Ember Knights cover
Ember Knights screenshot
Genre: Hack and slash/Beat 'em up

Ember Knights

Update v0.2 Overview

Praxis is staring silently in the dark. He is satisfied with your failed attempts to disrupt his plans, and already planning his next move. Your vain efforts are a great source of entertainment to him
and each and every one of your misteps brings him closer to victory.
"Now", he finally lets out. "Let's see how they fare against this."




The first update of the Early Access is now live! And with it comes a new weapon, the Nexal Staff, a bunch of new relics, balance changes and, as you may have noticed, the option to adjust the difficulty settings directly in the game!

The Nexal Staff



The Nexal Staff is the first new weapon to be introduced in the Early Access. Picking the Nexal Staff gives your Ember Knight a wizardly look, very distinct from your usual fighter's garment. Of course, not only does it look different, it calls for a very unique playstyle based on the enhancement of skills.

Single attacks with the Nexal Staff deal small bursts of mid range electrical damage. These are not as powerful as arrows or sword blows, of course, but as you can expect, this is not where the Nexal Staff truly shines.


25% extra skill damage, bonus choice in skill selectors!



It wouldn't be a magic staff if it didn't grant extra skill damage now would it? So here you have it, 25% more damage on skills. Aditionnally whenever your are prompted to choose between skills you will be offered an extra option to better refine your build. But there is another reason why choosing the Nexal staff may be right for you, and that is... Hold attacks!



Hold attacks zap enemies in a cone in front of you. It deals more damage than single attacks while also replenishing your skills, which makes it a much more desirable attack type than single hits. This comes at a cost however since you won't be able to move when channeling.

Therefore, finding the right balance between effectiveness and mobility is the key to mastering the Nexal Staff.



Too hard? Too easy? Adjust the difficulty!



Before you start a run, you can now go to the altar located near the tear and tailor the difficulty settings to your own liking. With several options to adjust individually, such as the number of enemies, their attack speed or their damage output, you are now able to set yourself up for an unimaginable challenge, or on the contrary make things a little easier for you (or, you know, "your coop friends").



If you don't want to mess with each setting yourself, you can also pick one of the pre-set difficulty levels: default, advanced, hard, expert, insane, and, our personal favourite... Doom! Good luck with that.

Note that in order to access the difficulty modifier, you will first have to defeat the area 3 boss at least once, so you can't just kill the challenge instantly!

Yes, the purple areas on the ground are still going to be poison, and no, you cannot turn that boss into a kitten. At least not yet.




New relics



Last but not least, the update introduced a number of interesting new relics for you to enjoy.

If you stumble upon the Fiery Imbuement, your weapon attacks will burn your foes after you use your skills!

Because the best offense is sometimes defense, we made the Archangel's Scythe: whenever you heal, nearby enemies take damage! This should open up some interesting combinations.



With the Withercore relic, your poison effects will last longer, making it the perfect addition to your Poison build alongside the Toxic bangle and the Decayed Scepter.

If you are more into crowd control, you will enjoy the Artic Axe, it deals damage over time to frozen enemies! Very useful when using Frostwall!

We will let you discover all of them in your next playthroughs!



This concludes the overview of our first content update since the launch of the Early Access. If you are familiar with our roadmap, you already know that we have much more planned for the coming months, including another weapon, even more relics and items, but also new monsters, bosses and environments to explore.

In the meantime, if you want to stay on top of the news, see new content before it's live, share your favourite memes, or simply chat strategy about the best weapons and skills, join us on Facebook, Instagram and Twitter!

We will also be especially grateful for your feedback and suggestions during the Early Access and beyond, so be sure to join our Discord to share your comments directly with our development team!


Stay tuned for more news and updates!

Patch Notes v0.2 b3083

Hello Knights!

Our first scheduled update is here! With that, we have a ton of cool things we think you’ll love, now available in version 0.2!

