Patch Notes
Everything that changed in the game since launch — with thanks to the people who reported it. The roadmap lives here:
1.7.5 — New faces for the world


New faces for the world (build 845):
- New art for foes and bosses. Nearly all foes, dungeon bosses, world bosses and titans now appear in one dark, unified style, with head, feet and weapons fully in frame. The Ash Cards carry the new art.
- New art shows up right away. Foe, boss and card images now reload with every update, even if your browser still held old ones in its cache.
- Bestiary: what counts for “Chronicler of Ash” (thanks, Fabian). The Codex now shows a note above the foe list on which foes are not in the register. The counting itself has not changed.
1.7.4 See Clearly

Read the announcement on Steam →
In short
- More light: brightening, contrast and text size up to 150% with three profiles.
- Honest displays: Ash Leech shows the net value, daily loot and world bosses have countdowns, and the Silent Chamber is visible in the Bestiary.
- Simple Menu: only Combat, Gathering, Crafting, Market and Equipment; more pages appear as soon as they have something for you.
- Pin Bar: pin enemies and recipes to the top with a star.
- Equipment: a food order board, an affix total, a damage-type mark and the slot in the tooltip.
More light, easier reading
- More light, easier reading. New in Settings (the “Display” tab) and in the title menu under “Options”: brightening of the dark areas, contrast, high text contrast, bold text and text size up to 150%. Three profiles (Default, Bright and clear, Easy on the eyes) set everything with one click and say what they change; “Undo” and “Reset display” are there too. If you find the game too dark, the title menu shows a “Too dark?” hint. New saves start unchanged.
- Less stutter when scrolling (thanks, Holy): The goal chip and the title of the profession pages now pulse in opacity only, which saves frames on weaker machines.
Numbers and clocks that tell the truth
- Ash Leech shows the net value (thanks, Holy): The counter strip, combat stats and stance tooltip say what is left after the resistance penalty and the stance bonus, for example −31% instead of −40%.
- Countdown for daily loot (thanks, Holy): Boss cards say when the loot drops again; the day changes at 0:00 your local time, and daylight saving does not confuse the clock.
- World boss after midnight (thanks, Holy): The 6-hour return timer and the midnight change of the daily loot run separately, and the card says "Daily loot open again by then" or "still taken by then". Loot and times stay as they were.
- Bestiary: you can now see the Silent Chamber: Bars, loot window, milestone text and collection page say how many wins the milestone saves ("Silent Chamber: −25% (instead of 100)"); drop chances stay as they were.
- Homecall: the bar type is fixed: Hral asks for the bar type of the call's unlock tier, no longer the one of your current combat level; the 17 combat calls get cheaper or stay the same, the three profession calls (Vein Ring, Scale Ring, Ember Clasp) pay the bar type of their source tier and can cost more than before at a low combat level; bars you already have stay yours.
- Ash Anchor (thanks, Katharsia): The button shows "Titan Shards: n / K", how many you have and how many an anchor costs; too few is shown in a warning colour.
- Artifacts (thanks, Holy): Each card still shows how you got it after unlocking, and when the Artifacts page appears.
- Double yield when gathering (thanks, Holy): The bonus page has its own block with all sources and the headline number, and the prayer text says "when gathering".
- Slot in the tooltip (thanks, Holy): Amulet, necklace, ring, trinket, weapon and so on now also appear in the bag tooltip and the comparison window.
- Damage type on the weapon: A coloured mark names it in the chest, detail window and comparison; in the chest you can filter by it.
- Small things: The card writer's texts no longer name fixed numbers, and crit hits no longer show an asterisk before the number (you recognise a crit by size and glow).
Equipment and supplies
- Equipment: supply board and affix total. The equipment page shows the three best foods with the same buttons as in combat (order, use, own threshold). Below it, a collapsible affix total adds up everything you wear, with caps, effective value and the biggest sources.
- Blueprints active at once (thanks, Holy): They are activated the moment you find them, and the find window only informs; ones you already found but did not activate can still be activated on the Equipment page.
- Mass unravel asks about relics: If a relic piece has no star and is in the selection, the window names it and asks for a second click; after rebirth the relic can be called again.
- Set Forge easier to find: After the dungeon end boss, the loot window points to the Set Forge under the bosses and jumps there on request.
Controls and menu
- Menu tidied: Artifacts are now a tab in Upgrades, the Quest Board a tab with the Companions; saved orders stay, favourites move along.
- Simple Menu: A switch in Settings and at the top of the menu shows only Combat, Gathering, Crafting, Market and Equipment; more pages appear as soon as they have something for you or you open them. New saves start like this until the first Ashfall, and if you already play you keep your menu.
- Pin Bar: A star on an enemy card or a recipe pins it above the menu on the left; a click jumps there, the cross removes the pin.
- "Collect and continue": After hunt and seal bosses and after Terrors, a button leads back to the last enemy; a Terror banner at the top shows how long the Terror still roams.
- Seal bosses by level: The page sorts enemies by level, and the level is large at the head of each card.
- Mirror Lake depth slider: Two arrows next to the slider move the depth in steps, in tens with Shift.
- Campfire: 1000 and ALL: Besides 1, 10 and 100 there is 1000 (if you have that much) and "ALL", which only throws everything flammable into the fire after a second confirmation.
Small fixes
- Small fixes. Dungeon cards: the rarity/difficulty line and the crown are readable again. Lighter pin star. The favourite “Artifacts” lands on the Artifacts tab. The counters on the upgrade tabs are translated in all languages. The title menu's Options window now fits narrow screens at 150%. The supply board only appears when you have food, shows no lake dishes among the best foods, and its arrows swap visibly. The “Default” profile restores calm mode and ember effects when a profile changed them, and “Hold for original” really shows the original.
- Mirror Lake (thanks, Holy): The memorial plaque no longer covers the catch card; it hides together with the "Catch of the Day" board while the catch card is in front.
- Relic Hall (thanks, Holy): The "?" next to "Homecall", "Awakening" and "Last Bond" always opens its help bubble in the visible area, and "Reduce motion" also stops aura, sparks and embers there.
- Depths in all languages (thanks, masver1): The info boxes for the Heroic, Mythic and Abyssal Depths were in English in the other languages and are now translated.
Thanks
Thanks to Holy, Katharsia, masver1 and everyone who reported, tested and asked, on the forum and on Discord.
Addendum: Hotfix 1.7.4a “Symbols”
A small hotfix (build 842) for 1.7.4:
- One symbol, one meaning (thanks, Holy). The pin has its own pin needle instead of the favourite star, Ember Marks in boss loot show the symbol of the top bar instead of the carving sparkle, and the carving sparkle sits at the bottom right of the slot without covering the favourite star.
- Purple frame = carved. The equipment page and the carving page carry a sentence about it.
- Silent Chamber: favourites stay put (thanks, Saibot_Sheil_23). The chamber now says on its page that it never takes items with a favourite star.
Addendum: Hotfix 1.7.4b
Small hotfix (build 843) for 1.7.4a, display and texts only:
- The Silent Chamber shows why nothing is handed in (thanks, Timo and Saibot_Sheil_23). The material line now shows your total and the amount that can be handed in, and for starred favourites it says “Favourite star: stays put”.
- Set display (thanks, Holy). The tooltip always shows “Set: Name (x/y)”. In comparisons, “You lose: …” is now followed by “You get: …”. “Breaks” only appears when the bonus really gets worse, otherwise it says “Changes”.
- Next chain (thanks, masver1 and Inusansae). The Homestead and Ash Turning bonus texts now read “+1 slot in the Next chain (button “+ Next”)”. This is the chain behind that button, not the side slot.
- Rootcaller staff (thanks, Holy). The weapon text and tooltip explain that the poison does not kill and leaves the enemy at 1 life.
1.7.3 — Always fire, mastery and clearer displays

Read the announcement on Steam →
Combat
- “Always fire” for Ember Automation: Berserker Ember, Eagle Eye and Ember Barrier get a second mark in the automation. When it is on, the ability also fires with the killing blow and carries into the next foe. The default stays as before (thanks, Holyjester).
- Melee mastery: What you earn in melee above level 100 fills a visible bar in Combat Stats. Each rank gives +0.25% max HP and +0.25% armour, at most 20 ranks. It stays after the Ashfall (thanks, Holyjester).
- Grave Ash drops 2 to 3: The Ash Wraith drops two to three Grave Ash per find instead of one. Loot table, night watch and card show the same (thanks, Holyjester).
- Armour before and after: The comparison shows how much armour you would have and what percentage of damage it really stops (thanks, Holyjester).
- The mark is visible everywhere: The fixed golden line (for example +20% frost on the Star Staff) appears in the tooltip, on the worn piece, in the comparison and in the reforge window, with a divider from the rolled values (thanks, Holyjester).
Gear and bags
- Loot filter by set: Per set you choose “keep” or “sell”. “Sell” only applies where you already wear something better; favourites, enchanted and hardened pieces stay safe (thanks, Rody).
- Protect crafted pieces: A further switch never auto-sells or unmakes pieces you crafted. The junk text now says more exactly what applies (thanks, Alexarion).
- End an effect: A running potion can be ended in the flask window.
- Filters: Cooking and Fine Crafting can be filtered by type, and the Ash Vault has Gems and Collectibles as groups of their own.
Fishing and the Ash Tower
- Chests while fishing: When fishing actively, a catch can also bring a chest whose keys you have spare. The chance rises with depth (thanks, Holyjester).
- Provisions in the Ash Tower: The provisions counter sits at the top of the fight, with a warning shortly before it runs out (thanks, masver1).
Ashfall and collections
- What each Ashfall opens: The Ashfall window has a table of the thresholds that really exist in the game. The catch-up sprint is explained, also in the Ash Turning window: the Ash Turning does not give it (thanks, Velina and Madazenus).
- “What's New”: After an update the game shows the news once. A tick turns it off, and a button in the settings opens the window any time.
- Fewer permanent hints: The Ember Trail note stays hidden after completion, the gather-slot line shows once. Both can be changed in the settings (thanks, Velina).
- Clearer collections: Codex, Collection Log, Ash Cards and Trophy Hall say at the top what they are for and where the related pages are. The boss trophies in the Trophy Hall are folded away; stats and loot of the foes are in the Codex.
Small fixes
- The Traveller opens the shop again via his speech bubble, as long as it covers no button.
- The home-call cost of relics names the bar type that applies at the unlock level (thanks, masver1).
- The Abyss Scale shows its use only once (thanks, masver1).
- The demand “Clear floor …” says the floor must be beaten.
- More gaps in the foreign languages are closed, mainly in Russian.
Thanks
Thanks to everyone who reported, tested and asked, in the forum and on Discord.
New in the wiki: “Always fire” of Ember Automation, melee mastery, chests while fishing, the loot filter by set and the table “What each Ashfall opens”; the Ash Wraith shows Grave Ash 2–3.
1.7.2.2 — Companion films, box, translations and forum fixes
Read the announcement on Steam →
Films and box
- In every companion's profile (magnifier on the card) “Watch film” starts the film even with “Reduce motion”. The films still do not start by themselves there.
- The opening film of the box always plays on your click.
- All 39 companions have their film.
- Players who switched the tutorials off now get the box with the Patchwork Bear too.
Fixes (thanks, masver1)
- Workshop equipment can no longer be upgraded: it cost materials and changed nothing.
- The explanation panels of the dungeon tiers wrap and no longer run out of the window.
- No messages stand over the title screen any more.
- Once all depth relics are there, the daily counter disappears.
Translations
- English leftovers in the foreign languages are translated: the Mirror Lake meals, “Wisp's luck”, “Swap affix” in the weapon help text, the Mystic panel (“+2 affixes”) and the Ash Steps.
Market and codex
- The tooltip only calls a piece “vendor trash” if the market filter “Vendor trash only” counts it too; otherwise it says you sell it by hand.
- In the codex, portrait pictures (bosses, tower foes, skeleton) stay inside the frame of their tile (thanks, masver1).
Thanks
Thank you to everyone who reported, tested and asked, on the forum and on Discord.
New in the wiki: the film button in the companion profile, dungeon tier panels, the vendor-trash tooltip.
1.7.2.1 — Thanks from the Ash

Read the announcement on Steam →
Thanks from the Ash
- Whoever loads the game after the update (new players after the tutorial) gets an old box once, with a thank-you message and a short opening scene. Inside waits the Patchwork Bear, a companion for everyone. Nobody misses him, there is no deadline.
- Thank-you parcel: every 45 minutes he sets down a parcel with gold (90 seconds of your best hunt, at most 2,000 per combat level) and one provision. This works offline too; as a passive companion he is slower.
