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Emberward 1.0 Is Out Now!!

Emberward · Community Announcements · September 17, 2026

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It's Finally Done!

I still remember the first day I opened up this new tower defense project. I thought to myself...this is my first indie game, so I should keep the scope under control and try to finish it in a few months. A year at most!

And, well...somehow it’s been almost 4 years now 😆.

Thank you so much for supporting the game throughout Early Access!

Especially those of you who have been here since the very first demo. When I first started making the game, I never imagined there would be such a big group of players willing to help test it, recommend it everywhere, and give me so many suggestions for improving the game with every update. Hundreds of Youtubers and streamers also introduced the game to even more people. Every one of you played a part in making Emberward what it is today, and I really appreciate all the help. I’ve heard plenty of players talk about Early Access games they regretted buying, so I tried really hard to make this feel more like I was steadily delivering everything planned while also adding new toys along the way. I hope you’re happy with both the Early Access journey and how the game has grown so far. And if you have any thoughts, please let me know!

As for the new fifth region, Void Depths...honestly, it was harder to make than the previous four regions COMBINED. Sealed Citadel was already designed to be the final area, so figuring out how to make something even more challenging without making it feel unfair burned a lot of my brain cells. But I think the final result is really fun! It adds lots of new mechanics and brings the focus back to what Emberward was all about: maze building. This time, simply using blocks to build walls won’t be enough. You’ll need to make good use of different mechanics and portals to strengthen your maze, and in some places you may even have to think outside the box to find the longest possible route for the monsters. I also finally got to add a few ideas that had been sitting in my head for a very long time. Anyway, you’ll see when you play it :P

By the way, a lot of people have also been asking about the plans after 1.0. I put that section at the very end of this post. (And if you don't want to read it: yes, the game will keep getting updates after 1.0!)

Lastly, since it's the 1.0 launch, I have to say: please keep recommending the game to friends, YouTubers, and streamers who might enjoy Emberward! Honestly, I have absolutely no idea what will happen after the 1.0 launch, and my biggest worry is that the game will just disappear off everyone’s radar right away 😆. Some players have suggested making a Supporter Pack, but... I genuinely don’t know what I could put in it. The game doesn’t have a soundtrack or an art book, and simply adding something like a “Golden Sniper Tower skin” feels kind of weird, so...yeah, I decided not to. Please just recommend the game to someone if you have the chance. That will help it far more than buying a Supporter Pack!

That’s all! Once again, thank you for all your support and help along the way! I hope you enjoy everything new in 1.0!

- Refi


TL;DR for anyone who wants to get straight into the game:


Game Languages

Adventure Mode

Achievements

Game / System

Towers

Relics

Runes

Characters / Skills

Other Changes


So... What Comes After 1.0?

OK, let’s talk about what comes next!

A lot of people have been asking about this lately, so I thought it would be quicker to explain everything here at once.

During the first few days after 1.0, I’m guessing you’ll dig up all sorts of problems I never even imagined, so I’ll focus on fixing those first. Then, once things feel stable... I’m going to sleep for a week! I’ve been working 14–16 hours every day for the last three or four months, and honestly, I haven’t been feeling very well lately, so I'll take a short to recover first.

After that, I’ll go back to something similar to the old update schedule and continue making new towers, relics, and maps. I haven’t decided whether that would be frequent small updates or saving up more content for larger updates. At the same time, I’ll start working on the console ports, so I’ll probably split my work time about fifty-fifty between the two until all the console ports are finished. The biggest difference from before is that the game now has lots of languages I can’t read, so I can’t make quick changes and adjustments the way I used to. Every update or change now needs to go through the translators, which will have some impact on the workflow and update speed.

Once the console ports are all finished, the current plan is to look at how the game is doing and decide what comes next. If the game is growing steadily and has a lot of regular players, I’d like to try making a level editor so everyone can design their own stages (and I really want to know what it feels like to play brand new stages too!). But I expect a level editor would take at least 3 or 4 months to make. If I put that much time and energy into it and nobody uses it... that would be really sad, so I’ll only consider it if the game can maintain a certain level of activity. If fewer people are still playing, I’ll probably keep the same update schedule. And if the player count drops very quickly... I may have to start thinking about what game to make next 😆

So yeah, that’s roughly the plan for now.

In any case, the game won’t stop getting updates just because 1.0 is out, so don’t worry!

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Post-Update Fixes:

(9/20)

(9/21)

(9/22)

(9/23)

(10/8)

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