welcomeNew heroes start with gentler fights and get a hand with quests, skill points and Rage.
πŸ‘₯The Fireband is comingBands are on their way. From level 5, a new Band tab gives you a first look.

✨ New

  • 92 monsters redrawn in the new pixel style: zone monsters, zone bosses, dungeon bosses and World Bosses, each with a small idle animation.
  • The World Boss has its own music, and Saltreed Marsh, Ashveil Steppes, Cindergale Heights and Duskember Wastes each have their own track.
  • A Legendary drop plays a short treasure jingle.
  • Quest done? A "Turn in" card shows up right on the victory screen. Tap "Later" to keep it for the Quests tab.
  • Skill points ready? "Use our pick" learns your new skills first and then makes your skills stronger. You can still choose yourself.
  • A new Band tab from level 5, with a first look at the Fireband.

βš”οΈ Better

  • Normal monsters are about 15% bigger, and dark monsters have a thin light edge, so you can see them on dark backgrounds.
  • All music plays at the same loudness, and tracks blend into each other more softly.
  • A critical hit briefly dips the music, so you hear the hit.
  • The first three fights of a new hero are only Ashpelt Wolves and Tinder Goblins.
  • Warriors get one short tip about Rage in their first fight with a Rage skill.

βš’ Fixed

  • Monsters now face your hero outside fights too: on dungeon cards, World Boss cards, boss buttons and in the guides.
Patch 0.5.1
Small fixes
26 October 2026

From the Forge: You sent screenshots, I fixed what they showed. Thank you, keep them coming. – G.G.V.K.

βš”οΈ Better

  • Switching heroes is easy to find again: a "Switch hero" button on your hero card and in the bar at the top, and a Heroes tab next to Gear, Skills, Talents and Stats.
  • Hero now sits at the far right of the bottom bar.
  • On the Hero screen your hero is scaled to fit your screen and stands right in the middle, on phones and on PC.
  • The middle box on the Hero screen shows your level.

βš’ Fixed

  • The Ember Tally no longer resets your talents, and it no longer shows "NaN". If your talents were reset, your points are back: open Talents and spend them again.
Week 3 19 – 25 Oct0.5 Ashglow Β· 0.4 Emberlight Β· 0.3.6 A clearer first fight
Patch 0.5 Β· part 1
Ashglow
25 October 2026

From the Forge: You like the small pixel heroes, so they stay small. Ashglow gives them a glow-up instead: cleaner colours, weapons that fit in their hands, and pets and summons that stand next to you instead of on top of you. This is part 1; more of Ashglow follows soon. – G.G.V.K.

πŸ§™Every hero, new coloursEvery race, class and gender redrawn: cool shadows, warm light and a coloured outline.
βš”οΈWeapons that fitSmaller weapons that sit in your hero's hand. Epic and Legendary or Mythic weapons get their own look.
🐾Your team, in its placePets and summons are redrawn in the same pixel size as your hero and stand in front of you.

✨ New

  • New art for every hero: all 4 races, all 6 classes, male and female. Same small heroes, new colours: cool shadows, warm light and a coloured outline that fades on the lit side.
  • 13 weapon types redrawn, each in three looks: normal, Epic (a violet accent) and Legendary or Mythic (an ember glow). The look follows the rarity of the weapon you wear.
  • The crossbow now looks like a crossbow, with its bow and string.
  • New art for every pet and summon: the Archer's pets, the Mage's elementals, the Duskshade and the Powder Cannon.
  • The heroes on the website now look the same as in the game.

βš”οΈ Better

  • Heroes are drawn bigger on the battle stage, and on phones the stage is taller, so your whole team fits.
  • Every weapon sits in your hero's hand and moves with it.
  • Fixed places for your team: your first pet or summon stands in front of you, a second pet a little further back. On phones the monsters step back to make room.
  • Pet rarity now shows as a sharp coloured line instead of a soft glow, so two pets never blur into one.

⚠️ Known issues

  • Off-hand items (shields, orbs, tomes) are not drawn on your hero yet.
  • Some monsters still use their older art, so they can look a bit different from your hero.
Patch 0.4
Emberlight
23 – 24 October 2026

From the Forge: Every zone has a boss you fight alone. From this patch there is one the whole realm fights together: a World Boss that walks toward the campfires every week. Thank you for the first Reddit feedback, both points went live the same evening. – G.G.V.K.