- Consolation plaster: death costs 15% less gold (fresh and active, at most 50%).
- Last Stitch: once a day the Patchwork Bear prevents the lethal hit: you stay on your feet with 1 HP and take only half damage for 5 seconds. In the passive slot this works every 2 days. Not in the Ash Tower, against titans, on the Ashen Path or in dungeon boss fights; the first three free deaths stay untouched.
- He is a gift, not a goal: “Menagerie complete” and “Beastmaster” do not get harder because of him. There is also the title “The Thousandth Spark”, in the game only.
Glow by rarity
- From Rare up, items get a soft glow in their frame that grows with the rarity (bag, chest, market, comparison); in the journal, loot lines from Epic up are tinted.
- The gold frame of favourites no longer covers the rarity.
- In the settings under “Rarity glow”: Off, Normal (default) or Strong (Legendary, Apex and Mythic breathe softly, not in calm mode). Display only, no effect on values.
Fixes
- The crafting side slot stayed locked after every Ash Turning until total level 150 was reached again. Whoever has turned before keeps it (thanks, Holyjester); the depth relics stay visible.
- Title music: if the intro film hangs, it starts after a minute anyway, fading in softly.
- The Sphere Hunter can be reached even when spheres are switched off (silent catches count).
- Fine-crafting recipes now appear only in Fine Crafting, no longer in the forge.
Wishes from the forum
- Health draughts can be bought several at once (×5, ×10, Max).
- The chest filters by gem colour.
- A growing plot can be cleared.
- After the Hoard Warden a button leads back to the previous foe.
- Tooltips can be held with middle click or Alt+click (Esc releases them).
- The colour scheme is now also stored in the save.
Thanks
Thank you to everyone who wrote, tested and sent ideas, on the forum and on Discord.
New in the wiki: the Patchwork Bear, glow by rarity.
1.7.2 — The First Stone

Read the announcement on Steam →
The Builders' Hut
- A new page in the menu, under “Economy”, open from your first Ashfall. It shows the causeway as four sections that fill up, plus the total in fathoms.
- The total has two parts: life fathoms (every Ashfall adds 30, at most ten falls) and the fathoms from your day's work. Both are listed on the page, separately and together.
- One day's work a day adds 50 fathoms. For it you put timber, ore and bars into three compartments (40, 40 and 5 pieces) from your bag, bank and mailbox; the compartments show what is already there. There is no new raw material: it is all things you mine and smith anyway.
- The kind rises with every section: first logs, copper ore and bronze bars, then oak, iron ore and iron bars, then willow, silver ore and silver bars, finally maple, gold ore and gold bars.
- In the first stage the causeway reaches the fourth pier (400 fathoms). It ends there for now; the right timber is missing, and the day's work only lays what is still needed up to the pier, nothing is lost.
- You lay the day's work yourself: nothing is built at night or offline. The day's work has its own sound, shows in “Today in Veyr” and as a number in the menu.
- Anyone who has already fallen gets, on the first load after the update, the falls so far credited up to fall 5, 150 fathoms in total; nothing is taken away.
How it plays
- Lay a day's work every day and you stand at the fourth pier after eight days on that alone; the life fathoms of your Ashfalls come on top and shorten the way. A missed day costs nothing, and a day's work does not wait for a particular day.
- One day's work per game day means once a day, no matter how many hours you play. It is a small ritual for in between, not a mandatory path, and nobody who skips it loses anything.
- All numbers are open on the page: life fathoms, day's work, total and what the compartment still needs. The menu number, the “Today in Veyr” line, the map and the Ashfall outlook read the same calculation; there is no second number next to it.
- The page has its own help, can be found through search, and its backdrop is the Homestead; there are no new pictures for it.
The world map
- The map now shows the causeway by fathoms instead of Ashfalls and moves it on picture by picture; these are the map pictures that already exist.
- The chasm says how far the causeway reaches, and a button there leads straight to the Builders' Hut.
- A menu chip at the Builders' Hut shows the fathoms and pulses when a day's work is ready or a letter is waiting.
Letters from across
- Every 100 fathoms Grev, the master builder on the other side, writes a letter. In the first stage there are four.
- The letters are kept in the Builders' Hut, the newest on top, and the journal says when one has arrived. Anyone who already has 150 fathoms finds letter 1 on the first visit.
The Last Bond in the Ashfall window
- If you own the Pyre Tree node “Last Bond”, you now choose the piece of jewellery that survives the Ashfall right in the Ashfall window, where the Ashfall is triggered. Thanks to Rody for the suggestion.
- The Relic Hall keeps its choice and shows a note; both places set the same thing, the preview in the window recalculates with every change, and the help explains it.
- The choice in the hall no longer jumps back in combat: while you have a list open, the page waits before redrawing. Thanks to Madazenus for the report.
Ashfall window and Ashfall preview
- The outlook in the Ashfall window says how many life fathoms the Ashfall adds to the causeway and how far it reaches now, as long as the causeway is still growing; before the first Builders' Hut this line does not appear.
- The note “saved” after the gear pieces was still in English in some languages and is now translated in all nine languages.
Small fixes
- The enemy card said “Loot Book ready to deliver” even for catchable Silent Chamber creatures that have no Loot Book page at all (Bone Golem and others); that is gone. Thanks to Rody and Madazenus for the report.
- The “Next goal” in the top bar can now be switched off in the settings, separately from the “Recommended next step” box on the overview; both switches now say what they apply to. Thanks to Rody for the wish.
- A demand “Defeat … before you reach combat level N” never asks for a level above the maximum any more.
- Boss names in the demands are inflected correctly in German (“den Ungezählten”, “Ertrunkenen Seherich”), and the epithet has its comma (“Ossuara, Mutter der Asche, in unter 3 Minuten”).
- The crossroads swap window says it is your only swap, and afterwards it says “swap used”; the help of the demands page mentions the crossroads.
- The grade ladder says before the win what this win pays for missing gifts, and fits the screen on the phone. Thanks to the beta testers.
- Auto plots now harvest even while the tour is open. The tour, the crossroads window and the Ash Wound film wait out boss, titan and tower fights; the Ash Tower counts as a boss fight for companion messages.
- What you see matches what happens: the market shows the total chance of crates, the heal preview knows the spice (a pinch is only used when it works), the side slot line shows the effective XP, the bulk carving preview adds up in the order of execution, and “Keep only the best” says honestly how many pieces stay and how many of them are protected.
- The seven titans now carry their names in every language.
- Clearer texts: ember grade forecasts name the HP cost, the entry to the Ash Wound names combat level and foe level, the Ashfall lists ember grades and the Ash Wound under “You keep”, the page is called Market everywhere, the forge help explains the cap overnight, and the set line names both rates (page open and visible versus another page or the background).
- Ashfall and tasks: the weekly back payment no longer locks the vow choice, fulfilled goals stay through the Ashfall, and when the day or week changes no old claimed slots are carried over. After the Ash Turn your HP no longer stands above the maximum.
- The Last Bond says that jewellery keeps its etchings (jewellery has no sockets); the inventory and the combat tab bar show their scroll bar in the dark style of the game.
- The box with activity, chronicle and ember path now stands below the hero from the start in wide windows; if you chose “right” it stays there.
- New looks for the loading bars in the settings: Standard, Ember Vein and Ash Blue can be chosen. Combat, gathering and crafting stay recognisable by their colour.
- The rarity filter of the equipment chest now switches each rarity on and off on its own (“Rare and up” stays as a shortcut), and pieces from dungeon sets can now be unmade in bulk unmaking and from the marked list too; they are still only sold one at a time. Thanks to Rody for both wishes.
- The stutter while gathering and crafting is fixed: the inventory strip no longer rebuilds completely when its content is the same, the sidebar saves duplicate work, and the bag redraws at most twice a second; clicks still show at once. Thanks to Rody and Madazenus.
- On the item card the place of a source (Ash Wound, Ash Tower, dungeon) can now be clicked; if the layer is still closed, the hint names the Ashfall it opens with, and the search says the same. Thanks to Holyjester.
- The button “Use Ash Sigils” is now “Use Ash Sigils when repeating” and is dimmed while “Repeat” is off.
- The Silent Chamber stays through the Ashfall: captives and running analyses (anatomy stalls, dissection runs) stay as they are, time keeps running, and the Ashfall preview says what stays.
- Fishing: auto fishing hooks treasures twice as often, the set line finds one every 125 catches on average instead of every 250, and Rufus now also trades 3 spare keys for 1 missing chest at the pier.
- The Ash Bank is now called the Ash Vault and holds 50 instead of 40 kinds per page (eight pages: 400 kinds); nothing changes in your save, and the search still finds the old name.
- Workshop gear is no longer sold as junk, and the expedition demand also counts with “Repeat route”. Thanks to Rody and Madazenus.
- Forum fixes: the stack row when unmaking wraps in long languages, creature pictures in the Silent Chamber stay inside their frame, the search field in the Ash Vault has a clear cross, the bestiary bar in combat also counts the Chronicler's Quill and the Silent Chamber, the Abyss Hoard Ingot (loot) has its own name next to the Abyssal Bar, relic materials lead to their sources on click, and the Last Bond says where to choose it. Thanks to masver1 and Holyjester.
- Last Bond: the choice is now tied to the chosen piece, not only to the slot, a chosen piece of jewellery in your bag is saved too, and if you chose nothing the Ashfall window shows “default, not chosen” with a note on which piece stays and which burn.
- The cutting card “Frost Flawless from 2 gizzard stones” now says “from gizzard stones” instead of “from raw stone”, three items that shared a name now have different names (Bell-less Clapper, Rust Key, Amulet of the Void), and the feed button on the companion card feeds ten times with Shift and a hundred times with Ctrl, even without making it active. Thanks to Holyjester.
- On the first start, the title music no longer plays behind the intro film.
- The warning line about the Last Bond in the Ashfall window is now shown in the chosen language in every language.
Achievements and languages
- Three new achievements for the causeway: Mail from Across (the first letter), The Fourth Pier (400 fathoms) and Four Letters (all of Grev's letters). They exist only in the game and do not count for the Completionist.
- All new texts exist in all nine languages.
Thank you
Thank you to Rody and Madazenus, whose reports are in this update, and to everyone who tested and wrote.
What next
The causeway is not finished yet. Tell us how the day's work feels: too much work, too little, the materials too dear or too cheap, the letters too rare. Every number of the Builders' Hut is a dial, and we will adjust.
New in the wiki: the Causeway and the Builders' Hut, the Ash Vault.
1.7.1 — The Ash Demands

Read the announcement on Steam →
The Ash Demands
- Before every Ashfall the Ash sets you three to five demands: a boss without a healing potion, a boss within a set time, a refining, a tower stretch, a creature for the Silent Chamber and more. They are deeds, not counting jobs.
- The slots “Early”, “Middle”, “Late”, “Gamble” and “Peak” reveal themselves bit by bit as you near the gate of the Ashfall (at 35, 70 and 85% of your total level); when one opens you hear a small chime.
- Every demand belongs to a branch of the Ash Book and writes it one entry, Gamble and Peak two.
- A demand that does not suit you can be swapped once per slot for another. If every slot is met at the end, the Ash writes one more entry into your weakest branch.
- Demands only count while you play yourself: not at night, not offline, and not when the repeat function restarts the fight for you. Every demand drawn can be met with your current state.
- The new page “Demands of the Ash” (menu, Economy) shows the run, the Ash Book and the chronicle; a “2/4” chip in the menu shows your progress and pulses when something is new.
The Ash Book
- 120 entries in six branches of 20 each: Blade, Ward and Lore give up to +8% each, Pace +6%, Find +4% and Ember +10%.
- The book stays through every Ashfall and works on top of the Rebirth tree; on the bonus pages it has its own line “Ash Book”, so you can see where every number comes from.
- The Ashfall window says how many entries stay and how many are new.
The Crossroads
- Six times per run (at 35, 50, 70, 82, 92 and 100% of the gate) the Ash stands at a fork: two gifts, you take one, the other burns away.
- Nine pairs with 18 gifts for combat, loot, tempo and lore; every gift lasts until the next Ashfall, at most +25% per effect.
- You can pick “Decide later”, nothing expires, and change one choice per run. The window only opens when nothing else is on the screen.
Grade gifts and the grade ladder
- Whoever beats an ember grade for the first time (grades 1 to 12 and 15, 20, 25) gets a small one-off gift per category and account: Grade Ember for dungeons, gold for world bosses and epochs, Ember Solder for titans.
- The grade ladder has a new column “New” showing what a grade unlocks, and every grade from 1 to 12 has its own voice from the Ash.