New content and features




  • New weapon – the Nexal Staff

    • Overview:
    • Quick 1, 2, 3 chain attack that can hit multiple targets, refilling skill charges quickly
    • Charge attack deals steady damage to anything in its AoE that replenishes skill charges. After the charge is complete it will zap all enemies inside the range. It deals bonus damage based on how many skill refreshes you got, so the best strategy is to do this on multiple enemies right after you depleted your skills
    • Staff players get an additional choice at skill selectors and a 25% bonus to Skill damage as passive bonuses right out of the gate

  • 5 new relics, to be included in the regular relic pool

    • Fiery Imbuement
    • Archangel’s Scythe
    • Withercore
    • Thundering Hammer
    • Arctic Axe

  • 3 new and unique relics for the timed chest rewards after beating each area

    • Poison Wheel
    • Bruma’s Ring
    • Urn of Vengeance

  • Difficulty modifier, available after beating the Phantom for the first time
  • Secrets
  • New level complete screen
  • New Praxis animation on the game over screen


Additional Features:




  • Aim assist now available for weapons and skills independently
  • Added a “Reset Player Position” to the Options menu
  • Added an option to reset Ember Tree progress
  • Added the option to skip identification sequences if already viewed at least once
  • Gold changes

    • All gold to be distributed evenly, including gold earned from relics
    • Increase gold collect radius and acceleration of collection

  • Added an auto save after identifying any items in the Nexus
  • Added attack circle indicator to Phalanx flag attacks
  • Added a counter to the perfect bow shot
  • Added the “Perfect” description to skill descriptions


Balancing




We’ve also made a bunch of balancing changes. The full list can be seen here:


  • Updated/fixed A3 enemy behaviors
  • Effigeist

    • Fixed timing with its projectile spawns
    • Fixed glitches with the skull spawning animation
    • Fixed sorting order with skull
    • Increased spawn projectiles 1 > 3
    • Adjusted skull HP to 1
    • Removed skull dying from contact with walls
    • Added skull dying from contact with players, wisps or ballistas
    • Added red damage indicator for skull death
    • After 0.75s, it blows up

  • Weald Wolf

    • Added red attack indicator
    • Removed fatigue state
    • Adjusted instances where it would leap

  • Pox Rat

    • Removed Putrid Rat and merged with Pox Rat
    • Added secondary stage (purple) which includes 25% more damage, 25% more speed and 25% faster attack cooldown
    • Removed melee attack, only shoots projectiles

  • Craven

    • Added dive bomb attack
    • Explodes on contact with the player

  • The Forlorn

    • Changed chain attack to be a Herald-style projectile that applies chain status effects
    • Changed old sentry attack to a laser
    • Added dash movement towards and away from players, similar dodge as the Scout

  • Condemned

    • Modified melee attack
    • Reworked dodge attack to stab and if misses, gets stuck and takes twice the damage
    • Updated A3 enemy spawn configurations to accommodate their changes

  • Bow tweaks

    • Multishot reduction 3 > 2
    • Increased damage on charge shot
    • Crit stat adjustment 5% > 4%
    • Move speed stat adjustment 10% > 15%
    • Burn duration increased from 3s > 4s

  • Relic adjustments

    • Overloading Necklace – now 100% chance to lightning when using a skill
    • Rejuvenation Glove – now Epic, can no longer stack
    • Gilden Remains – now Epic, drops 5 gold instead of 1
    • Giant Mace – now Epic, deals 50% more damage
    • Harvest Scythe – increased bonus damage 50% > 100%

  • Updated Evee dialogue; added a few new lines, shortened the lengthy ones


Bugs



And finally, we’ve addressed some annoying little bugs. Those include:


  • Bunch of fixes for controllers not being recognized
  • Fixed an issue with the bow that was queueing an attack but not firing the arrow
  • Fixed an issue with Chakram not targeting Stewards in the credits minigame
  • Fixed a bug with the Phantom boss projectiles
  • Fixed a bug with the Effigeist where the room would clear but the skull was still alive
  • Fixed a bug with the player walk sliding
  • Fixed a bug where Stewards could block an interaction point
  • Fixed a bug where you could cook/slice food items in the shop
  • Fixed a bug where The Condemned could become forever invincible in multiplayer games
  • Fixed a visual issue with The Condemned, Weald Wolf and Rakkling enemies becoming stunned or immobiled while jumping – will now snap to the nearest safe node
  • Fixed a bug with some enemies becoming invincible while frozen
  • Fixed a bug with the Phantom stake enemies not taking damage while frozen
  • Fixed a bug with players being able to walk through doors while a drop was in its collection state
  • Fixed a bug with the Phalanx miniboss door that was causing players to get stuck
  • Fixed a bug where the end of room reward wouldn’t spawn if the player died as the room was completed
  • Fixed an issue with the stereo curve on a lot of sounds
  • Fixed a bug where the sound continues to decrease as you beat Area 3
  • Fixed a bug with the health bars for some enemies in Area 2
  • Fixed a bug with Ripe Elderberry's status duration
  • Fixed a bug with Ornate Glove giving gold from the training dummy
  • Fixed a bug with the MaxHP stat gem that was healing for twice the amount
  • Fixed a tilemap issue where players could get stuck in the Phantom’s room
  • Bunch of fixes to the interaction and sounds in the healing room




We hope you love all the improvements! Feedback is super important to us so please be sure to let us know what you think!


