Ember and Blade is a premium survivors-like game featuring strategic combat and challenging boss fights, complete with a layered narrative and entrancing aesthetic.
Play as Fenrix the demon hunter, who has transcended death - kind of. He's on a temporary immortality contract with an angel, and is transported to a mysterious world where the archdemon Asmodeus is sealed.
He meets Ariella, the enigmatic guardian sorceress who has stood against the archdemon alone for the past 500 years. It's not long before Fenrix is embroiled in her tragic fate as inevitable destruction draws near.
Destiny repeats itself - can you defeat endless hordes of demons to be the one to change the ending, once and for all?
Satisfying, High-Impact Combat
Slash and blast your way through the battlefield, taking down countless demons through powerful combat mechanics with dazzling effects. Discover your own combat style by utilizing unique weapons and dominate never-ending waves of enemies.

Celestial Blessings and Countless Strategies
Angels who are as quirky as they are powerful come to your aid with unique blessings! Combine their skills to unlock endless combinations of synergies that unfold anew each time.

Challenging Boss Fights
These twisted judges of fate sold their souls to become demons, and now they wield their bloody powers to thwart your mission! Careful strategy, precise timing, and a bit of help in the form of immortality will lead you to victory.

Dare Beyond Death
Death is not the end of the story, but a new beginning. As you cycle through a seemingly endless pattern of death and resurrection, the world of Ember and Blade slowly reveals its secrets. Follow fate's fickle thread to discover the dark truths that lies at its end.

Stunning Artwork
A world both lethal and beautiful, the seal offers a captivating visual experience. You'll find distinctively designed characters rendered in bold palettes, spectacular effects, and dynamic combat presentation.

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Greetings community!\n
As we wrap up the November Thanksgiving Update and the Leaderboard event, we wanted to close the
year on a festive high note.
With Christmas around the corner, the Sanctuary of Oblivion has taken on a new holiday look.
Step inside and enjoy the seasons atmosphere!\n
[carousel autoadvance=\"true\"][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45577115/1d1c88181b1c2e30bbd90822aa8b2de405b80f8f.jpg\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45577115/18d5e42c3efa79a4a35694ed7faccedf20bafced.jpg\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45577115/9e1d93efc68f1b921b0c8c2f37ab7861788ff6fe.jpg\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45577115/4b81bfa6add5714affd85667f6aa038beb4b8086.jpg\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45577115/84b68aaa83fca56f3f161e4112ce969019b351df.jpg\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45577115/3b2ebcefe1a1fda540faba1728d4fbcd40a8fed7.jpg\"][/img][/carousel]We also want to share a warm thank you with everyone who has supported Ember and Blade.
Your feedback and enthusiasm shaped the demo every day.
This year brought plenty of work, challenges, and excitement, and your support made all of it worthwhile.
Were moving ahead with new content and improvements as we prepare for our 2026 launch.
As we head into the new year, we hope youll stay with us on the road ahead.
If you want to see how your feedback is being reflected in development, follow our channels and speak
directly with the team.
Youll get the latest news, updates, and early looks at whats coming next for Ember and Blade.
And from all of us, we hope your holidays is filled with joy and good moments.
We hope the small holiday update brings a bit of warmth to your playthrough this season, and want to
wrap up this year with a small letter from Ariella herself.
From the Sanctuary a letter for you.
Dear Hunters,
Keke keeps bringing you up, so I find myself compelled to pen a few words.
May the season\'s end find you well and warm....
I do hope we might continue our work together next year.
From the Sanctuary,
Ariella Ashwood
[p align=\"start\"][/p][hr][/hr][p align=\"start\"][/p]Stay Connected
[p align=\"start\"]Follow our channels for updates, dev posts, and community events:[/p]Discord: https://discord.gg/zjSc6nJd
[/*]Twitter/X: https://x.com/Ember_n_Blade
[/*]YouTube: [dynamiclink href=\"https://www.youtube.com/@EmberandBlade\"][/dynamiclink]
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Only the strongest survived the crucible! After clashing with endless hordes and unpredictable trials,
the conquerors of the Infernal Trial now ascend into legend!