- Veterans collect what they have already earned with their first win after the update.
Four new gemstones
- Opal (experience), emerald (gathering tempo), garnet (loot luck) and onyx (armour), five levels each: 20 new stones. Together with the pictures for demands, the Ash Book and achievements, the update brings 33 new pictures.
- Every stone fits any free setting; in a setting of its own colour it works ×1.25 as strong (opal and onyx void, emerald amber, garnet ember). The setting window groups the stones by kind, and every stone shows its own colour in the setting.
- Gem cutting gets 36 new recipes between levels 52 and 64 and fills the empty stretch up to 99. The stones need the rough stone of their setting colour; the item wiki now states honestly where it drops (mining, foes, bosses), and every level has its own lore line.
- The Collection Log counts 20 more stones: the percentage may drop as a result, claimed milestones and the title stay.
Relics, daily limits and materials
- Echo from finds is limited to 1 per day per relic and stops at Awakening V; Daily Spark and reforging count extra, and what you already have stays. Active sigil runs with an Ash Sigil may sit 1 echo above the daily limit, up to 2 times per relic and week.
- Relic pieces: one piece per day per relic. Depth relics: at most one a day. Foe Ash Cards: at most 5 new a day (boss cards are free).
- The Wandering Terror counts once per window.
- Material saving works at 75% at most; the recipe card shows “(cap)” as soon as it applies.
- The Daily Spark only counts relics it can actually reward, and the relic belt tooltip names the weapon and the relic pieces.
Gear, interface and fixes
- The gear summary line now also shows crafting tempo, double crafting, material saving, attack, defence, max ember and the four damage types, with the effective number.
- The page no longer creeps upwards in combat, and the top bar no longer shifts anything with an enlarged interface.
- Paused workshop rows have an ×, and pauses in the side slot no longer stick to the main slot.
- Auto-Hunt takes newly unlocked contracts by itself.
- The frame of a new companion is no longer empty; the still picture only gives way once the film really shows an image.
- The Stillstring window shows the Grade Seal as a small icon, the rotating titan carries its stamp, and the “Chapter ready!” tooltip stays put.
- The set line no longer closes the vow choice after the Ashfall; the Ashfall window says that it stays.
- Ember Automation in combat no longer jumps, the menu is easier to reorder (⋮⋮ handle, Alt+↑/↓), and the forge preview sits at the mouse also with UI zoom.
- The first wood is called wood again in the foreign languages, not “history”.
Achievements, sound and languages
- Six new achievements for demands, the Ash Book and the crossroads: First Demand, Single-Minded, Debtor of the Ash, A Whole Run, A Branch, Whole and Six Roads. They do not count towards the Completionist.
- Revealing a demand, meeting it, every crossroads and every grade gift have their own sounds.
- All new texts exist in all nine languages.
Thank you
Thank you to Madazenus, Naya, Katharsia, Rody, masver1, Isorn, Eguzky and Holyjester, whose reports are in this update, and to everyone who tested and wrote.
What next
Every number of the demands, the Ash Book and the crossroads is a dial. If a demand feels too easy, too hard or impossible, tell us your Ashfall, combat level and the demand, and we will adjust.
New in the wiki: the Demands of the Ash, the Ash Book, the Crossroads, the grade gifts and the four new gemstones.
1.7.0 — The Ember Grades

Read the announcement on Steam →
Hotfixes 1.7.0.1 to 1.7.0.5 · 5–6 October
- Fixed: the Stillstring window (thanks, Madazenus). The Grade Seal now appears as a small icon in the pieces row instead of a huge golden star filling the window.
- Fixed: the rotating weekly titan gets its stamp (thanks, Naya). After the victory the rotating Ancient Titan now shows the green “Beaten this week” stamp too, like the other titans.
- Fixed: tooltip on “Chapter ready!” (thanks, Katharsia). In the Hunting Grounds the tooltip of the notice in the top bar vanished after a few seconds; it now stays while the mouse rests on it.
- Fixed: set line and vows (thanks, Rody). If the Mirror Lake set line catches fish by itself right after an Ashfall, its experience no longer closes the vow window before you have chosen. Your own actions still close it, as before.
- Relics: a daily limit on echo (thanks, Madazenus). Finds give at most 1 echo per day per relic, none any more at Awakening V; Daily Spark and reforging count extra. Everything you already have stays.
- The Wandering Terror counts once per window. Once he is banished, no further fight against him starts until the next terror arrives.
- Fixed: the page no longer creeps upwards in combat. New lines in the combat log pushed the window up a little with every hit; now it stays put.
- Fixed: paused workshop row. The red “paused” row now has an ×, and a pause in the side slot no longer sticks to the main slot.
- Empty picture frame for a new companion. The still picture now stays until the film actually shows an image.
- Auto-Hunt takes new contracts. Contracts that have just been unlocked, with foes you can fight, are accepted by Auto-Hunt on its own.
- The Ashfall window mentions the set line (thanks, Rody). If the Mirror Lake set line is out, the window now says that it stays out through the Ashfall.
- Depth relics: at most one per day. The Ash Wound drops at most one depth relic per day. Relics you already found stay.
- Relic pieces: one piece per day per relic. Seal bosses and the Breathcrown give one piece per day per relic; the chance shows “today 0/1”. Pieces you already found stay.
- Ash Cards of foes: at most 5 new per day. The collection shows “new today 0/5”. Boss cards are not affected, cards you already found stay.
- Tooltip offset fixed (thanks, Eguzky). The preview of forge and gear pieces now sits at the mouse also with an enlarged interface (UI zoom).
- Daily Spark counts only active slots (thanks, Naya). Relics at Awakening V no longer take an invisible slot; sparks you already chose stay.
- Material saving: cap at 75% (thanks, Madazenus). All sources together save at most 75% of the ingredients; double crafting stays, the recipe card shows “(cap)”. Items already crafted stay.
- Ember Automation no longer jumps (thanks, masver1). The explanation text in combat has a fixed height of two lines; the ability bar and potions below stay in place, the full text is in the tooltip.
- Crafting in the side slot (thanks, masver1). If a recipe in the side slot waits for material from your gathering slot, it now resumes in the side slot instead of the main slot; the row names the side slot.
- Reordering the menu is easier to find (thanks, masver1). The ⋮⋮ handle at the left of the menu is now always faintly visible, the tooltip says “Reorder menu”, and Alt+↑/↓ moves the selected entry.
- Translation fix: the first wood (thanks, masver1). In Russian, French, Spanish, Portuguese, Chinese and Japanese the first wood, the Log, was named with the word for a history or journal; it is called wood again.
- Calmer interface with UI zoom. When the top bar grows or shrinks, the page now stays in place also with an enlarged interface (110%, 125%); before, it slid by a few pixels.
Thank you for your reports!
The Ember Grades
- From your 3rd Ashfall on, once you have beaten an endgame boss, you set an ember grade yourself on every card of a mystic or abyssal dungeon, world boss, epoch boss and titan.
- Each grade gives the boss ×1.25 health and ×1.06 damage, and gives you more experience and gold in return (while the daily loot is open) plus Grade Ember.
- The “− 0 +” wheel on the boss card sets the grade, and the chip shows health, damage, Grade Ember per win and whether the fight is doable before you start.
- At grade 5, 10, 15, 20 and 25 every boss gives one Grade Seal once, and Grade Ember, Grade Seals and Relic Ember stay through the Ashfall.
- Every first ascent of a new best grade also counts for the Weekly track.
- On your first visit to the world boss page Hral introduces himself once and explains the Ember Grades.
- Grade 0 is the boss as you know him: nothing about it changes.
Anvil-master Hral and the Grade Forge
- With Grade Ember and gold Hral forges every awakened relic on and on: Relic Ember gives it more attack and all of them together an Ember Echo, both against bosses on ember grade 1 or higher.
- The Grade Forge is its own tab in the Relic Hall and shows Grade Ember, Grade Seals and ember charges at the top.
- Every ten levels a relic gets an ember ring, paid with Grade Seals.
- The gold price grows with your income: each level costs at least as many minutes of your best hunt as its number, and never less than the fixed price.
- This makes the relic weapon the first choice at your own wall in the endgame.
Hral's ember bowl
- The first ascent of a new best grade and the daily-loot win are free; every repeat costs one ember charge.
- The bowl holds 24 charges and refills by one every hour, even while the game is closed; the return window tells you how much came in overnight.
The ladder does not end
- The grades go on until you fail, and from your 4th Ashfall on the wall grows by 5% health per Ashfall (up to Ashfall 30); the chip shows this surcharge as its own line.
- Milestones at grade 3, 5, 7, 9 and 11 ask for 1, 2, 3, 4 and 5 different world bosses, epoch bosses, titans or abyssal bosses and an Ashfall from 2, 4, 6, 8 and 10 on (World Ablaze ladders and the weak dungeon bosses do not count), and milestones you have already earned stay earned.
- They bring five achievements, the titles “Grade Bearer” and “The Unforgotten” and six new character frames: Glimmer, Blaze, Forgefire, Inferno, White Heat and Ablaze Grade in World Ablaze.
The Stillstring
- The 20th relic awakens from your 5th Ashfall on, once the Ember Grades are open; its third part is five Grade Seals.
- Anyone who already had all 19 relics on Awakening V keeps the full hall, its frame and its milestone.
The Titans of Ash
- Beyond Kholmoss three new weekly titans awaken: Ommath, the Second Angler, after your 4th Ashfall, Narvash, the Scarred One, after the 6th, and Zhorrak, the Ash Wrath, after the 10th.
- Each comes with their own film, a narrated story, their own stage, an ash card, three special pieces, an achievement and their own ember grade ladder.
- Titans still asleep already stand on the titan page and tell you after which Ashfall they awaken.
- Ur'Vahel's seal still counts the eight earlier titans, and anyone who had every ash card keeps their frame.
Sound
- Ember strike, ascent, anvil and ember ring have their own sounds, and from grade 10 a deep drone lies under the music in battle, which you switch off with the effects.
Achievements, display and languages
- There are 12 new achievements: five for the milestones, three for Relic Ember (25, 50 and 100) and four for the Titans of Ash.
- Search and help know Grade Ember, Grade Seals and the Ember bowl, and the bonuses page shows the Ember Echo.
- All new texts exist in all nine languages.
What comes next
We cannot wait to see how far up the ladder you get. Every number of the Ember Grades is a dial: if a grade feels wrong, tell us your highest ember grade and what felt off. Thank you for every report!
New in the wiki: the Ember Grades, Hral's Grade Forge, the three Titans of Ash and the Stillstring.
1.6.2 — Fine-tuning

Read the announcement on Steam →
From your reports
- The hero stands at full size by default, and the box next to it can be moved below the hero (Madazenus).
- The forge names missing materials, “home call ready” only shows when everything is enough, and the number at the relic menu counts more (Madazenus).
- The Floating Pebble drops at 12.5 instead of 7.5% and is guaranteed after 20 tries (Madazenus).
- An unbroken Seal of the Last Voice survives the Ashfall (Madazenus).
- Very small chances show their real number instead of “0.00%” (Madazenus).
- The relic source texts are consistent, the tower's bad-luck protection is visible from the start, and tower practice can go “10 floors down” (Rody, Madazenus).
- Hero and foe stand on one line in combat, and the supplies bar stays in place in small windows (Rockkange).
- Weapon levels are explained, the Gem Cutting help is correct, the potion list is always reachable, the Mirror Lake reminds you of the set line, and the Silent Chamber sits under the Homestead (Holyjester).
- Hardening from +11 asks first, with chance and cost (countzero666).
- The Daily Spark shows for sleeping relics too, and search finds six new terms such as Ember Sparks and Potion Warden.
Faster to the goal
- Awakening II to V is faster: Awakening IV takes about 25 days on average instead of 44, Awakening V about 36 instead of 64.
- Titan gear is guaranteed after four weekly wins at the latest.
Gold in the late game
- From your 3rd Ashfall on, upgrades cost 20% more with every Ashfall; what you bought stays.
- From your 3rd Ashfall on, the Traveller reckons with your real hunting and names prices in gold and hours.
- Death and pickpockets grow with your income, and the market weapon surcharge counts sold copies too.
The Ashfall forgets less
- Daily limits and daily counters carry on through the Ashfall.
- Your trail, win counters, the whole world map, your Ember Compass choice and a switched-off Auto-Hunt are kept.
- The Ashfall window and the trade rank messages say exactly what stays.
Offline like live
- The forge now works offline like gathering: after 8 hours you get about 69% instead of 19% of the live amount (Holyjester).