πŸ—ΏOne boss, the whole realmEvery hero from level 30 hits the same World Boss, and all your blows fill one bar.
πŸ”­ScoutsThe first 25 heroes learn its rhythm for everyone, the first 100 find its weak point.
πŸ”₯EmberlightWhen it falls, the whole realm gets +10% XP and gold until the week ends.

✨ New

  • New monsters in Kindlepine Woods: the Sapshell Beetle hides under a shell of hard pine resin that soaks a quarter of every blow, and every hit you land on a Smoulderquill burns you a little (never more than 2% of your health). Both have a hunt quest.
  • Wanted: Ashantler, the Ember-Grazer. A rare grey stag with burning antlers walks the pine woods from level 3. It hits hard, counts as a Rare, and has its own Wanted quest, achievement and title.
  • New pixel art for the Ashpelt Wolf, Galebeak Roc and Sparkhide Ram. The Roc and the Ram no longer borrow another monster’s look.
  • World Boss (Battle tab, level 30+): one boss per week, and five take turns, each with its own move: Cairnbrand, the Ash Colossus; Vessra, the Dusk Wyrm; Old Gharrum, the Cinder Giant; Grumvald, the Pyre Ogre; Veylith, the Steam Serpent. A new one arrives every Monday at 00:00 (Amsterdam time). 3 fights a day of 8 turns. Your points are scaled to your level, so a level 30 hero matters as much as a level 60.
  • When it falls, everyone who helped claims once: 5 Boss Marks, gold, 3 Essence, 1 Core and the title Mountainbreaker.
  • Three phases, the same for everyone: approaching the camps, at the gates (its weak point opens more often), wounded and furious (it gathers power every third turn: Brace, then strike).
  • Scouts report: once 25 heroes have fought, the card tells everyone when it gathers power; from 100 heroes also when its weak point opens.
  • Emberlight: the week it falls, every fight on the website gives +10% XP and gold, and the boss lies cooled by the road.
  • It holds its ground: each day the camp can break only part of it, and it can fall from Thursday 19:00 (Amsterdam time). Every point you deal still counts for your share. The first boss stays a little longer: until Sunday 1 November, and it can fall from Thursday 29 October.
  • It remembers: if it fell on Thursday, it comes back angrier the next week. If nobody brought it down, it comes back still wounded.
  • Five big monsters on the stage, drawn larger than anything you have fought so far.

βš”οΈ Better

  • A World Boss fight costs nothing: full HP for the fight, afterwards your HP and resource are back to what they were. Falling or fleeing ends the fight early; the damage you did still counts.
  • Every fight lasts its full 8 turns, and a typical hero earns about 100 points on every level: a level 30 hero and a level 60 hero matter the same.
  • Below level 30 you can already watch it: from level 5 a small card on Home shows how far the realm has pushed it and how many levels you still need to join. Emberlight reaches every hero on the website, whatever your level.
  • Dungeons now grow with you: bosses match your level, so every dungeon stays worth running.

βš’ Fixed

  • The Ascension key now really starts your next Ember Ascension 1 level higher. Before, it was used up without the extra level.

πŸ’¬ You asked, we listened

  • "My Archer's Focus didn't matter" and "the UI is too big on a PC" (Reddit, 13 October): both fixed the same evening. Thank you.
  • "My Venomblade quest never moves" (Discord): element quests now count as soon as you use 2 different skills of one element in a fight. Your other skills no longer block it.
  • "What do the gems do?" (Discord): every gem now shows its bonus, and a selected gem shows how far that stat can go.
  • "I can't play my second character on another computer" (Discord): your second guest hero now opens there too.

⚠️ Known issues

  • The World Boss lives on the website only; on itch.io you see a note.
  • The boss's HP grows with the number of heroes that fight; after the first week we will tune it with real numbers.
Patch 0.3.6
A clearer first fight
19 October 2026

From the Forge: The guide was a wall of text. Now it is short cards with pictures, and the deeper stuff shows up when you need it. - G.G.V.K.

⭐ Better

  • The fight guide is now 4 short cards with pictures: pick a skill, drink a potion, watch for the warning before a crushing blow, and you lose nothing when you fall.
  • The Skills and Gear pages of the guide are short cards too.
  • Instinct and the Hunting streak get a one-line tip the first time you meet them.
  • The full details are still in the guide (βš™οΈ Settings), under "More details".

βš’ Fixed

  • At level 60 with more than 6 skills, the πŸ”₯ Ember Level bar was hidden during a fight. It shows again, like the XP bar below 60.

πŸ’¬ You asked, we listened

  • A player reached out and told us the tutorial was too much at once. They were right. Thank you!
Week 2 12 – 18 Oct0.3.1 – 0.3.5 Β· 0.3 Flicker
Small updates
Patch 0.3.1 – 0.3.5
13 – 18 October 2026
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.