Their victory wont fade; it will be carved into the very world of Ember and Blade.
From personalized lore-driven weapon variants to in-game credits, exclusive perks, and official channel recognition, their glory lives on!
By the grace of GoescheGoecke, other worthy demon slayers were granted the honor of naming the weapon and receiving the first-place rewards. Thus, the following demon slayers stand as the champions of Arbor\'s Crucible this season.
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1st Place: Weebtai
2nd Place: Tarzan_Man
3rd Place: JakJac
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1st Place: Kamizar
2nd Place:
3rd Place: Empereur Sucr
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1st Place: GoescheGoecke
2nd Place: i
3rd Place: Johgat
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To the top 3 champions in each weapon category: assemble in our Discord Hall. There, the Guardians of Community will guide you through your next tasks, as the next chapter of your legend begins.
The Infernal Trial has come to an end, but this is only the start of our journey together. Your passion
and determination lit up this event from beginning to end.
Prepare yourselves; greater battles lie ahead, and the next challenge awaits just beyond the shadows.
In the meantime, join our Discord community and continue the adventure with fellow demon slayers!
\nDiscord Link: https://discord.gg/DEN4J8RZmE
Stay Connected
[p align=\"start\"]Follow our channels for updates, dev posts, and community events:[/p]Discord: https://discord.gg/zjSc6nJd
[/*]Twitter/X: https://x.com/Ember_n_Blade
[/*]YouTube: https://discord.gg/h6z5MCKJKY
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As mentioned in our earlier sneak peek, the Arbors Crucible has returned!
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The punishing endgame arena first introduced during Steam Next Fest is now live as a limited-time event,
running from November 10 through December 8 (PT).
Step into the Infernal Trial, where youll battle relentless waves of enemies under randomized blessings
for a place on the global leaderboard. Only the fiercest demon slayers will ascend to legend, their names
immortalized in the full release of Ember and Blade!
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The leaderboard is divided into three weapon categories Sword, Dagger, and Hammer each tied
directly to event rewards. This structure ensures every fighting style has a fair shot at glory, with a total
of 10 winners to be recognized.
(The leaderboard ranking has been fully reset with this update every player begins anew in the Infernal Trial, ready to claim their place among the legends.)
Winners will also be featured on the Steam Announcement and official social media channels as top competitors in the Infernal Trial!
Infernal Trial Rewards
1st Place (Total 3 winners one per weapon category)
Primary weapon variations named after the winners (lore-adapted)
Example: The 1st place winner in the Sword category will have a sword skin/name variant inspired by them.
[/*]Name featured in game credits
[/*]Launch game key
[/*]Exclusive Discord role: Infernal Trial Champion
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2nd Place (Total 3 winners one per weapon category)
Crossbow variations named after the winners (lore-adapted)
[/*]Name featured in game credits
[/*]Launch game key
[/*]
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3rd Place (Total 3 winners one per weapon category)
Name featured in game credits
[/*]Launch game key
[/*]
Community Choice Award (1 winner)
Voted by the community for the most creative or funny demo moment
[/*]Launch game key
[/*]
Ready to slash into the ethereal world of Ember and Blade? \nWishlist Ember and Blade and face the Infernal Trial of Arbors Crucible today.
[hr][/hr]Stay Connected
[p align=\"start\"]Follow our channels for updates, dev posts, and community events:[/p]Discord: https://discord.gg/zjSc6nJd
[/*]Twitter/X: https://x.com/Ember_n_Blade
[/*]YouTube: [dynamiclink href=\"https://www.youtube.com/@EmberandBlade\"][/dynamiclink]
[/*]
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Hi everyone, this is J. Kim. Its been a while!
First, a huge thank-you for all the support during the Steam Next Fest demo.
Far more people played than we expected, and the feedback we received has been incredibly motivating.
It also strengthened our resolve to make Ember & Blade the best game it can be.
Todays devlog focuses on the issue we heard about most: dialogue and voiceover.