- Offline now also brings market gold, Ember Marks while gathering, more finds in the night watch and the Brandseal; the return window says what counts.
Crafting and workshop
- Newly crafted workshop pieces roll crafting speed and Double Craft by your trade level; Material Saving and pieces you own stay as they are (Holyjester).
- “Bonuses & Effects” handles multipliers correctly, and workshop pieces say that you refine them instead of hardening them (Holyjester).
- Favourites stay put: feeding takes the cheapest food first, and delivering in the Silent Chamber leaves favourites and the last museum piece alone.
Interface and controls
- New players no longer end up on pages that are not in the menu yet, and no longer get four new things at once.
- Night foes are bluish everywhere, and the menu and important buttons work with the keyboard.
- Plus many small display and text fixes, from root venom to the material study to the Ember Crate.
Nine languages
- About 370 texts that were still English in seven languages are translated, and many names are made consistent.
Honestly
- Gem Cutting gives 25% less experience because it levelled much faster than intended; levels you reached stay (Holyjester).
- The Ember Crucible catches up at most 60 instead of 120 runs after a break, so that millions of gold do not vanish at once when you return (johnhawk, eric-belair, Holyjester).
- In offline crafting a hidden lower limit slowed fast crafters down; that was our mistake and it is fixed.
What comes next
The Ember Grades are in the works. Thank you for every report and every screenshot!
1.6.1 — Faster, clearer, fairer

Read the announcement on Steam →
The hero at full height (thanks, Naya)
Naya told us that the frames were covering her hero. In 1.6.0 we trimmed the frames; now the whole hero follows.
- Half figure or full figure. In the settings under “Display” you switch between “Half figure” and “Full figure”; a small button on the hero card does the same. The full figure stands in a rectangular frame, and all 24 frames have a shape of their own for it. Two arrows at the edge flip through the garments you have already unlocked. The choice applies to all ten slots. On wide screens (from about 1,700 pixels) the hero stands in a column of their own anyway and shows the full figure there by itself; otherwise the half figure stays until you switch.
- A column for the hero on wide windows. From about 1,700 pixels of window width, the hero stands with name and life bars in a column of their own on the left, and the menu gets its height back. You can switch the column off in the settings.
- The campfire badge. As long as the campfire blessing is active, a badge stands next to the hero: the ring shows the time left, the shield the experience bonus, and that is the very number that takes effect. Without a blessing it disappears; a click on it opens the camp.
- A new Wound-Walker frame. The “Wound-Walker” frame has been repainted and leaves the hero clear.
Faster to the goal (thanks, countzero666)
countzero666 did the maths on Discord: how long does upgrading a mythic melee weapon take when its material comes from a single boss with a daily window? His answer was 127 years. It was not quite that bad, but he was onto something: some chains took months instead of days. So we measured every long chain in the game, with 20,000 simulated players per chain and the same loot functions that roll in the game, and released the brakes. The goal: a few days to two weeks, not months.
- Bundles of eight instead of five. Daily bosses and world bosses now give their material in bundles of eight instead of five.
- Bad-luck protection for boss material. If a boss with a daily window does not drop its upgrade material for six days, the seventh day drops it for sure.
- Bad-luck protection for world boss gear. For weapons and armour that only world bosses drop, bad-luck protection makes sure a long losing streak ends after about 14 days. (The limit of one piece of boss-loot gear per day still applies and can push it back a little.)
- A second way for melee weapons. On the final tiers, the upgrade accepts, as an alternative, the same amount of Frostbreath Gland and Primordial Heart Frost from the Primordial Frost Worm, an ordinary foe without a daily window. If you farm there, you have the material together in about one day of active play. The gland and heart-ember of the Ash Drake still count, and nothing changes about its loot.
- Relic parts drop faster. The parts of The Hundredth Day, Shoulderweight and Last Thought drop faster and have bad-luck protection, the Ash Sprout for the Rootcaller is guaranteed sooner, and the Last Thought now needs only two Memory Gold instead of three.
- You can see where you stand. The upgrade card now shows “On average about N days” or “about N wins”, calculated from the same numbers as the loot itself. The foe card, the item wiki and this estimate line also name the bad-luck protection.
What that means in days. The first number says after how many days half of the players are done, the second after how many 99 out of 100 are done; for the relics only the first is shown.
- Mythic melee weapon (such as Kholmoss's Weight), full upgrade via the Ash Drake: before 27 / 93 days, now 11 / 21 days
- The same via the Primordial Frost Worm: before –, now about 1 day
- Calling weapons via The Uncounted: before 16 / 64 days, now 11 / 21 days
- Thaurium Staff (Thaurium-tier staves) via Sahrn, the Sootweaver: before 27 / 93 days, now 11 / 21 days
- The Hundredth Day, all parts: before 37 days, now 13 days
- Last Thought, all parts: before 90 days, now 13 days
- Shoulderweight, all parts: before 23 days, now 12 days
Calculated for someone who plays every day (around three hours plus the night watch); for bosses with a daily window, one win per day counts. If you play less often, it takes correspondingly longer. Parts and counters you already have stay.
From your reports
- “To the foe” on house tasks (thanks, countzero666). Every open daily task of the Houses of Ash now has a button that takes you straight to the right foe.
- Hide purchased tools (thanks, countzero666). On the tools (Upgrades and Market) a switch hides what you already have at the highest tier. If everything is purchased, it says “All tiers purchased.”
- Search fields keep their focus (thanks, countzero666). In the Ash Bank and in Equipment the search field lost its focus after one or two letters, and the next keys went off as hotkeys. Now the cursor stays where it is.
- The Yard crate rounds (thanks, countzero666). It showed its capacity with fourteen decimal places; now it shows a rounded number of hours.
- “Her weakness” (thanks, countzero666). In German, the cards of the female titans said “his weakness”. While fixing it we searched the whole game and found 27 German lines where a name in a sentence got the wrong gender or case, world bosses included. All of them are fixed.
- Correct labels on armour (thanks, Madazenus). On the workshop cards, armour now shows Attack, Defence or both, depending on what the piece really has; before, it only ever said Attack.
- The belt chip is wide enough (thanks, countzero666). The small chip on the belt switches between “ready”, the cooldown and “Heal” and had no fixed width, so the healing items next to it shifted a little every time. Now it is wide enough and no longer cuts off its text in any language or zoom level.
- Relic sources are correct (thanks, Madazenus). The Fur Knot now names the level from which it really drops: Ember hunt from level 86 instead of 80. In the “Relics here” strip the materials now also say who drops them, and identical entries appear only once.
- The picture no longer jumps (thanks, Madazenus). If you had scrolled down a page and then did something, for example arm an Ash Sigil, the “Relics here” strip disappeared and the whole picture jumped up by its height. We measured it: this affected not just the dungeons but 13 pages, among them World Boss, Titans, Mirror Lake, Ash Tower and Expeditions. The fix sits in the one place that builds the strip for every page.
- A hint for the Garment of the Ashen Night (thanks to everyone who asked). Many of you searched for it and did not find it. Now the game gives a hint that puts you on the trail. Where exactly it comes from, we will not tell you here – that is for you to find out.
Clearer Ashfall and relics
We measured exactly what happens to your relics in the Ashfall, with the real Ashfall on nine save files. The good news: almost everything you farm for relics comes along. Parts, the twelve materials, Ember Solder and Titan Shards are saved, and the whole entry of the hall stays: awakening, echo, Ember Trail, bad-luck protection and hall rank. The only things that can burn are the ordinary assembly ingredients (bars, splinters, crystals and the like), if the relic was not assembled before the fall. Three things the game did not say correctly until now, and one reminder is new:
- The preview counts correctly. The preview in the Ashfall window now also counts the Last Bond, Homecoming (Awakening V) and Ash Anchors as saved, not only Final Ember and Last Ward.
- The Daily Spark also works on sleeping relics. It now also gives echo to sleeping relics (0.3 per day and chosen relic). Before, the button said “received today”, but nothing arrived.
- Clear words about ingredients. The window and the help now say clearly that ordinary assembly ingredients burn, while parts, materials and Ember Solder stay.
- Hral reminds you of your sleeping relics. After the Ashfall, the Relic Hall's menu entry lights up with a number (“N waiting for Hral”). On your first visit after the fall, a small window shows all sleeping relics: which ones you can call home now and from which combat level the others are ready, each with its cost.
Display and controls
- The Ember Crucible shows itself. The return window now names how many runs the Ember Crucible made and how much gold it took for them, with a button to its page and one to switch it off. If a run takes 500,000 gold or more, it speaks up every time, not just the first. Reserve and switch are also in the settings. What it catches up on your return stays as it was.
- The top bar no longer pushes the text around. When an effect, a potion or the treasure run appears or disappears at the top and the bar becomes one line taller or shorter, the card you are reading stays where it is. This had been the case for a very long time and showed on long pages such as the forge and the market.
- The sliders in the settings window no longer get stuck. The sliders, for example for music and effects, got stuck when the page behind them was redrawn in the middle of dragging. Now the redraw waits until you let go.
- Two nuisances fewer. The Traveller's speech bubble stops catching clicks after a few seconds, and the letter dialog no longer comes straight back after you close it.
- Numbers written properly. Upgrades, crates and the wiki now show odd percentages exactly instead of rounding them to zero. The places for Veyr Core and Titan Marrow name every world boss that drops them, and the marble block names all of its ingredients. In the German text, decimal numbers now use a comma instead of a point (for example on the equipment page, the Ashfall page and in the Pyre Tree), Expeditions no longer show an ambush reduction of zero at scout rank 0, and the menagerie shortens large XP numbers like everywhere else.
- Numbers in your language. In French, Spanish, Portuguese and Russian, decimal numbers now use a comma, and large numbers get the thousands separator that is usual there: a narrow space in French, a point in Spanish and Portuguese, a space in Russian.
Small things from testing
- The hero selection waits until the intro has finished.
- The Ashfall dialog names the Relic Hall.
- The chronicle only announces a new page when there really is one.
- The search no longer gives away anything that is meant to stay hidden, and knows the hall's technical terms.
- The “Relics” menu entry appears together with the hall's window.
- The “Relics here” strip shows at most five lines, the rest folds out.
- The Relic Belt remembers the weapon's base form and says honestly how many pieces it put on.
- The last part of a relic announces “complete”.
- Nine languages. All new texts exist in all nine languages.
What comes next
The Ember Grades are in the works. Until then: thanks for playing and for every report on Discord and Steam. This update would not exist without you.
1.6.0 — The Relic Hall

Read the announcement on Steam →
The Relic Hall
The “Relics” page is now the “Relic Hall”. It shows every relic on its plinth, in four rows from the midgame down to the Deep, with the tabs Hunt, Forge, Depth Relics and Help. It opens with your first trail. If you already owned an old relic, you will find it entered there when you first load, starting at Awakening II; the pieces stay the same, and their attack never falls below the old value. The hall rank adds up all awakening levels and unlocks milestones: two titles (Relic Bearer, Archive of the Deep) and two frames (The Reliquary, The Full Hall). From rank 30 you get the Relic Belt with two saved loadouts, from rank 50 the home call no longer costs gold, and at the very top a chapter of the World Chronicle waits.
Thirteen new relics, five old ones reworked
Each comes from a different part of the world, belongs to a person from Emberwake and has a gift in combat, an effect outside combat and a small drawback with its own line.
- The Seventh Notch (dagger): every hit carves a notch, and at the seventh the seal breaks.
- Pell's Watchlight: during the night watch and offline, some wins count twice for hunt orders and loot lore.
- Veinring: now and then strikes a vein while gathering.
- Slag Cleaver: slag on the foe jumps to the next one when it dies.
- Scalering: a second price in sell windows, more gold from thieving.
- Soot Spindle: weaves the foe, and it attacks more slowly.
- Bell Clapper: a death knell makes the foe skip an attack.
- Fallstring: against world bosses and epochs every one of your Ashfalls counts.
- Rootcaller: root venom jumps to the next foe on death, plots ripen faster.
- The Hundredth Day: long boss fights and the Ash Tower make it stronger.
- Packring: side companions work harder.
- Last Thought: remembers the Titans you keep laying low.
- Shoulderweight: part of your defence is added as attack.
- Pitheart, Tidefang, Forgeheart, Frostgrief and Nullbow get the same, and you lose nothing.
Gifts and counters
Every relic has a situation in which it is the strongest piece: its counter. Every boss card shows which of your relics counters there, with the same number as in combat; the counter bonus applies to normal hits, abilities do not count; a band under the foe shows what the gifts are doing right now. The bonus of all equipped relics together is capped, and at most one relic weapon and two relic jewellery pieces work at once.
