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BETA TEST August 3rd; what's new?


Stormhaven Studios
Our next stress tests are scheduled for:
Wed. August 3rd @ 8pm central
(Thurs. July 4th @ 1am UTC)
The developers will meet in Discord and test for approximately one hour. However, the servers will remain open for roughly 4 hours. The most up-to-date client can be retrieved via the patcher found on your account page.

What's new?
The bulk of our time this week was spent on the new dungeon, new weapon visual configuration, and revamping the quest system. Unfortunately, none of these were finished in time for this build. Even with most of our time eaten up by other tasks we were still able to fix a few technical issues, add in a new gathering bag, and update a number of designs.

REMINDER: the servers will be open for 4hrs Wednesday evening. The servers will open again on Friday @ 12pm central and close on Tuesday at 12pm central. See events in Discord for timezone translations.

Bug fixes / improvements:
  • Hot Fixes from the previous weekend:
    • Fixed: a few exceptions thrown server side (harmless)
    • Disabled colliders on small path rocks in Newhaven
    • Fixed: issues with seasonal vegetation effects not applying to the entire zone
    • Fixed: issue with right clicking items to send them to your shared bank
    • Fixed: refreshing the purchase UI for banks in some instances
    • Fixed: floating rocks in Dryfoot Stronghold
    • Fixed: skybox over saturation of light transmittance at the golden hour
    • Recipes at the North Newhaven merchant have been re-ordered by profession and level
    • Item count label has been moved to the upper right of the slot.
    • Reagent toggle has been moved to the upper left of the slot.
    • Trimmed the text for keybind label modifiers. Shift is now S, Ctrl is now C, and Alt is now A. I have also removed the "+" from these as it seemed unecessary.
    • Added 2x additional action bar slots.
  • Tech
    • Added: support for large creature targeting.
    • Fixed: negative AoE effects now consider line of sight (i.e. dread bellows)
    • Fixed: offensive and defensive targets are updated continually during execution. This should resolve lingering issues with effects from Assist not landing on the intended target.
    • Fixed: Adjusted Undone's wrath criteria when parties involved are swimming.
    • Added: Target dummy armor class now scales with the player's level.
    • Improved: weapon mounting for some stances in prep for new weapon visuals. Let me know if any weapons or hand held items are out of wack.
    • Increased the timeout on session keys to reduce the likelihood of Invalid Session errors.
  • Environment / Art
    • Fixed: some stray volumetrics and shadow casters in the dungeon
    • Fixed: scaling on the tiny 2H axe
    • Adjusted: seasonal variations on trees losing their leaves. This effect should be less prominent outside of winter.
    • Rebaked Meadowlands nav mesh to better account for deep water.
    • Added: collider in one of the dungeon rooms to prevent you from getting to a spot where you cannot return.
    • Added: 55 new weapon visuals and 15 new shield visuals have been added. These are not yet implemented in the game but you should see them trickle in over the next few weeks.
  • UI:
    • Moved: execution bar higher above pouch slots
    • Added: key bind labels to the Group UI and self nameplate
    • Adjusted: Leader & Chevron label location relative to the portrait
    • Adjusted: ember monolith location on Meadowlands map
    • Fixed: Interactives such as players should no longer block line of sight for overhead nameplates.
  • Design:
    • Adjusted: Undone's wrath no longer grows in power exponentially. It should now hit for a flat 10% of your health every time it ticks. That should give you more time to readjust your position.
    • Resource nodes will respawn and rotate their positions over time. This is to aid in situations where all the highly visible nodes have been harvested and only barely visible nodes are left. Note that the nodes should NOT despawn when you are near them, so if you see this please let us know.
    • Tool handles can be crafted from any wood type.
    • Adjusted spawn rules for crocodiles and frogs in Meadowlands.
    • 2 & 3 chevron Snatchscale Stalkers have been removed from Redshore.
    • Increase to refining experience for gathering professions.
    • Berserker's Windup is now timed buff (20s), the damage bonus has been slightly reduced to compensate.
    • Duration of Brigand's Sharpen Edge and Warden's Eagle Eye increased.
    • Brigand's From the Shadows buff will only be consumed by ability attacks.
    • Adjusted gathering failure rates to reduce faster the further into a material's level range you are.
    • Fixed crafted inner armor having less AC than dropped.
    • Fir and Silver gathering refinement recipes have been added. These refined materials can be used as secondary components in recipes, primary component recipes (Silver Sword, Silver Cuirass, etc.) is still to come.
    • Moved mob spawns a way from respawn points in Redshore.
    • Slight increased to rare spawn occurrence.
    • Some rare spawns and the larger loot tables now use the "bag draw" method of random selection. For example Humanoids can drop every weapon type, so it may be possible to loot 5 Warhammers and nothing else since the chance to loot one is the same every time. The bag draw method shifts weights of items depending on recent drops so getting the same item multiple times increases the odds of getting something different next time. It's still a random chance, but we skew the odds a bit towards more diverse loot.
    • "Smoked" prefix returned to Smoked Meats.
    • Most "Dense" nodes have been disabled for now, they will return after a slight refactor.
New stuff:
Gathering Bag
Gather's rejoice! This week you have all unlocked a new gathering bag that can hold raw materials. It is not lost with your backpack meaning that you can now gather while missing your belongings. I must reiterate that this bag can only hold raw materials found throughout the world. The default keybinding is G and can be remapped in the options.

