Emberlight cover
Emberlight screenshot
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Genre: Role-playing (RPG), Strategy, Indie

Emberlight

Vote Emberlight for Game of the Week



Emberlight has been nominated for the Fan Favourite Game of the Week at the Game Development World Championships. We need everyone in our community to vote for us. Just click on the Vote button under the game graphic to cast your vote for Emberlight on the GDWC 2019 webpage.

We appreciate everyone in our amazing community that continues to support Emberlight as we work towards the next big update with the inclusion of the story mode, co-op mode, multiplayer mode, and most importantly dungeon master mode. Systems are still being designed and implemented. Look for a post with a preview in the near future.

Updated Patch Notes for August 30



The development team has made more improvements to the game. Read the updated changes in the patch notes for changeset 1.0831 below.













Join our popular Discord Community Server at www.discord.gg/quarteronion to discuss Emberlight.

 

Two Weeks Down: Steam Achievements, Cloud Saving And More!



Rounding out two weeks since launch, we’ve made a lot of progress. This last update added Steam Achievements. Players can join the Knights of the Ember Order and collect all 49 milestones ranging in various difficulties. Other additions over the past two weeks include:







Along with this feedback, we have also adjusted our future plans with Emberlight. Originally planned for a December release, Dungeon Master mode has been shifted to a late October, early November launch.

Dungeon Master mode adds the ability for stories to be created in a simple but feature-rich toolkit within Emberlight. These stories can be shared on a public marketplace or hosted with friends. Players can then access these stories in single player story mode, play these with their friends in the upcoming co-op mode, or join DMs in hosted experiences.

Dungeon Master mode looks to provide a virtual tabletop experience while the simplicity of the story creator means that constructing a story should be equivalent to planning a pen and paper adventure. The hands on (DM controls entire game) and hands off (DM spectates and can make changes) then allow different ways to interact with the party in a story. And with the aimed support of the mobile and Switch platforms, DMs and players alike will be able to bring this experience anywhere.

We’re super excited for Dungeon Master mode as a major milestone not only for development, but something we’ve wanted for a long time ourselves. Some of the team are tabletop players, and have wanted a way to be able to play with friends worldwide in a system closely matching what they’d do on their Friday night sessions. Hopefully we can bridge the gap between the open imagination of a pen and paper game with the story creator and gameplay mechanics emulating that as closely as possible.

Join our popular Discord Community Server at www.discord.gg/quarteronion to discuss Emberlight.

Updated Patch Notes for August 26 - Steam Achievements Added!



The development team has made the following changes and updates to the game in the latest Changeset 826 update. Steam Achievements are now live! Earn 49 new badges for your steam profile with these new achievements.


















Join our popular Discord Community Server at www.discord.gg/quarteronion to discuss Emberlight.

 

Updated Patch Notes for August 21



The development team has made the following changes and updates to the game in the latest Changeset 825 update.







Join our popular Discord Community Server at www.discord.gg/quarteronion to discuss Emberlight.

Updated Patch Notes for August 19 - Purity Mode Added



We just made updates, changes, and some fixes in the latest build for Emberlight in Changeset 821. Please read about the new purity mode for those wishing for a "good ending" in options as well as the other updates to the game.














Purity Run Explained







 

Emberlight Reddit AMA /Games Now Live Until 11 PM EDT



Our Reddit AMA is now live on /Games. Come chat with the developers of Emberlight and ask your burning questions, discuss our roadmap, or share feedback. We will be here until 11 PM EDT (-5 GMT)



- Quarter Onion Games
 

Emberlight /Games Reddit AMA on 8/18 at 8 PM EDT



Have you watched the launch trailer, or better yet tried the game on Steam/Discord or Itch.io , and wondered what was going through our heads when we created Emberlight? Why am I killing off my own party? I have to kill my old corrupted Pyromancer with his Brutal Charge, Meteor Strike, and Nova?!

Well fear not, because we don’t know what was going through our heads. But we have the next best thing to answering these and other questions you may have! We will be hosting a Reddit AMA on /Games at 8pm EDT (GMT-5) on Sunday (August 18th). We will post the full Reddit link prior to the chat on Discord, Facebook, Twitter, as well as update this post.

While you wait, you can listen in on the interview we had with Fragments of Silicon on July 3rd.



P.S. Our Initial Reddit AMA we scheduled on 8/14, we had to postpone due to scheduling conflicts with Reddit so we moved it to Twitter.