They grow with you
The base value follows your combat level; in the early game (up to the second Ashfall) it is damped from Awakening III on. Awakening I to V makes every relic stronger: more base value, a higher limit, a stronger gift at III and V. For that you need echo, ember solder and gold. The Ember Trail shows how close the next sure echo is, the Daily Spark gives up to three chosen relics something every day, and at Hral you trade ember solder for echo. You get ember solder by unmaking legendary and mythic gear or in exchange for dungeon splinters.
Pieces, materials and the hunt
You assemble a relic from pieces that bosses, foes, trades, expeditions, fishing and more drop, with the right person, bars and twelve new materials. Once awakened, the same sources drop echo instead of pieces. Loot table, “Sources and uses”, the hall page and the place itself show the same number; at the top of every page that matters for a relic there is a “Relics here” strip, the magnifier of every piece has a button to where it drops, and 15 “?” explain the terms.
Ashfall, Traveller and more
- The Ashfall does not take the hall from you: entry, awakening and echo stay, loose pieces, materials and ember solder are saved, and Hral recasts the sleeping relics with a home call. The Pyre Tree node “Last Bond” keeps one equipped ring or jewellery piece (upgrade +0), and a relic at Awakening V comes home by itself.
- The Traveller brings a new line of wares every week (six themes, two wares), a curiosity (a ready-rolled piece for your tier; the window head lists the rarities) and, very rarely, a boss piece of a relic with a trail – never the last missing one.
- Relics glimmer in their colour, stronger with every awakening; in Calm mode nothing pulses. Plus two titles, two frames, six achievements, six pages of the World Chronicle and “Today in Veyr” hints.
- “Repeat” is now also available before the fight (thanks, O'Roudy): on the card of an area boss, dungeon boss or seal boss, a switch turns Repeat on before the fight.
- Titans grow a little more from the sixth Ashfall on: their life rises a little more with every Ashfall, because the damage of players grows much faster than their life there. This is a deliberate exception to the rule of not toughening existing titans; reward, gates and weekly logic stay.
- Frames no longer cover the hero (thanks, Naya): the picture frames of your hero card are now cropped so that the hero's face and figure stay clear.
- The Relic Hall now waits until the introduction is over: it used to open a few seconds after the first ore you mined, in the middle of the tour; now it waits until you are ready.
- Unmaking pays Ember Solder: bulk unmaking, the marked list, the stacks per rarity and the clean-up now also pay the Ember Solder of legendary and mythic pieces; the preview names it.
- Offline, gathering pulls and the night watch roll for relic pieces and echo under the same rules as live. Gathering pulls and the night watch now also earn familiarity XP (with the usual offline reduction), and the offline harvest rolls like live (thanks, Rody). All new texts exist in all nine languages.
Overnight, like live
Everything that counts overnight, compared. After Rody's report we compared line by line what happens live and what happens offline. The gaps we found are closed in the following points.
- Gathering overnight brings every find. While mining offline you now also get the raw stones, while gathering the building materials for the Homestead (Stone Block, Quartz Sand, Clay Lump, Ancient Beam), while thieving the thief's loot, and on the Ember Hunt the rare hunt spoils together with Hunt Points. The gold finds of the Ember Paths (Vein Find) also pay overnight. The rolls are made per gathering pull like live; only Work Ember, which you now also earn gathering overnight, has the usual offline reduction.
- The night watch counts more. Overnight, defence and weapon mastery now grow too (with the usual offline reduction), the world reacts to your victories (empty alleys, the Sootguard tithe, road robbers, the witch circle), and bones count toward achievements and tasks.
- Bottle Post overnight. The Bottle Post is now rolled per fish caught offline as well, exactly like fishing by hand. Whoever fishes through the night finds it as often as live.
- Expeditions: every round counts. On a standing order, each caught-up round counts on its own for the relic finds of the expedition, not just one per return.
- Hunting contracts overnight. With Auto-Hunt, victories beyond the contract target carry over to the next contract; overnight that hands in up to ten contracts in a row instead of just one.
- Prayers and Calm mode also apply offline. When gathering overnight, your prayers (Ember Haste, Deep Roots) and the quiet bonus of Calm mode now work as well. And the return window no longer claims that familiarity only grows while you play yourself.
- Cremating: the recipe card does its sums right. The Urn Fire and the Void Fire of Cremating need Soul Ash and give more back, and the card did not subtract that until now: it reported a far too short supply and a Soul Ash bottleneck that never existed. Now it calculates net, so reach and consumption per hour are correct. The recipe itself and the night watch stay as they were.
- The October bag overnight, too. “Trick-or-Treat” now also drops in the night watch, with the same reduction as the rest of the loot. It is counted as live; you open it by hand, as always.
- What still only counts live. Chests, companions, marks and rare loot still only drop live in the night watch; the return window says so for chests, companions and marks too.
1.5.1 — What the Lake Swallowed

Read the announcement on Steam →
What the lake swallowed (thanks, countzero666)
At the Mirror Lake, “Gut heavy fish only” guts exactly the fish that have something in their belly; each gives its find, the rest stay for cooking. Heavy fish carry a badge, and every kind can be set to “Keep”.
- Drowned Ember Mark (any depth) – for selling.
- Gallstone (from 60 m) – alchemy: in a Riptide Brew, one brew becomes two.
- Drowned Bottle Post (from 120 m) – one of three lake letters for the World Chronicle.
- Gizzard Stone (from 200 m) – gem cutting: two make one Frost Flawless.
- Clouded Lake Pearl (from 300 m) – crafting: four plus one silver bar make a pearl necklace.
- Eye of the Lake (from 500 m) – a rare piece for the museum, Hall of the Sea.
- The finds come on top: gold, rings and keys in the belly stay as before. The “Treasures” tab shows what your depth can hold.
Bonfire: Keep or Protected? (thanks, Rody)
A legend above “My choice” explains Burn, Keep (only auto-burn locked) and Protected (auto-burn and throwing by hand locked, with a lock); every button has its own tooltip. “Keep” now also applies in “Wood only” mode.
Boss fights, tidied up
- After a win or defeat against a world boss, epoch boss, trial, titan or seal boss you return to its page – on a normal attack, poison and ability alike. “Collect and continue” starts the next ready world boss.
- Boss fights, dungeon and tower without the Hunting Grounds foe list; a short note names where you return.
- The combat page now only updates values instead of rebuilding: no jumping, no flicker.
- “Where does my damage come from?” stays open until you close it (thanks, Naya).
Companions, foes and gear
- Riftbiter and Ash Sleeper can be bought again in the Embertide Shop (a star per purchase, up to five); Starglow gives every other one-of-a-kind companion one star per day (thanks, Naya).
- Foe cards always show health, attack, XP, danger and counter or study; “Story & origin” only folds out the story (thanks, Rody).
- “Unequip all” and “Equip best” in a fight, workshop set included (thanks, countzero666).
- Open House tasks: the requested trophy drops three times as often, offline too (thanks, countzero666).
Colour, art and language
Combat tabs glow rose, with a colour legend at the top of the menu (thanks, Isorn). 13 of the 18 World Ablaze outfits without see-through spots, Sera's “Unburnt” included (thanks, Naya). German dative fix in the afterword (thanks, countzero666). Three translation errors fixed: the Ember Shield in French, Kholmoss's title in Simplified Chinese, a consistent Ash Warren in Traditional Chinese.
1.5.0 — The Ashen Night: The Bonfire burns

Read the announcement on Steam →
The Bonfire
Firemaking gets a "Bonfire" tab (the old recipe list stays as "Burning Station"). Wood, bones, animal parts, hides, food, herbs, coal and special pieces go into the fire – click 1, Shift 10, Ctrl 100 – and give back ash, with a chance of coal, embers or Soul Ash.
- Heat 0–100, drops by 20 per minute. Burning from 40: +5 % profession XP. Burning bright from 80: +10 % profession XP, +5 % speed for Cooking and Firemaking, rare returns ×1.25. Afterglow 60 s (from level 50: 120 s).
- Stages: Burning from Firemaking 20, auto-burn from 30, Burning bright from 40, long Afterglow from 50, auto-burn every 2 s from 60 and every second from 90.
- Burn automatically: Wood only, Surplus or My choice (Burn / Keep / Protected), one shared threshold (default 1,000), the Ember Crucible comes first, offline without the blessing.
- Flame on your portrait with tooltip (click opens the fire), heat bar at the top below the fire, real fire sounds.
Ember Paths for all skills (thanks, Holyjester)
39 new talents – three each for Cooking, Firemaking, Woodcarving, Farming, Artificing, Thieving, Hunt, Alchemy, Gem Cutting, Ember Hunt, Cremating, Runecarving and Hitpoints, 5 ranks each from level 1/10/25, same scale as the existing talents. Ember Sparks for levels you've already reached arrive retroactively, exactly once.
The Embertide, reworked
- Back pay: completed but unclaimed daily tasks, weekly goals and weekly track tiers are credited at the reset.
- Rewards grow with combat level; weekly goal XP (at least 10 % of a level) in the matching skill, daily tasks 2 % of a level; the Ember Crate follows your level; nothing goes down.
- Weekly track bonus tiers, reroll a daily task (25 marks, 3× a day), "Marks today" by source, every number on the Embertide cards.
- New: the Ember Compass (240 marks, once a day) – you choose the next Embertide.
Mirror Lake and bait (thanks, Madazenus and Holyjester)
Chests and keys balance out (50 %), fish bellies only hold keys a chest is waiting for, Rufus trades 3 : 1 on the quay. Bait shows every fish with multiplier and depth, and how much your catch changes.
Fixed
- Bait, rods, keys and collectibles are never vendor trash, nor are crates, Mirror Lake fish and bait ingredients; stolen goods are vendor trash, legendary and mythic ones sold one by one (Rody).
- The forge says why it stops; weapon market "buy a copy" with the real markup (Isorn).
- Cards with switches stay visible, search finds the Ember Crucible (countzero666).
- Tavv's picture no longer blinks (Madazenus); the night watch rolls themed loot (Faith).
- Homestead: hand in everything at once, workshop in the overview (Isorn); Cremating 80 → 99 in about 25 instead of 257 hours thanks to three new burning actions (Rody, Madazenus).
- Ashfall: "Last Ember" and "Last Ward" keep sockets and carving, the upgrade drops to +0 for both – now described that way too (Madazenus).
And the Ashen Night? Now that the nights are growing longer … who knows what else it is hiding. Since Hotfix 1.5.0.1 the festival is open – from September 29 until October 31.
Hotfix 1.4.3.1 — Tower foes in the bestiary, fishing without lost time
The Ash Tower's foes in the bestiary (thanks, Rody)
The tower's own foes only appeared in the bestiary while you had met them in the current session, with no location – after reloading they were gone. The kills were always saved.
- Its own "Ash Tower" section: the tower's seven own foes with kills and the threshold to the full loot table (the same as in tower combat).
- Location from the tower's real rule: the Nameless Day guards floor 95, 195, 295 … (every 100 floors, once per climb); wave foes with their wave-3 floors.
- Visible from the first kill, from bestiary rank 1 also the ones you have never slain; a click takes you to the Ash Tower. They still do not count toward the bestiary rank, and the total no longer jumps.
Auto-fishing on the lake page (thanks, Rody and Madazenus)
The visible fishing only advances when the game draws a frame – at low frame rates it ran slower than the clock. Now the set line catches up exactly the missing time: as before at smooth frame rates, shared at low frame rates, on its own when minimised – without double catches. This replaces the fix from 1.4.3.
Also
- Key 6 (Madazenus): fires the fifth ability (Seal of the Last Voice), the digit sits on the button; 5 stays the Emberbane.
- Fixed (Madazenus): repeating an abyssal dungeon boss with an Ash Sigil starts the abyssal version again – the sigil pays out its loot.
- Fixed (Rody): the settings on the Mirror Lake page showed "Back to back"; the button now names the page you came from.
Hotfix 1.4.3 — The Ember Crucible shows what it takes
Important: the Ember Crucible now shows what it takes
Some of you lost gold without seeing where it went (thanks, Holyjester and johnhawk). The cause was the Ember Crucible from 1.4.1: it melts surplus basic materials into Arcane Dust and takes 20,000 gold per run – intended, but until now without any message.
- A clear one-time notice with a button to the card on the first melting run – also in saves where it was already running.
- Every run is in the journal (Arcane Dust, pieces, gold); when it catches up on several runs at once, you get a notice.
- New gold reserve, 100,000 by default: it never touches gold below that. Choose none, 100,000, 1M, 10M or 100M.