After reviewing your feedback from multiple angles, talking with many of you, and testing different writing styles, weve reached a clear conclusion:
we need to change Fenrixs core presentation.
Fenrixs characterization will be revised, and as a result, substantial dialogue across the cast will be rewritten, not just Fenrixs lines.
Fenrixs Original Intent & Your Feedback
Fenrixs original model was the Prince from Prince of Persia (2008).
We wanted conversations between Fenrix and Ariella to evoke the PrinceElika dynamic.
The reason was simple: even in a dark fantasy, keeping the tone relentlessly heavy can be exhausting.
Gameplay already demands a lot of focus; if the dialogue is equally tense, theres no room to breathe.
We also felt that the banter advancing the relationship toward the finale, like PrinceElika, would fit
Ember & Blade well. \n\nSo we were surprised to see comparisons to Star-Lord (Guardians of the Galaxy) or Deadpool.
Were not fond of exaggerated quips and boundless confidence either.
But stepping backignoring later story beats only we know aboutand looking solely at the early sections, we can see how it might read that way.
A grown man trading earnest jokes with an animal companion can indeed feel like a kids animated show
to some players. Perhaps it would have landed better if, like Prince of Persia, Fenrix and Ariella were the
ones exchanging banterassuming we cut back on expository lines and reduced the proportion of jokes
so the dialogue wouldnt overwhelm the player.
Still, being honest with ourselves: characters who toss out clever, exaggerated quips you wouldnt hear
in everyday speech feel stale and not contemporary. And, well, Prince of Persia was released in 2008.
Fenrix 3.0\nSince SNF, weve tried several dialogue styles and thought hard about this; in the end, we decided to
reflect the premise honestly and portray his personality in a plain, restrained way, stripping away the
over-calculation. (Why 3.0? Because the current Fenrix was already a 2.0 revisionhah.)
Fenrix is someone who hides his wounds and chose demon-hunting as a way to escape them.
If the old Fenrix used exaggerated humor to mask pain and anger, the new Fenrix is a man whose rage
and grief have been worn down by over a decade of relentless huntingleaving him jaded and without a true sense of purpose. That doesnt mean hes powerless or unmotivated.
He still believes demon-hunting is his calling, and he knows hes good at it.
Whatever others say, his emotional swings are small; he shows his feelings less often than before,
and when he does, its brief and understated. His tone isnt warm, but it isnt icy or cutting either.
After years in a line of work people tend to shun, hes used to criticism and gossip and has enough social
sense not to create problems with his behavior. Practically speaking, the new Fenrix will speak more
briefly and use far less humor. He wont react to every situation with surprise or wide-eyed fascination.
We tried a zero-humor, sharper delivery, but that made conversations with Ariella and Haniel too tense
and tiring.Instead, within a restrained emotional range, hell deflect or ignore other characters jokes as
no big deal rather than trading quips. Banter will be cleaner and sparser, especially early on.
As relationships grow, well gradually increase the frequencyusing that arc to show Fenrix slowly
opening up and growing.As an aside, for the new Fenrix were keeping Dabi from My Hero Academia in
mind as a reference point.
(Finding the right model wasnt easy; for writing, we need a character we know well and fully understand.
We also considered Carmy from The Bear, but if every conversation ran at that tone, it would likely feel
too exhausting, so we dropped that option)
Dabi shows a languid, nonchalant attitude toward others while staying razor-sharp about everything
around him. He keeps his distance because of deep wounds and clingsalmost self-destructivelyto the
wrong means of addressing them. To be clear, were not adopting the nihilism or the explosive, villainous
flair you see from Dabi in combat scenes.
Closing\nItll take a bit more time before we can share the updated lines and VO publicly.
For now, wed love to hear what you think of Fenrixs new direction.
Your feedback is what shapes Ember & Bladethank you!
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November is finally here and with it comes a seasonal twist to the world of Ember and Blade.
For a limited time, Sanctuary glows under a warm autumn light, dressed in Thanksgiving dcor and more
than a few pumpkins to keep things spooky. Some unlucky elite monsters have even found themselves
cursed with pumpkin heads in the spirit of the season.