βš–οΈ 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.

βš’ 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.

πŸ’₯Lifesteal counts againEvery lifesteal line now adds healing, up to 3% of your max HP per hit at 12% lifesteal.
πŸ›‘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 β–² 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.

βš–οΈ 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.

πŸ›‘Know what hits youThe zone list shows which elements the monsters there hit with, and your resistance to each one.
πŸ’ŽLoot 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 πŸ”₯πŸŒ‘ Β· you πŸ”₯18% πŸŒ‘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 β–² 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.

βš–οΈ 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.

πŸ•A calm startFar fewer popups in your first 10 minutes. The fight button is there right away, the rest unlocks step by step.
βš”οΈEmber LoadoutPick the 6 skills on your fight screen and save 2 sets. Everything fits on one phone screen.
πŸ›’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 πŸ’₯ 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: …"), 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.

βš’ 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.

πŸ’‘ 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.
Patch 0.3
Flicker
12 October 2026

From the Forge: Many of you told us monsters died too fast, even with Instinct. This patch gives every fight more weight, makes gear special again and balances all 18 specs against each other. Thank you for every report and idea in the Discord. – G.G.V.K.

βš”οΈFights with weightA normal monster takes about 5-7 turns, an elite 10-14, a zone boss 15-25. Your hero is not weaker: monsters got more HP and hit a bit harder.
πŸ’ŽGear is special againEpic from item level 20, Legendary from 40, Mythic only at 60. Fewer drops, but better ones, at your own level.
🎲Reroll one linePick one bonus line and reroll only that line. You see the chances before you pay.

🎯 Combat

  • Monsters have more HP and hit harder (levels 1-9 a bit milder). Elites and zone bosses too. Dungeons: Normal a bit harder than the open world, Hard a real challenge.
  • All 18 specs are balanced against each other: damage dealers within 10% of each other, tanks and healers stay tough and keep healing.
  • Pyromancer a bit weaker; Shieldwarden, Wrathkindle and Lightkeeper a bit stronger. The Duskshade binds 8% Mana (was 15%). Duskcallers take 12% less damage.
  • Instinct now Braces against a big hit. Instinct moves hit for 80% up to level 20, going down to 75% at level 60.
  • Mana skills cost 30% more from level 20, Archer Focus skills 25% more. Mana and potions matter again.
  • Level resistance is 0.25% per level (15% at 60). The rest comes from gear, gems and wards (max 75%).
  • End bosses at 60 are beatable again for damage specs.

πŸ’Ž Items & Loot

  • A monster item is 55% Uncommon, 32% Rare, 11% Epic, 2% Legendary. Elites, rares and bosses drop better.
  • Drops are at your level (at most 8 levels above the zone), and more often for your own role and your weakest slot.
  • Bonus lines always come from your role (armor can still roll a resistance).
  • Set bonuses only count pieces within 10 levels of you.
  • Reroll one line: 80% a bonus for your role, about 1 in 10 a top value (β˜…), price Γ—1.4 per reroll on the same item.

βš–οΈ Economy

  • Monsters give more gold (fights last longer). Junk is worth twice as much. Health and mana potions cost 50% more.
  • Wandering Merchant: a Rare costs about 15 minutes of gold, an Epic about 50 minutes. Legendary, Mythic and set items only for Boss Marks. New: a potion bundle (10 potions) for 20% off, once a day.
  • Boss Marks: zone boss 1 (Scorched 2), dungeons 5/10/15 (+3 per Ascension level). Mark shop: Epic 120 (level 20+), Legendary 400, set piece 900, Mythic 1200.
  • Levels 20-29 need about 10% less XP. Reaching 60 takes about 30 hours of play.

πŸ”₯ Scorched zones

  • A zone turns Scorched after you beat its boss: monsters +50% HP, +35% damage and an extra trait.
  • Rewards: +75% XP, +60% gold, loot always Rare or better (+3 item level), 1 Boss Mark per 10 kills.

πŸ† Leaderboards

  • At the same level, whoever got there first ranks higher (the date shows next to the level).
  • πŸ… First Flame: a title for the first hero to reach 60, and for the first of every class.

πŸ“± Interface

  • Skill buttons show how strong a skill is with dots (●●●○○) instead of exact numbers.
  • The newest news shows on Home until you tap "Got it".
  • Forge: "Reroll one bonus" shows every line with its own button and the chances. The Merchant shows "Marks only" for Legendary, Mythic and set items.