- Switch it off: Upgrades → Ember Crucible → “Switch off”.
The legend of the Mirror Angler
One of you was the first to draw the Mirror Rod. Instead of a player name, Veyr now has a legend of its own for it — balance, chances and loot don't change.
- At the pier, Rufus tells of Azen the Mirror Angler every now and then — once you know the Mirror Lake.
- First own find of the Mirror Rod in the Rift Reliquary: a journal entry of your own; the rod carries a new line in its description.
- World Chronicle, “Sides”: “Azen the Mirror Angler” — uncovered with the Mirror Rod or after 500 catches at the Mirror Lake.
Your reports
- A bit more offline (Holyjester): after 10 hours 35% instead of 25% of the live rate, offline experience 75% instead of 65%; the numbers in the offline window now match the calculation.
- Chronicler's Quill (Holyjester): reveals a foe's complete loot table, chances and weakness included – useful even with Morvane's Fang; quills you own get the new effect.
- World bosses back to back (Isorn): after a world boss or trial you land on “World Bosses · Trials” again; in the Ash Tower the loadout bar sits right above the stance.
- Frost stones (Tichkiir): on top of the flat HP, +2 / +4 / +6 / +8 / +11% maximum life (Chip to Perfect), with socket and tier factor like every stone — for already socketed stones too.
- Workshop sets (Tichkiir): set bonus with both tiers (3 and 5 pieces) everywhere you look at a piece; “Equip workshop slot” is clearly ONE slot for all crafts; the set warning names the set in your game language.
- Two new switches (Rody), Settings → Sound: “Ember Strike celebration when crafting” and “Epic+ find card” with Always / Only rare drops (chance below 1%) / Off.
- Clickable ingredients, forge filters “Other”, Groundsteel and “Other materials”, the set line in a minimised window (Holyjester).
- Fixed (Madazenus): at the Mirror Lake the bait is locked while a fish is on the hook.
Patch 1.4.2 — The translations, thoroughly
The translations, gone over again thoroughly
After the new languages launched, we got clear and very helpful feedback, above all from Rody in the Chinese community. With 1.4.2 we went through all seven languages again from the start — Chinese first and most thoroughly.
- A fixed glossary of more than 300 terms per language; every text was aligned with it.
- Around 12,500 texts per language checked line by line — more than 3,500 improvements in Chinese, around 1,900 each in Russian and Japanese, around 1,300 each in French, Portuguese and Spanish.
- One name, the same everywhere: in names, descriptions, achievements, journal and chronicle.
- Meaning instead of word for word: the bank is the storage in every language; the school bench and the workbench no longer share its name. “Not enough gold” no longer reads like a bonus. The loot chest and the gear chest have different names.
Search, whole sentences, numbers
- Search finds pages, items and enemies in every language and every script.
- The three ores that still had English names in Chinese and Japanese now have their own names.
- Messages with a number are whole sentences everywhere; eight places that stayed English in every new language are now translated (e.g. “第3天” instead of “天 3”).
- Numbers in each language's format (2,500 · 2 500 · 2.500), settings sections in the right tab, Ash Path and Ashen Path with different names.
Patch 1.4.1 — Nine languages

Veyr now speaks nine languages
New: Français, Español, Português (Brasil), Русский, 简体中文, 繁體中文 and 日本語. Really everything is translated — buttons, items, professions, foes, letters, messages in bottles, ash cards and chronicles, around 12,500 texts. Proper names like Emberwake, Veyr or Rufus stay the same, speaking names are translated. Pick your language on the title screen, in the main menu, in the settings or with the language button at the top; on the first start the game uses your system language. Voice-over and films stay in German or English.
Your language, your feedback
To be upfront: we translated the new languages from German and English with the help of AI and then checked them line by line in the game several times. Still, nobody knows your language as well as you do — if something sounds clumsy or a term doesn't fit, tell us in the Steam forum or on Discord. Thank you!
Zoom in without anything overflowing
The interface zoom (85–130%) now also rearranges the layout: small windows with a lot of zoom go cleanly from three columns to two. The tower, gear comparison, tasks and hunting ground tabs no longer spill out of their boxes, and the journal switches along when you change the language.
From the community
- The pack (thanks, eric-belair): every companion at level 30 or higher that is neither active nor passive helps with 10% of its full power.
- The Ember Crucible (thanks, eric-belair): new upgrade — 100 surplus basic materials + 20,000 gold make 1 Arcane Dust; 1,000 of each kind stay, never favourites, can be paused. Market → Upgrades, from total level 250.
- Ember Automation remembers its abilities per weapon type; Ash Sigils on boss auto-repeat; a fixed workshop slot next to the four loadouts; the “Forge without limit” switch; level rings on the side slot without pausing (thanks, Fiedes, Madezeus, Madazenus).
At the Mirror Lake
- Lake dishes are re-eaten automatically as soon as their bonus runs out — even in a fight; healing uses normal food.
- There is always something going on down below: fish come and go, and rarely a golden beam rises from the depths.
- Your best catch of the day hangs as a painted board at the pier, with Rufus’ daily order; the bite window of normal fishing no longer interrupts you at the lake.
Fixed
- The Codex no longer stutters while gathering, the gutting window shows its loot even with “Reduce motion” (thanks, Rody).
- The ring comparison measures against the weaker ring (thanks, Meclodar); fixed words like “Gold” and some German names in the English game are gone.
Update 1.4 — The Mirror Lake
Put down the blade. Pick up the rod.
Arrow keys? Really?
Up, up, left, right — and the fish is gone. We know how much you loved the little arrow-key fishing mini-game. (You didn't. We read your messages.) It gets to stay — and if you never want to see it again, switch it off in the settings without losing anything.
But are you ready for some real fishing? Then pack your rod. No button-tapping here. Here you reel.
And had enough world bosses for today?
The titans can wait. So can the dungeons. And the World Ablaze will still be burning tomorrow.
In the Mistmoor lies a lake that has no bottom. Rufus, the old harbour master, sends you a message in a bottle: bring him ten glass eels and the pier is yours. Sit down, hang the lantern on the post — and don't stare at your reflection for too long. Sometimes it stares back.
Requires: Ember Trail I, Fishing 20, Combat 15.
The Mirror Lake
- Fish yourself — or let it fish. Cast, let the bait sink, hold it at the right depth (click below the bait = deeper, above = higher) and reel the catch inside the green band. Or set the set line: it keeps catching while you hunt, forge or sleep — offline for up to 12 hours. Everything in the lake can be reached without dexterity, just more slowly.
- Eight depths, the last without a bottom. Reeds, the drowned town, the rift, ember veins, the Silent Sea — and the ground beneath the ground. One continuous depth painting your bait sinks through.
- 18 fish with sizes, records and stars (10 / 50 / 250 / 1,000 / 5,000 catches). Every fish has a purpose: cook it, gut it, hand it in.
- Seven rods — from the Willow Rod to the Mirror Rod, whose line has no end. The best ones can't be bought anywhere.
- Seven baits from your own kitchen, from moor dough to abyss bait.
- What fish swallow: gut your heavy catches — their bellies hold rings, pearls, keys, gold or a fragment of the Mirror Seal. The rest becomes leftover stew.
- Seven chests on the bottom, each opened only by its own key. Their loot table shows what may be inside. The two deepest show only question marks. Good luck. They open like every other chest in the game — same window, same loot table.
- The Mirror Seal summons the Thousand Faces — a new boss that rises from the lake.
- The Knowing Carp swims by once a day. Catch it and you get a scale that raises a profession of your choice by one level on the spot.
- Lake lore and angler's arts: every catch brings lake lore, every rank a point for eight angler's arts — Steady Hand, Sinker, Second Hook, Patience, Treasure Sense and more. Between 100 and 400 metres you learn twice as fast.
- Rufus' old logbook in ten pages, catch of the day, clickable water events, an angler's book with all your records and a depth map that tells you what lives where.
- Its own music: on the pier you hear “Lost” — a lonely cello over grey water. Below 200 metres, “The Deep Ground” takes over.
Below 1,000 metres it gets serious
If you fish yourself, you may meet one of the five monsters of the deep down there: a reel like a boss fight, with a health bar and rage bursts that shake the whole lake. They carry the five Named Rings — each one unique, stronger than any other ring in the game. The set line never catches them. You'll have to go get them.
New friends from the water
Four lake companions, each with its own film:
- Moor Otter — always carries the same pebble. More gathering speed and lake lore.
- Lantern Toad — her belly glows when something rare is awake down below. More luck, at the lake too.
- Glimmer Snail — lived inside the Thousand Faces as if it were a house.
- Mirror Crab — her shell is made from the shards of the old mirror. Floor Casket only.
Plus the Angler's Garb for your hero: oilskin coat, waders, lantern.
What you see is what counts
- World Ablaze: every foe and boss card now shows the real combat values — seals, trials, titans, world boss, mega boss, dungeons. Thanks, Meclodar: the rat never had just 220 HP. Every stat line now carries a “×5 / ×3” mark so it's clear the World Ablaze is already included.
- Dungeon bosses tell you when they outmatch you: using the same maths as the real fight, the card shows “Much stronger than you” or “On the edge” — before you walk in.
- Hoard Imp: late in the game his sack was worth several hours of hunting. Now he carries 15 minutes of your hunting income against the foe he replaces, +3 minutes per Ashfall (30 at most). Still a lovely find — and the sack value is now shown on his combat card.
From the community
- Found recipes appear only once — no longer also in their normal section. “Found recipes” and the blueprint list on the Equipment page can now be folded so they don't push your gear down. Thanks, Rody!
- Workshop blueprints name their real source (Rody again).
- The Bone Golem ash card now drops during the night watch too. Thanks, duyo_o_grams!
- The Silent Chamber explains itself with a ? button. Thanks, d1sch3r!
- 15 dungeon bosses (Shaft of Names, Void Throne, Deep Ground) now leave remains.
Small things
- The prologue is now the second step of the Ember Trail.
- Early hints and the tour come less often.
- Search finds pages before aliases (“smithing” finds the forge).
- Armour recipes pause after five unworn pieces — a second click lets them keep going.
- Refined workshop pieces show their current values on hover; your first workshop piece brings a short hint about refining.
- Beginner protection in the first hunting ground: resistances there work at most −15%.
Have fun on the pier. And if something looks at you from below 1,000 metres: it was there before you.
Update 1.3.10 — Refine your workshop sets
- Refine your workshop sets. Forge Garb, Kitchen Apron, Brewing Coat and Forest Harness can now be refined in five tiers (★ to ★★★★★). Each tier raises every value on the piece by 15%, and the set bonus grows too — by 10% per tier of the weakest piece you wear. It takes what fits the set: bars and coal for the Forge Garb, meals and silk for the Kitchen Apron, herbs and silk for the Brewing Coat, wood and pelts for the Forest Harness. The button sits in the window of every workshop piece.
- Stronger workshop values. Double craft now rolls 2–6% instead of 1–4%, material saving 2–5% instead of 1–4%. Full sets are much better: the Kitchen Apron saves 20% material and makes food heal 25% more, the Forge Garb gives 12% double craft. And every set now has a profession bonus for its own craft — speed and double only there: Forge Garb in Smithing, Kitchen Apron in Cooking, Brewing Coat in Alchemy, Forest Harness in Woodcarving. What you already own only gets better.
- Two set bonuses, both visible. A combat set and a workshop set work at the same time — for example Voidsteel on your jewellery and the Kitchen Apron on your body. The Armoury now shows both: two tiles at the top (combat set and workshop set) and a workshop panel with all tiers below. The Bonuses & Effects page knows the workshop too: crafting speed with gear and set, plus cards of their own for double craft and material saving.
- What Veyr is about — in one sentence and seven stations. “Veyr is forgetting itself. You are the one who remembers.” now stands on the title screen. Beneath the world map runs a red thread: seven stations that sum up the story of the chronicle — done, now, still veiled — with your next goal and a jump to the chronicle. And the first three Ashfalls now tell you something: the Voice from the Ash answers one question each after your 1st, 2nd and 3rd fall. Which ones, the Ashfall outlook tells you beforehand.
- Ember while working. A card glows briefly when its action finishes; sparks fly on a double craft; a crit makes the foe shudder for a moment. And behind the interface, ash now falls — a little thicker with every Ashfall. All of it can be switched off in Settings with “Ember while working”, and calm mode turns it off as well.
- Workshop and combat, cleanly apart. Every workshop piece now carries at least one workshop value — no more Kitchen Apron with nothing but experience and loot chance. Refined pieces show their effective values. Heading into a fight wearing a workshop set now brings a clear notice above the loadout bar with a one-click switch. “Equip best” no longer swaps a worn workshop set for combat gear. And the Ashfall page now names the question this fall will answer, even once the gate is open.