Doom Turtle

Patch Notes v0.1.3 b3004

Hello Knights!

Another hotfix for today! We'd like to extend a special thanks to our Discord community for making us aware of the issue with the relics. Thank you!

Bug fixes




  • Fixed a bug that was not presenting additional unlocked relics (34) in selectors from the relic pool. They were only showing in shops.

  • Fixed a bug where the skill/relic being equipped wasn’t matching the skill/relic chosen from the skill/relic selector screen.



That's it for now. Enjoy!

Patch Notes v0.1.2 b3000

New Features/Content & Main Changes




  • Added patch notes and dev message buttons to the main menu
  • Set lobby to default to 4 players
  • Reintroduced skill swapping
  • Added button tips for charging and perfecting a Skill shot


Balancing



  • Moved the skill and relic rooms up in order for subsequent runs


Bugs



  • Fixed player charge sound looping infinitely in multiplayer
  • Fixed a bug where the player can get stuck in the door of boss prep room in Area 3
  • Fixed networking error with Hailstone Armor
  • Fixed a bug with the Area 3 boss dying from Meteor while the player is reviving
  • Fixed a bug for Area 3 where players get stuck in a cutscene state
  • Fixed a bug where the compendium was logging areas visited instead of areas completed
  • Fixed a few issues with the Healing Room VFX and SFX
  • Fixed an audio bug regarding lightning and a new save file
  • Fix for syncing gold values in multiplayer

Patch Notes v0.1.1 b2995

New Features/Content & Main Changes




  • New revive instances:
    - Previously, 100% on boss
    - Added, 50% on miniboss, 25% on healing rooms
  • Additional metrics:
    - Healing sources
    - Damage tracking
    - Shop data
  • Small sequence for players going through the Tear to remind them to talk to Evee/Esper for tablet/relic orb identification
  • Added Ember Tree popup for ET progress
  • Bow can interupt attack with roll/skill use
  • Fixed grammar on bow description
  • Updated build version to 0.1.1



Balancing



  • Increased requirements on Frost Bite relic to have 2 ice things
  • Increased Mimic speed 30 > 64
  • Cyclone changes:
    - Reduced damage from 8/8/8 > 3/3/3 (tap/charge/perfect)
    - Reduced duration from 4/4.5/5 > 2.5/3/3.5
    - Reduced pull radius from 200/250/300 > 200/225/250
  • Increased max attack range for Herald's Arcing projectile attack (was getting stuck at start of fight)
  • Updated Herald's skull bomb visual to stand out better in the dark room
  • Slightly increased Whirmaw’s spin build up time 0.75s > 0.92s
  • Swapped Whirmaw and Rotworm appearance progression
  • Reduced some dark forest rooms having max 2/3 enemy types (which could results in 4 enemy types)
  • Increased aggro range for ice minion from 150 > 1000
  • Reduced stun threshold for pinwheel elite from 75 > 35
  • Reduced threshold to mash out of frozen/chained/grab statuses by 50% (wasn't set in the right place previously)
  • Updated Ember Tree upgrade 7 – Earned Power to only trigger on bosses
  • Reduced healing in A3
  • Reduced some A1 rooms having max 2/3 enemy types (could result in 4 enemy types at once)
  • Set the timed chest reward to <=7:00, not <7:00
  • Aim assist tweaks for bow
  • Reduced gold props in healing rooms
  • Reduced HP for A1 miniboss variants (50-100)
  • Changed relic 130 to use ADD instead of MUL for skill modifier
  • Increased damage delay on Mosquito miniboss variants poison/red circle from 0.3s > 0.75s
  • Increased the move/damage delay on Phantom chain projectiles from 0.3s > 0.65s
  • Ice King – sped up phase transition swords and added circle indicators at spawn