[carousel autoadvance=\"true\"][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45577115/f33565555da85dedfee72a34e14f90b701030218.jpg\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45577115/3c336b95dd4d066f5debb7134f61cf5519b12360.jpg\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45577115/a69bf19c380a77b19f6d9c3b266753d1a4e0c59b.jpg\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45577115/ab23186e9ea398da6d4daff1d6996390b5948d01.jpg\"][/img][/carousel]But thats not all.
The upcoming November Update also brings a special ranking event where players can prove their strength and earn a permanent mark in Ember and Blades full release.
The event runs from November 10 to December 8 (PT), with full details coming soon in the next few days.
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Until then stay close to Ember & Blades development and connect directly with the team, follow our social channels and join our Discord community.
[hr][/hr]Stay Connected
[p align=\"start\"]Follow our channels for updates, dev posts, and community events:[/p]Discord: https://discord.gg/zjSc6nJd
[/*]Twitter/X: https://x.com/Ember_n_Blade
[/*]YouTube: [dynamiclink href=\"https://www.youtube.com/@EmberandBlade\"][/dynamiclink]
[/*]
\n
What a week!\n
Thank you to everyone who played the Ember & Blade demo, shared your thoughts, streamed, or left a review. We spent the past few days watching your runs, reading every comment, and laughing (and sweating) along with your reactions.\n
Next Fest has been a huge moment for our team.\n\nWe learned a lot, saw where we can do better, and found out what parts of the game truly resonated. After a short breather, well be diving into a full post-mortem and mapping out the road ahead.\n
Your feedback is already fueling our next steps.\n\nWere reviewing everything in detail, discussing it as a team, and using it to guide upcoming improvements and updates. Every bit of input helps us make Ember & Blade stronger, and we cant wait to share our next progress with you.\n
Thank you again for being part of this journey with us. \n\nThe response to the demo means the world to our team, and were more motivated than ever to keep building Ember & Blade into something truly special.
To stay close to Ember & Blades development and connect directly with the team, follow our social channels and join our Discord community.
[hr][/hr]Stay Connected
[p align=\"start\"]Follow our channels for updates, dev posts, and community events:[/p]Discord: https://discord.gg/zjSc6nJd
[/*]Twitter/X: https://x.com/Ember_n_Blade
[/*]YouTube: [dynamiclink href=\"https://www.youtube.com/@EmberandBlade\"][/dynamiclink]
[/*]
The second demo patch is now live!\n
We want to thank everyone whos played so far and shared honest, thoughtful feedback, its been incredibly valuable for the team.\n
This update focuses on several quality-of-life improvements and important bug fixes to make the demo smoother and more enjoyable to play.\n
See the full details below.\n
[hr][/hr]Quality of Life Improvements
After purifying the Arbor during the first tutorial, the boss indicator will now appear.
[/*]A warning icon will now be displayed on the boss indicator if your level is below the recommended threshold
[/*]Added more Angel Statues and Shrines that grant effects in Act II (The Forsaken Library).
[/*]Improved entrance visuals in the Sanctuary to make navigation clearer\n
[/*]
Bug Fixes & Adjustments
Fixed an issue where Uriels Blessing sound could overlap in certain situations
[/*]Corrected various dialogue lines and skill descriptions
[/*]Fixed a bug where the frequency values for certain dialogue triggers were not applied correctly
[/*]Improved performance issues caused by specific visual effects
[/*]Replaced Galiliels temporary concept art with the finalized illustration
[/*]Additional stability and optimization updates
[/*]Fixed several crashes that could occur in specific situations
[/*]
Follow us in our official channels for upcoming dev updates and news:
Twitter/X: @Ember_n_Blade
[/*]YouTube: Ember and Blade Official
[/*]Discord: Join our community
[/*]
Our first demo patch is live!
Huge thanks to everyone who played during Steam Next Fest and sent us feedback, its been a big help.
This update focuses on combat tuning, a few key bug fixes, and some general stability work.\n
Lets get into it.