- Small things. The header said the same thing twice (“Chapter ready!” and “Next goal: read chapter”) — now once. The workshop blueprints sat under “Blueprints from the Ash Wound”, although they drop from ordinary foes. Workshop pieces offered “Upgrade” (hardening), which only raises attack and defence — which workshop pieces do not have; they now show “Refine” only.
Update 1.3.9 — Eighteen new garments and the craft of crafting
- Eighteen new garments — the World Ablaze dresses you. Each of the six heroes gets three garments of their own, and each one hangs on something you achieved in the World Ablaze: Fire-Witness for your first Ashfall there, Fire-Bearer for the fifth, Unburnt for an Ashfall on the Ash Path. They apply across all your saves — the quiet ones too. Every World Ablaze reward now has something you can see: garment, frame and title.
- What the night was worth. The welcome-back report now tells you how much active play time your absence is worth — for example: 20 hours away are about 9 hours of active gathering. The tiering was only written out in small print before. Thanks Perry.
- The craft of crafting. Nine crafting skills had not a single affix on gear until today — that changes now. Foes drop workshop blueprints, and those unlock four gear sets: Forge Garb, Kitchen Apron, Brewing Coat and Forest Harness, five pieces each. They sit in the same slots as your armour and carry no combat power at all — instead they bear crafting speed, double craft and material saving. Switch them in as a loadout with one click when you craft, switch back when you fight. Full sets add more: doubled bars, hotter meals, longer potions, doubled finds. And so you can see what you earned: every workbench and the Smithy now has its own Found Recipes section — everything that came from a blueprint lands there, kept apart from what your skill level unlocks. Until you have one, it tells you how many blueprints of that skill are still out there.
- No more flicker on hover. When an action finished, the game redrew the whole page — the card under your mouse briefly lost its frame and the tooltip lagged behind, at the Reforging even on cards where nothing changed. Now whatever stays the same stays put, and only the changed number is swapped. The same for the top bar with bell, medals and currencies. Thanks Rody and MGRza.
- The loot lore now says WHERE the foe stands. Under “Source” there was only a name — for example “The Breathcrown (27.3%)”. Looking for that foe in the hunting grounds got you nowhere, because it only appears in the Ash Wound, in a dungeon or in the Ash Tower. The line now names the place, and for the Ash Wound the layer as well. Thanks to d1sch3r on the Steam forum.
- On a tie, the better set now wins. One combat set still applies. But if you wore the same number of pieces from two sets, the equipment slot order decided — two Void Throne pieces and two Ash Warren pieces gave 10% or only 5% damage reduction depending on where they sat. On a tie the stronger bonus now counts. Thanks to Rody.
- Repeat bosses — now on all ten area bosses. Four had the button, six did not: the seal bosses. They lacked the check whether the four fragments are still there, so repeating was locked for them. The game now checks the fragments before each restart and repeats as long as they last. Thanks to quirky1422.
- Apex+ as a filter. The equipment page offered Rare+, Epic+, Legendary+ and Mythic — but nothing that shows only Apex and Mythic. The button is in the row now. Thanks to Rody.
- Workshop stays workshop. While testing the new sets we noticed that the roll which assigns bonus values on crafting did not know the split yet — a Forge Coat could have carried crit damage and a sword crafting speed. Now workshop pieces roll workshop values only (plus gold, experience, luck, gathering speed) and combat gear rolls combat values only; the same applies to swapping an affix at the Ember Smelter.
Update 1.3.8 — One step back on the endgame
- One step back on the endgame. The tightening from 1.3.7 is reverted: damage reduction stays as before 1.3.7, endgame foes gain +4 % instead of +8 % health per Ashfall again, and the Abyss Mark drops at 0.5 % again (guaranteed after 200 days). What you could do yesterday, you can do today. From now on: nothing you have earned gets taken away — if you want it harder, the World Ablaze is waiting in the main menu. Thanks wusldusl.
Update 1.3.7 — The World Ablaze
- The World Ablaze. After your first Ashfall a new world awakens in the main menu: Veyr still burns. Every foe has five times the health and three times the damage — in return double ember ash, one and a half times the loot and more combat experience. Combinable with every path (even the Ashen Path). Whoever conquers it earns rewards for all saves: the title “World Burner”, the frame “Brand of Embers” and a World Ablaze outfit per hero (the artwork follows with the next patch; it can already be earned).
- The new main menu with ten save slots. After the intro you now always land in the main menu: Continue, New game, Load game, Options, Credits. Up to ten runs side by side, each with its own hero and path. Your existing save is in slot 1. Options cover music, sounds, side effects and display right in the menu, and the title screen now has music. In the game, ☰ → Main menu takes you back.
- Ashen Path and Hermit, as promised. On the Ashen Path a death is now truly final: the save is deleted, your hero enters the Hall of Embers, and there are no backups to bring it back. The Hermit may now sell (Ember Bazaar: Sell and Buyback) — buying stays forbidden. Thanks TheSchnix.
- Four loadouts and four companion presets — one per damage type or per situation (combat, night, crafting). And under Combat Stats, Melee now opens its detail page like the other four disciplines. Thanks Fiedes.
- The Ash Turning. From your 5th Ashfall you can turn the ash: Ashfalls, ember ash and the Pyre Tree start over — in return the cap of the 13 gathering and crafting skills rises by 10 levels (up to 120), the workshop chain gains a slot and every Ashfall gives +25 % ember ash. At most twice. Thanks Tox and Isorn.
- The Loot Book (Codex) — the counterpart to the Silent Chamber. The trophies of foes you cannot catch (bosses, world bosses, leaders, humans, the Void) finally have a purpose: deliver them and you grow permanently stronger against exactly that foe — +5 % loot and +5 % damage per tier (together with familiarity and the Chamber at most +15 %). While a page is open, auto-sell does not sell its pieces.
- The endgame is harder. From Ashfall 10 the highest damage reduction drops by 1 point per Ashfall, endgame foes gain +8 % instead of +4 % health per Ashfall from Ashfall 6, the Abyss Mark is a true long hunt (0.2 %, guaranteed after 300 days) and the Ashfall gate grows by 50 per Ashfall. Nothing changes up to Ashfall 5; if you are mid-run, you keep your old gate. Thanks despair.
- “Last Ember” toned down: the saved weapon (and the chest piece with “Last Ward”) stays through the Ashfall, but its upgrade drops back to +0. Thanks Isorn.
- New hero after the Ashfall, companion presets, selling from the bank: during the first 30 minutes of a run you may pick your hero again, three companion presets survive the Ashfall, and the Ember Bazaar can also sell from the Ash Bank. Thanks Rody and Faith.
- Everything at a glance: dungeon cards show how many bosses already gave loot today, defeated world bosses and titans carry a green stamp, the Hunt Market now lives on the Hunt page, the new weekly bar rewards what you do anyway, and every item tells you in its tooltip what it is good for.
- New Steam achievements: “Ash Turned”, “Turned Twice”, “The First Page” and “The Thick Book”. Plus many fixes from your reports — everything is in the patch notes.
Update 1.3.6 — The hoard imp is now a foe
- The hoard imp is now a foe. No more full-screen window and no click game: he rarely takes the place of the next foe in the hunting grounds, is defeated like any other, and his sack is yours — gold, sometimes a chest, and the shards for the Hoard Gate. He barely hits back and has less health than the foe he replaces. You can still switch him off in the settings.
- The side slot shows its experience. It always gave XP — you just could not see it. The activity bar now tells you what it earns per item. Thanks Isorn.
- Small things: Mithral, Thaurium and Adamant crystal are now listed under “Ore & Bars” in the market (thanks Faith), and the world boss loot note now clearly explains how the daily loot works (thanks Petty IV).
Update 1.3.5 — The Abyssal Depth
- The Abyssal Depth. The Shaft of Names and the Deep Ground gain a fourth tier: the same five bosses with ten times the health and 260 % damage, its own daily window, set pieces with +3 affixes. It opens from Ashfall 5 once all five mystic bosses of that dungeon are down.
- Abyss Seals and the Abyss Shrine. Every abyssal boss gives a seal (final boss two). Six seals lift a set piece into its abyssal form: +40 % attack and defence, and it stays your piece — sockets, gems, engraving and refinement carry over. All five lifted and worn: +1 % damage per Ashfall.
- The Abyss Mark. The abyssal final boss drops it very rarely (0.5 %, guaranteed after 200 daily windows). You forge it onto the weapon you are wearing: +12 % attack and +1 % damage per Ashfall.
- Depth affixes now work everywhere. In the Void Throne, the Shaft of Names and the Deep Ground the promised Mystic Depth affixes did nothing, because a piece may carry at most six. Whatever finds no room is now paid out as a bonus on the values.
- Plus the full community patch: a calmer start, the Ash Anchor, stronger bows, new set effects (Long Breath, Execution, Gnawing Meal), boss repeat, quick smelting, the side workshop and much more from your reports. Everything is in the patch notes on Steam.
Update 1.3 — The Ash Wound
- A second depth lies beneath Veyr. The Ash Wound opens after your first Ashfall: five layers, 25 foes of its own, one mythic unique per foe and a chronicle in eleven chapters. Nothing changes in the old hunting grounds.
- The Silent Chamber. An extension to your Homestead. You catch a creature — always successful, but it costs a cage — and Mara studies it: material study, anatomy, then the dissection. Every insight survives the Ashfall and works permanently against that creature. Humans, bosses and titans cannot be caught.
- The Shaft of Names. The sixth dungeon, down in the Ash Wound, with five bosses across all three difficulties — plus an armour set, an amulet and the blueprints for the Blades of the Last Voice.
- A fifth attack for every hero. The Seal of the Last Voice unlocks it. It leaves a wound that keeps burning, makes your weapon hits land harder afterwards and returns Ember. It stays unlocked after the Ashfall.
- Ehl'Vurun, the First Ground. A new world boss at the lowest point of the Wound — he appears from the fifth Ashfall onwards, once Vhar'Esh has fallen.
- The Hours of the Wound. Every full hour has a phase: the Wound sleeps, holds fast or gives. A bar names the time left and the next hour; the hour is fixed per fight, so damage never jumps mid-fight.
- Quieter. Sound effects are turned down considerably by default, the minigames have their own switches, and the Hoard Goblin no longer calls every second.
- From the forum, from Discord, from the chat. Favourites for items, equipping rings and jewellery directly, an off switch for the furnace, sale goods from all three stores, the path to the source on every recipe — and a long list of fixed bugs. Thank you to everyone who wrote in.
Update 1.2.3 — Endgame Balance
A balance update for everyone who's already deep into the game — plus your wishes and bug reports from the last few days. Tell us how the new balance feels!
Balance
- The late game is noticeably more challenging: bosses, world bosses, titans, the Ash Tower and high-level hunting grounds are tougher.
- Hunting grounds, the tower and dungeons now grow with every Ashfall — and pay more gold for it.
- Crit damage and damage from gear now have a cap, shown in the game.
- The Ashfall gate rises with every fall; some world bosses can be reached earlier.
- Ash-forging: the Heroic and Mystic Depths pay more with every Ashfall — stronger set pieces, more set drops, more Ember Ash.
New
- "Collect and fight again" after boss wins. Thanks, Morrigan!
- Loadouts remember companions and prayers and can be renamed. Thanks, Tichkiir and Isorn!
- Queue easier to spot, one more slot at the last Homestead stage; own combat backdrops for Morvhal, Ithra and Kaer'Dun; rewards are now shown everywhere.
Fixed
- Night Raid belt, journal filter, unmake prompt, fishing spot names and smaller display bugs. Thanks, Tichkiir, Faith and despair!
Update 1.2.2 — Workshop queue
A big care patch after the Ash Tower: your wishes from Discord and Steam, a queue for the workshop, and a long list of reported bugs. Thanks to everyone who wrote in!
New
- Workshop queue: every recipe card has "Next" — up to three crafts in a row (four with the Homestead & Workshop), 10/25/50/100× each or until the materials run out. Keeps going offline. Thanks, Turk!
- A scout band that is out now survives the Ashfall and brings its loot home.
- New life, new loot: after an Ashfall, dungeon bosses give their daily loot again that same day.
- Auto-Heal "Food+Potion" eats first in combat — potions only in an emergency.
- Treasure runs, the Soot Thief and floating orbs stay longer; House requests come less often.