Bugs



  • Can't progress if P1 is dead during NPC dialogue
  • Fixed bug with UIPlayerSelectOnline where it wasn’t getting sent back to the lobby for clients if the host closes the game
  • Force hiding the black overlay when initializing the A3 boss room
  • Timed chest not spawning its other rewards
  • Bunch of compendium bugs:
    - Back button had no label
    - Item selector being cut off by scrollbar
    - Index out of range in previous runs
    - Always showing sword in history
  • Pause lock on item drop
  • Delayed camera shake
  • Red edges on screen during boss death and revive
  • Null reference if host disconnects during gameover
  • Heroic horn double buffing
  • Relic description issues
  • Null with Wisps when their target entity becomes dead/null
  • Critical: if players leave the room while someone is dying/reviving, game breaks
  • Critical/Exploit: swapping Skills allows players to freeze the game and blow up everything. Turned Skill swapping off for now
  • Ripple FX playing during Evee’s intro
  • Healing Pool banner persisting to the next room
  • Reviving players at the spawn point in Healing Rooms so they don’t get pushed through the wall
  • Removed Ember Tree “waiting for all players” requirement, only host can edit
  • Ember Tree upgrades not working for online
  • Few minor fixes for the commune cutscene
  • Damage overlay flashing when switching weapons
  • Bunch of fixes related to doors and the host being dead:
    - Disabled the south door’s trigger and trigger game object
    - Only checking to go to the next room if it’s a north door
    - Added an early return in the DoorSYS if the door loading system is running (it won’t process door triggers while moving players)
  • Fix for enemy death events being dispatched twice to clients causing stat discrepencies
  • Fix for reviving players while Meteor kills boss/miniboss
  • Fixed player head – didn't show when reviving instantly
  • Fixed a bug where extra gold and extra ember drops were not in sync between client and server
  • Fix for snowball relic with clients (not freezing, aim was off)
  • Fix for client desync/unable to move after finishing the game and playing again
  • Various desync issues
  • Custom cursor tweak
  • Volume tweaks
  • Fixed a client player state bug for cutscenes when host causes a null reference
  • Fixed a bug with the game over screen in online play. Game over shows placeholder values and images if a client disconnects and a new lobby isn’t made

Ember Knights Early Access Now Available

Hello Knights!

Today is the day! Ember Knights is finally available in Early Access. You get to start your exploration of the Prime Worlds and begin to fight back against Praxis and his hordes. In this fast-paced, multiplayer rogue-lite experience, you will shape your character according to your tastes in order to defeat increasingly tougher enemies and bosses. Thanks to a combination of skills, relics and gems, can you try out countless builds and synergies, refine your strategies and improve your future runs!



Ember Knights Early Access release content:




  • A solo or co-op adventure for up to 4 players.
  • The first 3 biomes: Scoggfirth, the Steadfast Citadel, and Wightsbury.
  • 22 monsters, many of which with their elite and champion versions.
  • Several mini bosses, each with 4 versions per biome (good luck with the Plague Bringer, hehe), and one big area boss per biome.
  • The first two weapons: the sword and the bow, and a powerful arsenal consisting of 12 base skills, including “frost wall”, “arcane bolts”, “blast bomb” and “knight’s charge”.
  • Over 60 game changing gems and relics, specifically designed to improve the effects of your skills and allow you to develop hundreds of unique builds and synergies.




Get started!


With the Early Access available, you and your friends can start your adventure right here and now!

https://store.steampowered.com/app/1135230/Ember_Knights/



What's next?



We will continue to add content and improve Ember Knights throughout the Early Access. A new weapon is planned for next month, one we have never shown before! We think you will love it. We also have a busy summer ahead of us, with plenty of exciting additions we can't wait to deliver! Our mid-term release plan is as follows:





Starting Tips

Because we are friendly.


  • Use the environment to your advantage, dodge before you strike, kite your enemies and most importantly, prioritize your targets as some of them can spawn even more monsters!
  • Your enemies come in several versions of themselves: normal, elites, and champions. Learn their patterns, skills and special moves, and the best way to counter them…
  • Slash the relevant elements on the terrain to uncover food and coins, and take your time to grab them, they won't disappear.
  • When faced with a choice for the next room, always balance your immediate needs with your long term goals. Health is always helpful, but choosing a relic might be more beneficial in the long run.
  • Use your skills appropriately. All skills can (and should) be properly timed to yield devastating results.
  • …Cast “Ember Fire” on an apple to instantly bake a delicious apple pie! Try it on a chicken drumstick!