[hr][/hr]Game Balance Adjustments
Slightly increased damage of Baphomets slam attacks
[/*]Slightly reduced damage of Baphomets quick attacks
[/*]Reduced Baphomets HP from 330,000 300,000
[/*]Increased the effect of the Birthday Cake relic
[/*]Relic crafting cost is now fixed to 1 Amber
[/*]Increased stats of blessings with low selection rates
[/*]Increased initial cooldowns for certain powerful blessings
[/*]Added a cooldown reduction effect when leveling up blessings
[/*]
Narrative Adjustments
Reduced the trigger rate of repetitive auto-play conversations in the field by half
[/*]Increased the cooldown of repetitive auto-play conversations in the field by 10x (e.g., 30s 300s)
[/*]
(This is change is to respond to community feedback that the protagonists voice lines were firing too often and pulling focus from the gameplay. Were still tuning the overall dialogue tone and delivery for both the main character and NPCs, so expect more adjustments in the future milestone.)
Bug Fixes & Stability
Optimized assets in The Forsaken Library
[/*]Fixed an issue where certain achievements could not be completed
[/*]Fixed a bug where the relic crafting cost kept increasing
[/*]Fixed an issue in Arbors Crucible where certain trial buffs and restrictions failed to stack correctly
[/*]Fixed crashes that could occur in specific situations
[/*]
\nWere incredibly thankful for everyone who played the demo and shared feedback with us.
\nYour comments are helping us refine every part of Ember and Blade before release so please keep them coming!\n
Follow our official channels for upcoming dev updates and news:
Twitter/X: @Ember_n_Blade
[/*]YouTube: Ember and Blade Official
[/*]Discord: Join our community
[/*]
Were so excited to finally share another brand new track from the Ember and Blade soundtrack list, the Arcanus Theme.
This track was written to capture the tragic elegance and raw emotion of Arcanus, the Faceless. Built around classical violin arrangements, it flows between grace and fury, beauty and darkness. \nA perfect reflection of a soul that has lost everything.
We composed this Act 2 boss theme to feel exhilarating and relentless, the kind of track that gets your heart racing. The virtuosic violin performance brings intensity and drama, and it quickly became our go-to piece whenever we needed an adrenaline boost during development.
If you want to experience that rush for yourself, try the Ember and Blade demo and face Arcanus, the Faceless, deep within the Forsaken Library.\n
Listen to Arcanus\' Theme on YouTube:
If you want to experience that rush for yourself, try the Ember and Blade demo and face Arcanus, the Faceless, deep within the Forsaken Library.\n
The wait is over the Ember and Blade Steam Next Fest Demo is live!
Thank you for all the support and excitement leading up to this moment. Weve been grateful for your patience and enthusiasm, and this build brings gameplay balance updates, localization fixes, and performance optimizations shaped by your feedback.
Heres whats new and improved in the latest demo build:\n
Gameplay Balance
Increased Fenrixs base HP from 200 250
[/*]Reduced duration and tracking speed of Thornwalkers tentacle attacks (Act I mid-boss)
[/*]Baphomet ATK reduced from 25 15
[/*]Baphomet HP reduced from 350,000 330,000
[/*]Slightly reduced overall ATK of Arcanus
[/*]Decreased movement speed for certain monsters in Act II The Forsaken Library
[/*]Main Act bosses no longer scale HP/ATK with unpurified Arbor nodes\n
[/*]
Rewards & Progression
Slightly reduced prices for items sold at Shays Hideout
[/*]Lowered activation cost of Faded Angel Statues
[/*]Increased HP Orb drop rate from elite monsters
[/*]Reduced Arbor node upgrade costs
[/*]Increased Dew (currency) drops in Act II
[/*]Lowered purchase cost of Artifacts
[/*]
\nFixes & Adjustments
Fixed an issue where Relic Blueprints did not drop in Act II The Forsaken Library
[/*]Dash Attack, Regain, Divine Crescendo, and Flash Counter can now be purchased without acquiring Grace of Buds first
[/*]Corrected description text for Celestial Ripper
[/*]Fixed display and jackpot rate indication for Frenzied Spin
[/*]Fixed an issue in Arbors Crucible where the score continued accumulating past intended thresholds
[/*]
\nLocalization
Fixed incorrect language mapping between:
French Spanish (Spain)
[/*]German Portuguese (Brazil)
[/*]
\nPerformance & Stability
Fixed occasional freezes and crashes in certain environments
[/*]Improved error handling across multiple systems
[/*]Optimized UI rendering, effects, indicators, and monster spawning
[/*]
Weve poured a lot into this demo, and were thrilled to finally share it with you.