 

Updated Patch Notes for August 16



Thank you everyone for supporting Emberlight. Here is a list of things we added, fixed, or changed based on the community's suggestions.

Here are the highlights

  • How to play removed from encyclopedia due to tutorial system ingame. Defaults to locations tab.
  • Resolved the abilities and town portal windows still having the rare case of an icon being stuck on the screen
  • For effects with absorb and mirror image which stay active until used up, duration now goes down to 0 versus negative before
  • Adjustments made to better support multi-monitor setups
  • Added Windowed mode back into options. Seems stable, but we'll need more testing to be 100% (Need to check the box then uncheck it to enable. Will be fixed in next update)
  • Finally, maybe, hopefully resolved the rare wander creature bug
  • Tweaks to order of operations when handling death to see if this resolves the rare bug where sometimes an enemy is at 0hp and yet doesn't die with the turn system getting stuck
  • Potions now function the way they worked before where multiple can be used in a cleared room
  • Tooltips for potions button are now always active to show potion amount regardless of situation or if there's 0
  • Game log can now be disabled in the options menu if you find it intrusive



If you have any more suggestions, feeling chatty, or need support, simply join our community on Discord to speak with us.

Thanks

Quarter Onion Games

Emberlight - State of the Game

So we have finally reached the finish line (of sorts) for Emberlight. What does that mean for Emberlight over the next few months? And more importantly, what is up the sleeves of our team over the next year or two? Read on, dear reader, and we’ll go down the path of Trinity.



We had posted the Emberlight Roadmap a few months ago due to questions about what was happening after August 13th. And while this roadmap details a lot of the cool content and features we have planned over the next year, it doesn’t really go into detail about how we will continue to build up the core functionality we have in Emberlight now. So where are we going with Emberlight?

First off, we know there’s still plenty to tweak. We took in valuable feedback during our pre-launch period from the many streamers and YouTubers that helped iron out flaws we were overlooking. There’s still some glitches, including a few we’re having a helluva time to recreate (resurrection instantly killing the resurrect party member which might be a feature, the Blaze Knight moonwalking which is most definitely not a feature, and those pesky snakes not going away properly when ending a run), but these will be cleaned up.

As many will attest during the pre-launch period, we will work rapidly to get these fixed. We’ve done what we could to alleviate the vast majority of issues. These last few mainly stem from an inability to recreate on the development side making it very difficult to resolve them without potentially breaking the game for those without the issues. We will continue to tweak areas to see if it resolves itself, but it's one of those areas where we may just need new eyes looking at the code base as we start rounding out the team for this and future endeavors.

Of particular note is additional platforms we plan to support. We aim to be on iOS and Android by the end of October with the Co-op mode update. We then, publisher permitting, aim to be on the Switch by the end of December with the Dungeon Master mode update. At the moment, those are the only platforms we’re aiming for long term but we are open to suggestions from our community (please come talk to us on Discord, we don’t bite…).

Project 2 (It really needs a name…)
So we’ve briefly discussed what is after Emberlight, which will get touched on in more detail below, but the current goal is for project 2 to be a tactical RPG. Keeping with the tradition of Emberlight pulling from our nostalgia of Final Fantasy X and XI while attempting to modernize it with a few twists, Project 2 will pull specifically from our nostalgia of Ogre Battle. This project will fall within the same timeline as Emberlight, and this becomes important with Trinity.

What is Trinity?
Trinity is basically a framework that will connect Emberlight, Project 2, and a third concept (a side scrolling city simulator) into one persistent shard. The point of Trinity is continuing the charm of single player games (you do not directly connect to any players within the shard you are playing on), but the actions of each playthrough have lasting consequences on the shard. Emberlight players completing quests will see those regions have a smaller evil footprint. Project 2 players will secure the borders as countries vie for power and territory. And the city sim players are the engine that fuels the other two games, providing quests and resources respectively.

Is this ambitious? Most definitely. And this is why we want to focus on each game as its own project. We want to build these to the highest quality possible. Trinity basically forces us to. Even as we shift gears into the 2nd and 3rd projects, we are still having to work on the previous games to ensure they all pair up properly.

Just as Dungeon Master mode in Emberlight comes from our yearning for that tabletop experience in the games that we just feel hasn’t quite been achieved yet, Trinity builds off of our desire for a most interactive experience for players in all genres. That ability to play a game that is underappreciated in the industry and yet have it interact with those that are.

Can we pull all of this off? We sure can!

- The Quarter Onion Games team