Frequently Asked Questions



How long does it take to complete the game?

The Early Access offers over 10 hours of gameplay to defeat the 3rd world boss and unlock all skills and relics. But it might take much longer, especially for unexperienced rogue-lite players. We also plan to add new content throughtout Early Access.

In which languages is the game available?

The Early Access is available in English only for the moment. Down the road we are planning to make it available in other languages.

What is the PEGI / ESRB rating for the game?

Currently, the game is rated Pegi 12 (provisional).

On what platform is the game available? Are other platforms planned?

Ember Knights is currently available on PC only. We have plans for a console version in the future, but our current focus is on the Early Access on Steam.

How does the online co-op mode work exactly? How many players can play together online?

It is very simple! In the main menu, you can host an online game and invite up to 3 friends. This means four players can play together. But you can of course play solo or with one or two friends.

What is the price of the game in the Early Access? Will it become more expensive at launch?

The price for the Early Access is 14.99€/$14.99/£11.39. Yes, the price will increase at full Launch as more content and features will be available. Of course, the players who purchased the game during Early Access will not be charged extra at full release.

Who is Doom Turtle? Why has the name changed?

Doom Turtle is the new name of Tiny Titan Studios, the development team behind Ember Knights.





Join the community: meet other knights!



If you want to stay on top of the news, see new content before it's live, share your favourite memes, or simply chat strategy about the best weapons and skills, join us on Facebook, Instagram and Twitter.

We will also be especially grateful for your feedback and suggestions during the Early Access and beyond, so be sure to join our Discord to share your comments directly with our development team!


Stay tuned for more news and updates!


The awakening of the Ember Knights

Hello Knights!

Today we take a deep dive into the plot of Ember Knights, so you can understand the stakes and exactly why powerful heroes such as yourselves are needed. As you may already know, it has something to do with restoring the balance of the Universe. That is easier said than done, of course, but we have no doubt you will be up to the challenge. As with any story, ours begins with a pivotal moment. A choice, with unforeseen consequences…

[previewyoutube="3LHH3u1nAtk;full"]



The past



When the time came to name a new Keeper of the Nexus, there were only two candidates for the position: Esper and Praxis, both eldest of the Stewards, and best friends.
However, when the Architect selected Esper, something inside of Praxis snapped. He could not comprehend how Esper, a nervous and uncertain character, could possibly have the strength required for such a position.
Esper tried to smooth things over, to salvage their relationship, but that only angered Praxis more. Praxis grew bitter. He felt slighted, resentful. That darkness festered inside him. So, he left. Ran away from the Nexus, the only home he'd ever known. But not before cutting a branch from the Ember Tree.
Praxis travelled through the Prime Worlds, until he found a dark spot in the Universe. Where he began to build his own version of the Nexus. But his anger and resentment corrupted not just him but the space he occupied, and the branch of the Ember Tree.



The present


After eons of isolation, Praxis is back. His anger and resentment have consumed his entire being. He launches an attack on the Nexus. With his blackened and gnarled staff, he siphons the power of the Ember Tree, causing the entire Universe to be thrown into chaos and disarray. And then, with a mad cackle, Praxis tears a hole in the very fabric of the Universe and escapes!
This is the moment Esper has feared for thousands of years. Weak, hurt and feeling guilty, he corrals what little strength he has left to summon the Ember Knights, great heroes who only appear when faced with an overwhelming calamity.

https://store.steampowered.com/app/1135230/Ember_Knights/



The future



As an Ember Knight, you are the Universe’s only hope. Follow Praxis’ trail of havoc and destruction through the Prime Worlds to stop him. But beware, the corruption Praxis has caused runs deep, and this will be dangerous. The only way to restore order will be to defeat Praxis himself!









If you want more to know more, share your favourite memes, or would just like to talk about the best weapons and skills you can join us on Discord, Facebook, Instagram and Twitter.


Ember Knights Releasing April 20th

Hello Knights!

We are delighted to finally say it out loud! On April 20th, you will embark on this awesome and fiery adventure that is Ember Knights. If you are hearing about our game for the first time today, welcome! You are about to enjoy a thrilling rogue-lite experience, set in a colorful yet endangered universe which (we hope) you will be able to save!