Enjoy your time in Arbor, and if you have thoughts, feedback, or favorite moments, wed love to hear them. Every bit helps us make Ember and Blade stronger for our launch!\n
Stay Connected
Follow our channels for updates, dev posts, and community events:
Twitter/X: https://x.com/Ember_n_Blade
[/*]YouTube: [dynamiclink href=\"https://www.youtube.com/@EmberandBlade\"][/dynamiclink]
[/*]Discord: https://discord.gg/zjSc6nJd
[/*]
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The gates to the Sanctuary are opening once again!
From October 1320, Ember and Blade returns for Steam Next Fest with a new, expanded demo that takes you deeper into the war against the Archdemon.
Heres what awaits you in the upcoming Ember and Blade - Demo:
Act 2 unlocked Enter the Forsaken Library, where forgotten knowledge hides new dangers
[/*]New Angels Remiel and Galiliel descend, bringing fresh blessings to shape your path
[/*]Sharper combat Faster, smoother, and deadlier than before
[/*]Progression expanded Resurrection through the Sanctuary of Oblivion, plus meta-progression content to carry your power forward
[/*]
And for the first time, take on Arbors Cruciblean exclusive mode where you face endless waves of demons and fight for a place on the global survival leaderboard. (Unlocked after completing Act 2.)
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45577115/f139f8651c634e45a83e5664b9f8c53dc1ac38c8.jpg\"][/img]\n
Remember: Demo progress will not carry over to launch, but every run matters.
What you share with us now helps forge the final experience.
Next Fest is our chance to fight alongside you.
Well be watching, listening, and learning as you carve your way through the Sanctuary.
Raise your blade, hunter. The Archdemon waits.
Team Nine Lives
Hello everyone,\n\nThis is J. Kim, Director of Ember and Blade.\n\nIts hard to believe two months have already passed since our last demo. Time has flown by, and once again I want to thank you for the incredible support, feedback, and enthusiasm you shared with us.\n\nSince then, the team has been focused on building new features, expanding content, and reviewing the feedback from our initial release. \n\nAnd Im excited to share that during Steam Next Fest this October, you will be able to play a new demo of Ember and Blade, featuring deeper story content, new blessings, progression systems, and meaningful changes shaped by our community.\n\n\n
TL;DR
\n- A new demo goes live at the start of Octobers Steam Next Fest.\n- Play through the story and battles up to Act 2, including early progression and crafting systems.\n- Two new angels, Remiel and Galiliel, join the fight with their unique blessings.\n- Progression from this demo will not carry over to future demos or the final release.\n\nGrowth & Crafting
\nThe core content included in this demo is as follows. Of course, there are many more changes than whats listed here, but lets start with the big ones! Well introduce the other updates in future posts.\n\nThe Sanctuary of Oblivion
\nEach time Fenrix falls, he now revives at the Sanctuary of Oblivion. Here youll meet guardian Ariella Ashwood, along with the gentle angel Kaliel and the witty Haniel.\n\n Grace of the Arbor: Offer Ethereal Amber to the great tree to unlock new abilities or strengthen Fenrixs stats.\n
\n\n Kekes Magic Forge: Keke, a porcelain golem created by Ariella, forges new weapons. Wield the Twin Daggers and the Hammer, each with a distinct combat style.\n
\n\nPeas Workshop: Pea, Keke younger brother, crafts relics with powerful effectssometimes with drawbacks. You can also unlock artifacts originally created for Lumi.\n
\n\nFields & Combat
\nAct 2: The Forsaken Library
\nAfter defeating Baphomet in the Ashen Meadow, descend into the Forsaken Library on the second layer of the seal. Encounter new monsters, mid-bosses, and the domains Warden, Arcanus the Faceless. Once cleared, you can freely choose between replaying Act 1 or Act 2.\n(Note: Progression and unlocks in this demo will not carry over to future builds or the release version.)\n