Note that the crafting process only looks for items in your BAG and will ignore anything in your gathering bag. This will be remedied in a future patch - which means for now you must move raw materials from your gathering bag --> bag before you can refine them. Apologies for the inconvenience!

Works in progress:
To see a full list of what is currently in progress head on over to this thread. I will do my best to update this list on a weekly basis and highlight the differences from the previous week with bold font. Below I will highlight some of the upcoming changes in more detail.

North Newhaven Dungeon (timeline: 1 week)
First pass at spawning of this dungeon is complete. We are still working through a few design changes to the layout as this dungeon will involve Ember Drifts. It is close, but not testing ready yet.

New Weapon Visuals (timeline: 1-2 weeks)
In addition to the above mentioned visuals added, we have at least an equal number of additional weapon visuals to sort through and make game ready.

Quests (timeline: 1 week)
The quest system overhaul is basically complete. There are a few small issues that need correcting but the following week will be focused on content implementation for the world breaker event.

Ashen Visuals & Tech (timeline: 1-2 weeks)
Ashen creatures are going to become crucial to collecting the oh so precious ember essence. These require some new tech for spawning along with allowing players to collect ember essence upon their death. After that we can move on to populating the world with this mechanism for testing.

Known Issues:
  • Terrain textures have a bit too much tiling. This will be resolved shortly.
  • Character creation & editing camera on Apple Silicon MacOS is bugged. I isolated the issue and submitted a bug report with Unity (still waiting to hear back).
  • Characters can get stuck in any looping animation if they do not properly complete. This is most noticeable for strikers using a bow.
  • Not all ember rings and/or POIs are proper map discoveries. This is especially true in Dryfoot, Dryfoot Stronghold, and Redshore. Discoveries and map uncovering is a WIP and will be revisited soon.
  • Zooming the camera while holding right mouse button on macOS can cause your chat window to scroll. This is not intended behavior.
  • Deconstructing crafted items returns junk 100% of the time.
  • cannot roll on loot while unconscious
  • not all clothing/armor has visuals
  • Dragging a group-nameplate in the group window will set the wrong pivot point for the group window and the whole thing will drag a bit weird.
  • typing chat text may occasionally become invisible. unfocus your chat window and trying again a few times typically resolves this.
  • Sometimes when you respawn you don't end up at the proper Ember Ring --> if this happens please report the position where you died via the "/report" command or "/debugposition" (if using debugposition you'll need to paste the value here)
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Hot fixes for the weekend:
  • Fixed: issues with gathering bag showing multiple times after switching characters
  • Fixed: issues with overhead nameplate colors not consistently applied
  • Fixed: fixed issues with Meadowlands nav mesh that was causing NPCs to act funny (extremely sluggish, bad pathing, etc)
  • Fixed: nav mesh links near Meadowlands spider cave are now bidirectional
  • Added: notification message when you try to transfer something to your inventory and it is either full or you are missing your belongings
  • Fixed: refinement stations should now pull raw materials from your gathering bag
  • Fixed: issues with snakeweed and barberry bush visuals & interaction.
While fixing up the snakeweed and barberry bushes I noticed that all of our trees and bushes are looking a bit anemic compared to what they "should" look like. After some investigation I found that their material alpha-clip values were set too high resulting in leafs being substantially smaller. With the above fixes to snakeweed and barberry you should notice those items appearing more "full". For next week I intend to revisit all trees and foliage items to correct this issue. Here is a comparison of one of our oak trees (left=fixed, right=current):