- Ash Tower: guardians now drop loot — 40 % of the hunting-ground chance, 60 % from floor 50, 80 % from floor 80, once per floor per Ashfall run. Uniques can drop too, at half the usual chance. Loot lore in the tower from 50 victories, and tower victories now count together with the regular foe.
- Foe filter in the Hunting Grounds: search by name, home region or loot ("beast hide" shows every foe that drops it). Thanks, tappi!
- Titan Shards now survive the Ashfall. Thanks, despair!
- Potion Warden can be switched on and off — in the effect window and on its upgrade card. Thanks, despair!
- 16 foes had no remains when they died — all of them do now.
- Every item now tells you where it comes from — 58 said nothing before (jewellery, Hoard Warden pieces, terror tools and more).
- More space: 60 instead of 46 base bag slots, bags roughly twice as big, every farmstead tier +4 slots, 40 instead of 32 bank slots per page. Thanks, M0NKEY!
- Your whole bag can now be opened large over the game — bag button or key I.
- Unmaking: identical pieces as a stack with "Unmake all", plus a toggle for carved pieces. Thanks, Tichkiir!
- New setting: mute while the game is not in focus. Thanks, Tichkiir!
Fixed
- Dropped equipment landed as an unsellable stack in your bag instead of the chest (thanks, Rhiuk!)
- Ur'Vahel would not unlock despite all bosses being defeated (thanks, despair!)
- "Beast lore complete" did nothing in the Ash Tower (thanks, despair!)
- Bow jump went nowhere, and the menu showed the wrong level for the Hunting Grounds (thanks, Tichkiir!)
- Jumps landed at the top of the page instead of at the target; the target is now briefly highlighted
- The search at the top only found some of the pages
- Ingredients on recipe cards now lead to their source
- World boss videos no longer started reliably on hover
- The tour did not know about the Ash Tower yet
- German text in the English game (Aschefalter, Curse of Heaviness and nine items) — thanks, Faith and despair!
- The combat page shifted during fights, and tiles bounced under the mouse (thanks, M0NKEY!)
- Crafting: early recipes give much more XP, and thirteen new jewellery recipes fill the gaps from level 6 to 95 — no more copper-ring marathon (thanks, Tichkiir!)
- Settings: switches for the Soot Thief, street encounters, the walking Traveller and House requests (thanks, Turk!)
- Unmaking: "don't ask again" now works up to the rarity you pick (thanks, Turk!)
- Item window shows the equip level; "Equip best" previews its swaps and no longer breaks sets (thanks, Tichkiir!)
- Statistics now show playtime and numbers; Star Splinter lists expeditions and the Traveller as sources (thanks, Turk!)
- The workshop resumes once your own gathering slot has brought in enough material
- Boss loot opens right away; dungeons: "Collect and continue: boss 2"; after bosses, back to your last foe
- Search jumps straight to the foe, finds dungeons and dungeon bosses, and explains locked pages
- Clicks no longer get lost while the page redraws; notices no longer slide under the mouse
- Upgrade materials tell you what they are for; the Traveller shows weapon type, speed and equip level
- The Calling-it-a-day window now lists the workshop and your scout band; the "dungeon loot is waiting" reminder no longer fires for dungeons you cannot enter yet
- Cooked food showed up under Wood · Fish · Herb or Misc in the Bank instead of Food & Potions (thanks, Tichkiir!)
- After an Ashfall and the next restart your gear got new bonus stats — including the rescued weapon. Fixed.
- Daily and House orders could be handed in a second time on the same day after an Ashfall
- The gold preview on orders, achievements and the Ember Trail now shows the amount you actually receive
- Workshop: remaining time respects speed bonuses; an old stop notice clears on the next start; "missing 2×" instead of "ran out"
- Bonuses & Effects shows the Ash Moth's food bonus; the companion guarantee counts down live; the glossary explains Ember Hunt correctly
- The tour showed formatting tags; the rust nudge appeared in the middle of the tower; "Gem Cutting" wrapped in the menu
- Dungeon loot could not be sold at all — there is now “Sell one” with a confirmation (thanks, MGRza!)
- The hoard imp no longer vanishes from a stray click next to it in the first two seconds
- The top bar no longer wraps into two rows after the Ashfall on laptop widths
- The hunt chip in the top row follows the foe you are fighting (thanks, Tichkiir!)
- Tower: regular fights end by themselves when you start a climb; after a fall you go back to your last foe
- Clicks on foe cards no longer get swallowed by the kill feed in the top right
Update 1.2.1 — Import fix, sounds, clicks
A small fix patch after 1.2 — four things you reported, and the new sounds.
Fixed
- Import save / restore backup: in the Steam version the game reloaded and kept the old save — the save file counted as “newer” and won. The imported save now takes over.
- “To the blacksmith” in the gear window led to the ingot workshop instead of the blacksmith with the Ember Smelter.
- Mouse clicks in the left bar were sometimes lost, especially in combat: the bar was rebuilt on every hit. It now stays put while nothing changes. (Thanks, johnhawk!)
- Night watch: foe trophies never dropped overnight — now at the same chance as by day, with the usual night reduction. (Thanks, MysteryMania!)
Clearer, and new sounds
- Greyed buttons in the Ember Smelter explain on hover what is missing: gold, dust — and where the dust comes from. The advice in the Ash Tower’s death window names provisions, auto-heal and gifts instead of the Ember Belt.
- 19 new sound files replace the old beeps: contract, level-up, achievement, death, rare and legendary find, unmaking, Ashfall, hoard kobold, crate, trade, smithing, hardening failure, sockets, hit, crit, damage taken, spark.
Update 1.2 — The Ash Tower
The Ash Tower is here: the first big endgame event after the Ashfall. Along with it: films for every companion and the Epoch Bosses, two new music pieces, seven foes found nowhere else — and, once more, a few things you found. Thank you.
New
- The Ash Tower: after your first Ashfall an endless tower stands north-east of Emberwake — new EVENTS tab, a place on the world map with a spoken story. Three waves per floor, every fifth a guardian, every tenth a memory room with voice, its own picture, full healing and one of three gifts. Elements from floor 20, affixes from 40 — all announced beforehand.
- No regeneration between floors, 20 provisions per kind until the next rest, the belt does not count. If you fall you return to your last rest (every memory room: full health, fresh provisions, gifts stay), no gold lost. One rated climb per Ashfall run, practice climbs any time. Tower seals every 10 floors (eight titles, two frames — floor 100: “The Hundredth”), tower gifts every 25 (+1 % damage permanently, capped at +10 %).
- You set the pace: “Enter floor 1”, a “Stop before every floor” switch, abort in any state, auto-healing adjustable in the tower; stance, abilities and consumables sit on the left below the tower picture during tower fights. Your hero visibly climbs — to floor 50 at the crown, from 51 above the ash clouds with lightning and the Colossus on the horizon.
- Seven foes found nowhere else: Bell Warden, Ash Baker, Cartographer, Vertebra, Nameless Day (guardians 15/35/55/75/95) plus Ash Scribe and Memory Eater in the waves — each with story, weakness and Ash Card.
- Two new companions from memory rooms 10 and 40: Tower Sparrow (less damage taken) and Day Wight (more boss damage and experience).
- Two new music pieces — “Grief in Stone” (floors 1–50) and “Grief in the Storm” (above the clouds), selectable in the music bar after your first Ashfall — and a 10-second trailer on unlock and on the tower page.
- Films for all 30 companions (once when tamed and in the magnifier, sound via a setting) and for the three Epoch Bosses; companion window centred, contract items labelled honestly, Ember automation explained in the combat help (1.1.2).
Fixed
- Building: marble blocks dropped from dungeon bosses only on the first win of the day — now on every win. All three rare building materials can be crafted: marble in Crafting (Lv 40), emberglass in Firemaking (Lv 45), the void anchor in Smithing (Lv 80). (Thanks, Turk!)
- Sockets: a piece could get two sockets of the same colour — the second stayed empty forever because each colour counts only once per piece. New pieces get different colours, existing ones are recoloured once on first load (set gems stay). The Lapidary help explains colour = socket. (Thanks, 19rantanplan88!)
- Changing values, more visible: the gear window shows the hint to the Ember Smelter at the blacksmith below the values — with a “To the blacksmith” button.
- Night watch after the Ashfall: it only held against foes up to three levels above your combat level — with strong gear and a low level the night yielded nothing. Now strength counts (thanks, despair!).
- The Spark message said “14.545 seconds” instead of 15. Merchant buy-back spreads rounding leftovers evenly. Restart warning and backup help now match the dialog; the Pyre Tree hint notes that starting gifts take effect from the next Ashfall.
Update 1.1.1 — A calmer start, three new bosses
Nearly all of this comes from your feedback of the past two days — Discord, the Steam forum and one detailed voice note from a player. Thank you.
New
- Calmer start: a new hero begins with only Overview, Mining, Melee and Settings. Everything else appears step by step with an explanation. Existing saves keep everything.
- Three Epoch Bosses — one after Ashfall 1, 2 and 3: Morvhal, the Returned · Ithra, the Second Silence · Kaer'Dun, the Third Fall. Their own art, voices (DE/EN), relics and mythic weapons.
- The Deep Vault: four more bank pages (up to 256 slots) as a construction contract beneath the Ash Bank — labour, a find, building stock, provisions, wages, then 3 to 24 hours of construction, each chamber with its own story.
- New companion — the Sphere Hunter: spheres appear twice as often but stay only a fifth as long. For active players. Tamed after 250 caught spheres.
- The red thread: the Overview tells you where you are and which place comes next; new regions are celebrated.
- Activity bar: gathering, combat and workshop colour-coded, every row with an ×, free slots visible. The three stances are now explained in combat.
- Effect durations readable (“2 min 30 sec”); clicking an effect shows base duration per bottle, time left, stock and whether the Potion Warden redrinks.
Fixed
- Much less stutter on big saves: the level calculation recomputed the whole curve on every call — now cached, exactly the same numbers.
- Dungeons no longer counted toward the harvest after a same-day Ashfall (thanks, despair!).
- Surplus bags can be sold (thanks, Turk!). Jewellery in Crafting only. The Hoard Warden shows his loot in the table and after every win.
- Crate window: long names wrap, gear glows in its rarity colour, the crate sound only on real crate openings; spark and star-spark messages show the real values.
Update 1.1 — The Ash Burns
Most of this list comes straight from your reports on Discord, the Steam forum and Twitch chat.
New
- New title screen: burning letters, embers and ash. Language switch DE/EN now bottom center.
- In combat, “Stop Combat” now sits top right (red) — no more scrolling.
- Workshop and smithy: sections collapse with a click on their heading.
- Your hero now stands in the same scenery as the foe (forest, crypt, dungeon, world-boss stage).
- Jump buttons: tasks, bounties and orders take you to the foe, the recipe or the node with one click.
Ashfall (rebirth) — 15 findings from a full transition test
- Ember vows were invisible in one of the two views of the rebirth page (thanks, despair!) — now in both.
- Kept gear (“Last Ember”/“Last Guard”) is always equippable and never junk. Hardened gear is never junk either.
- Auto-sell never sells anything better than what you wear, on any tier — a fresh hero keeps their first armor.
- Craft orders, daily and weekly tasks reroll on the fall; claimed rewards stay counted.
- Houses only demand what your mining level can deliver after the fall — copper is accepted again.
- Auto-hunt only takes contracts whose foe you can reach.
- Ember automation greys out what isn't available yet after the fall; invisible entries of another weapon clear themselves (thanks, RyuDrake86!).
- Houses and daily tasks now count the day the same way (local midnight). After the fall: a clear hint that nothing is running, with a jump to mining.
Fixed
- Trailer stuttered at start and on a new run.
- Loot table: unique items show their real affix range.
- Hoard Warden window: Hoard Whelp image was missing (thanks, Tvscope!). Crate window with “reduce motion” shows the loot again (thanks, despair!).
- Tour part 5 showed formatting tags; “Keep the Ember” steps now on the overview (thanks, 19rantanplan88!).
- Singular texts, import dialog shows the hero name, empty vault explains itself, heal value in combat as percent.
The first days
- Trash auto-sell no longer eats food (thanks for the Discord report!).
- Found bags equip instantly when a slot is free.
- Request journal names the reputation booked; socket tooltip calculates correctly.
- Sound defaults to 25%, “Quit game” in the menu, profession headers, explanations on the first visit of every page.
Release on Steam
The Ash Remembers is out for Windows — 21 skills to level 100, 85 foes, 25 dungeon bosses, 7 world bosses, 8 titans, and a narrator who reads you their stories.
Found a bug? Discord (#fehler-melden) or the Steam forum — every concrete report with a screenshot lands in the next version.