Discover the Ember Knights Early Access Gameplay Trailer



[previewyoutube="nOaZRB_9Q2Q;full"]



About the Early Access



For those of you who have played our demo before, you will find a lot of things have changed in the Nexus. Thanks to your feedback and after months of hard work, the gameplay has been polished, a multitude of skills and relics have been added, the interface has been completely reworked and even the overall look of the game is different! We are especially happy with how the game currently feels, and we will use the time of the Early Access to further improve upon it. That means even more content, including new weapons, skills, worlds, enemies and gameplay features! Of course, we will still be counting on your invaluable feedback along the way.

So, what can you hope to find on the 20th of April release?

Ember Knights Early Access brings you:




  • A solo or coop adventure for up to 4 players.
  • The first 3 biomes: Scoggfirth, the Steadfast Citadel, and Wightsbury.
  • 22 monsters, many of which with their elite and champion versions.
  • Several mini bosses, each with 4 versions per biome (good luck with the Plague Bringer, hehe), and one big area boss per biome.
  • The first two weapons: the sword and the bow, and a powerful arsenal consisting of 12 base skills, including “frost wall”, “arcane bolts”, “blast bomb” and “knight’s charge”.
  • Over 60 game changing gems and relics, specifically designed to improve the effects of your skills and allow you to develop hundreds of unique builds and synergies.




If you liked what you saw in our video trailer and you think you’re up to the challenge, we would like to know! You can Wishlist Ember Knights right here:

https://store.steampowered.com/app/1135230/Ember_Knights/



Starting Tips

Because we are nice.


  • Use the environment to your advantage, dodge before you strike, kite your enemies and most importantly, prioritize your targets as some of them can spawn even more monsters!
  • Your enemies come in several versions of themselves: normal, elites, and champions. Learn their patterns, skills and special moves, and the best way to counter them…
  • Slash the relevant elements on the terrain to uncover food and coins, and take your time to grab them, they won't disappear.
  • When faced with a choice for the next room, always balance your immediate needs with your long term goals. Health is always helpful, but choosing a relic might be more beneficial in the long run.
  • Use your skills appropriately. All skills can (and should) be properly timed to yield devastating results.
  • …Cast “Ember fire” on an apple to instantly bake a delicious apple pie! Try it on a chicken drumstick!





Frequently Asked Questions



What new features does the Early Access bring compared to the demo?

We added two new biomes, each with 8 new monsters and bosses. The monsters now have elite and champion versions, and some of them have several types. Several mini-bosses have also been added, and each biome has one main boss.
A new weapon has been added, the Might Bow, as well as 6 new skills and dozens of new relics.
You can now discover the story line and meet new characters. Finally, there is a new hub in the Nexus.

How long does it take to complete the game?

The early access offers over 10 hours of gameplay to defeat the 3rd world boss and unlock all skills and relics. But it might take much longer, especially for unexperienced rogue-lite players. We also plan to add new content throughtout the early access.

In which languages is the game be available at launch?

The game will be available in English only.

What is the PEGI / ESRB rating for the game?

Currently, the game is rated Pegi 12 (provisional).

On what platform is the game available? Are other platforms planned?

Ember Knights will be available on PC only.

How does the online co-op mode work exactly? How many players can play together online?

It is very simple! In the main menu, you can host an online game and invite up to 3 friends. This means four players can play together. But you can of course play solo or with one or two friends.

What is the price of the game in the Early Access? Will it become more expensive at launch?

The price for the Early Access is 14.99€/$14.99/£11.39. Yes, the price will increase at full Launch as more content and features will be available. Of course, the players who purchased the game during Early Access will not be charged extra at full release.

Who is Doom Turtle? Why has the name changed?

Doom Turtle is the new name of Tiny Titan Studios, the development team behind Ember Knights.





Join the community: meet other knights!



If you want to stay on top of the news, see new content before it's live, share your favourite memes, or simply would just like to talk about the best weapons and skills, you can join us on Discord, Facebook, Instagram and Twitter.


That is it for today's news!



As you might have guessed we are super excited with the coming release, we hope you will enjoy Ember Knights and we wish you the best in your endeavours to defeat Praxis. It's going to be tough, for sure! But we have no doubt (some of) you will (might) pull it off!