✨ Already in the game since 0.2

  • πŸ“œ The Ember Road: a 12-chapter story with Old Brenna of Cinderholt, who now talks to you, a Chronicle in the Quests tab, and class mentors at level 20 and 40.
  • 🏰 Dungeons got their own soul: a campfire between bosses (Rest, Stoke or Search), a path, a look for every dungeon, Halden's notes and the Deeps of the Realm. New names, and a sixth dungeon at level 18: Snuffwick Burrows.
  • πŸ•οΈ One Rest button, a weekly daily-login theme, harder daily quests, livelier fights and smoother fights on phones.
  • 🏷️ Many unique names: Kindlepine Woods, Ashpelt Wolf, Wrathkindle, Ashfall (was Nightmare) and more. Items and quest progress move along.
Week 1 Β· Launch week 5 – 11 Oct0.2 Spark Β· 0.1 Kindling
Patch 0.2
Spark
11 October 2026

From the Forge: A small patch, a few days early: your ideas now get rewarded, Instinct gets Focus, and the website has a fresh new look. Thank you for every idea in the Discord. – G.G.V.K.

πŸ’‘Ideas get rewardedWhen your idea makes it into the game, you get a gift from The Ember Council and a πŸ’‘ next to your name.
🎲Instinct gets FocusInstinct uses Focus. Pick at least half your moves yourself for +10% XP and gold.
✨A fresh websiteA new home page with real gameplay, and the game fits every screen.

πŸ”₯ General

  • Idea rewards: the Idea Forger role on Discord and a gift in your in-game mailbox (title "the Inventor", the Inventor's Satchel, Scrolls of Insight and gold). Three ideas: "the Visionary" and the Ember Moth.
  • New home page: one big Play button, a short gameplay clip and the sign-up goal.

🎯 Combat

  • Instinct uses Focus (5 at most): -1 per Instinct move, +1 per move you pick yourself, +2 per win.
  • Instinct moves hit a bit softer at higher levels, and Instinct does not work in the Endless Tower, Ember Ascension and Nightmare dungeons.
  • 🎯 Focus bonus: pick at least half of your moves yourself and the win gives +10% XP and gold.
  • πŸ”₯ Hunting streak: +1% XP and gold per win against monsters of your level, up to +15%. It now fades after 10 minutes without a fight.

πŸ’Ž Items & Loot

  • New: Scroll of Insight (+25% XP for 1 hour), only from idea rewards.

πŸ“± Interface

  • The game and the website fit every screen: bigger on large monitors, wider on tablets, and a new "Interface size" option in Settings.
  • A πŸ’‘ next to the name of Idea Forgers.
  • Fixed: the "Join Discord" button had red text on blue.
Patch 0.1 Β· Launch
Kindling
8 – 10 October 2026

From the Forge: Realm of Embers is live! This first patch bundles everything from launch week. From now on a new patch arrives every Friday. Thank you for playing, testing and sharing your ideas in the Discord. – G.G.V.K.

βš”οΈ6 classes, 18 specsFour races and pixel heroes that wear the gear you find.
🏰Dungeons & the Endless Tower20 bosses, each with its own mechanic. Then Ember Ascension.
πŸ”‘Play your wayGuest up to level 30, or sign up with Discord or email.

πŸ”₯ General

  • Sign up with Discord or email. At 100 sign-ups the login opens for everyone: up to 4 heroes, saved online.
  • New home: www.RealmOfEmbers.com.
  • Hero names are unique on the website. Swear words are not allowed.

🎯 Combat

  • Attacks can miss: 5% against your level, more against higher levels and bosses. Accuracy on gear lowers it.
  • Bosses, elites and casters warn you before a big hit: Brace in time.
  • No defeat fee below level 10. After that the healers ask a little gold.

πŸ§‘ Classes

  • At level 20 you choose a spec: all points come back for free, with a short guide.
  • Pets, Elementals and the Duskshade fight beside you.

πŸ’Ž Items & Loot

  • Fewer but better drops, with named loot in every zone and a Loot Journal.
  • Better gear goes on by itself. Upgrade, enchant and socket it at the Forge.
  • Ultra-rare Relics: 1 in 100,000.

πŸ† Endgame

  • Ember Levels, monthly Seasons, Heroic zones, 200 quests per class and 50 achievements.

πŸ“± Interface

  • A warm ember look in pixel art, with a battle stage and a scene for every zone.
  • XP bar in battle, one red dot at a time, and a calm start for new heroes.