Stay tuned for a deep dive in the story in the coming weeks, and, of course, see you in the Nexus on April 20th!


Ember Knights to enter Early Access in Spring 2022

Hello Knights!

Let’s take a moment to get you up to speed with our latest news. First things first: we’re progressing well. We are on track to building a fast-paced and enjoyable multi-player experience.
That said, we are still hard at work on several fronts. The demo has brought forward invaluable feedback for which we are extremely grateful (keep it coming!). It also gave us a lot of new ideas that we want to implement, and of course, the game is now in a more advanced state!

Early access release



While we are satisfied with our progress so far, our ambition is to take Ember Knights a few steps further. We really want the game to be the best it can possibly be, and for this, we have decided to move our Early Access release target to Spring 2022. It is a difficult decision but we are confident it is ultimately for the better.



Combat system overview



In the meantime, we would like to update you on some of the latest exciting changes to the game, starting with the combat mechanics. As you know, one of our key goals is to offer a rich gameplay experience. Yet one element of feedback that regularly came from the players who tried the demo is how using the sword did not feel particularly rewarding. As you can imagine, this really got us thinking! We put a lot of consideration into how we could address this. We came up with several ideas that we think will truly improve our weapon system and attack mechanics. Below is what we are currently working on.

First of all, the weapon you choose will determine your playstyle and also your character stats. In other words, your strengths and weaknesses. For instance, archers will be more agile, but they will have fewer hit points. Also, each weapon will come with their own unique advantages and all of them will grant you a variety of possible actions. Take the sword for example. It will have a passive power: your damage will gradually increase as you hit your enemies without taking damage. This means the better you are at dodging, the more effective you will be!

In the demo, smashing the attack button repeatedly didn’t have a specific effect other than a damage increase every third strike. A charged attack simply meant swinging the sword a little stronger. To make a more versatile arsenal of attacks, we have added the following:

  • Chain attacks: successfully landing 2 consecutive hits and then a third, if timed correctly, will result in a critical strike.
  • Charged attacks: loading your hits will increase their damage radius.
  • Roll attacks: a successful roll attack will generate a powerful thrust attack, damaging and pushing enemies back.




You may have seen it on our social media channels, the bow will become available when we reach Early Access. And of course, the archers will also have some nice tricks up their sleeve. Their chain attacks will result in a large, piercing shot, while their roll attacks will set stun traps. Another thing we need to mention here is… There will ultimately be more than two weapons! So if you’re neither into swords nor bows, we will have other things in store for you... But right now, we need to talk about timing.




Time your attacks for maximum efficiency



As you may have noticed we mentioned how your attacks will benefit from hitting the right timings. This will be true for your skills as well. In fact, most of the combat actions you will undertake will reward those who master the skill of timing. Whether it be unleashing your magic when a radius is at its largest or just generally understanding when the right moment is to swing your blade... Your skill will make all the difference!

Remember the old Inferno skill?



Hitting the right timing will yield devasting results. The colour of your skill will match your character for improved clarity in multiplayer contexts.




We hope this gives you some insight as to the strengths and weaknesses of each class. Next time, we’ll discuss the Story, and how the relics you find in the game will affect your gaming experience. But for now, we’ll leave you with a question: what’s your ultimate weapon of choice? Is it a bow, a sword… Or something else?

If you want more or would just like to talk about the best weapons you can join us on Discord, Facebook and Twitter.

STEAM NEXT FEST Q&A

Greetings knights!

The Steam Next Fest is now over, and as sad as we are that it is behind us we are still astonished by all the support we received!

Thanks to all who played the demo and congratulations to those who defeated the boss!

If you missed our live Q&A stream or, if you want to rewatch the awesome runs of the Tiny Titans team, we just uploaded it to Youtube.

Quick summary:
  • More information about combat skills, and the last demo update
  • Multiplayer
  • The inspiration
  • Some tips and tricks
  • One boss defeated
  • One game over!
  • The main improvements between Demo and EA
  • And more!

[previewyoutube="HUVW5x2RoMk;full"]

If you want more or would just like to talk about the best skills to defeat the boss you can join us on Discord, Facebook and Twitter.

Make sure to wishlist the game and to try the demo with your friends!


See you soon Knights!

https://store.steampowered.com/app/1135230/Ember_Knights/