\n\nNew Angels: Remiel & Galiliel
\nTwo new angels lend their strength to Fenrixs expedition.\n\n Remiel, Angel of Lightning and Thunder, appears in Act 1.\nGaliliel, Angel of Poison and Conspiracy, joins in Act 2.\n
\n\nShays Hideout
\nAfter mid-boss encounters, portals may open to Shays secret hideout. This mysterious not-a-cat merchant sells items that can change the course of your run, accompanied by playful banter with Lumi.\n
\n\nCommunity Feedback & Improvements
\nYour feedback has always been a central consideration in building this build. Weve made significant adjustments to improve the flow of Fenrixs combat.\n\n- Faster combat: Increased attack and movement speed, supported by new animations that complement the quicker pace.\n- Performance upgrades: Fixes and optimizations to reduce frame drops and stutters, creating a smoother and more stable gameplay experience.\n\nClosing Thoughts
\nThis demo includes more changes than we can cover in a single post, and we will continue sharing details in the weeks ahead. \n\nExpect updates on additional feedback weve addressed, more features in development, and our roadmap leading up to release.\n\nOctobers Steam Next Fest will be an important milestone for Ember and Blade, and we are excited to finally share this step of the journey with you.\n\nAs we prepare for the event, the current Ember and Blade demo page will be temporarily unavailable until it is refreshed with a brand-new look and the upcoming demo for Steam Next Fest.\n\nAnd until she extends her invitation to the Sanctuary of Oblivion...\n\nJ. Kim\nDirector, Ember and BladeHello, Demon Hunters!\n\nWe\'ve got exciting news for everyone who joined the Ember and Blade Demo. Your footprints during the demo - every strike, every victory - have been gathered into a visual report: the official DEMO INFOGRAPHIC! \n\nOne brave hunter defeated Baphomet 12 times, while another took on the challenge 106 times!\n\nHow many demons did you defeat alongside Fenrix? Who stood out the most? \n\nFind out now in the Ember and Blade Demo Infographic!\n\nYour fierce passion during the demo has made this journey unforgettable. Stay tuned for the next chapter of Ember and Blade. It\'s only just begun.\n\n
We have released a minor update to address a few important issues following our previous patch.
As always, thank you for your feedback and support!\n
Hotfixes
Fixed an issue where pressing the L3 button on Steam Deck/Linux triggered an unexpected error window.
[/*]Resolved a bug where Michaels Righteous Bladefall could leave the player in an unusable state if cast on a mid-boss that had already been marked as dead.
[/*]Corrected an issue where skill numbers were not displayed properly on certain operating systems.
[/*]
We recommend updating to the latest build to ensure the best possible experience.
If you encounter any further issues, please let us know through the Community Hub or via Discord.
We appreciate your continued support and look forward to bringing you more exciting updates for Ember and Blade!
Ember and Blade Team
Experience the Sound of Power and Dread
Were so excited to finally share a brand new track from the Ember and Blade soundtrack: Baphomets Theme. We poured a lot into capturing the power and mystery of Baphomet, and you can really feel that dark, tense energy throughout this piece.
Listen for those deep, brooding harmonies and moody texturesthey bring the looming presence of Baphomet right into the world of Ember and Blade.
Originally, we wrote this just for the Act 1 boss fight, but it quickly became one of our favorites in the studio. Honestly, we kept it on loop whenever we needed to focus, or just set the mood while working on the game.
Listen to Baphomets Theme on YouTube:
Let us know how it vibes for you.
Well be sharing more tracks from the OST as we get closer to launch. Stay tuned!
The Ember and Blade Team
Thank you to everyone who participated in the Ember and Blade Demo Challenge events!
We truly appreciate all the passion and skill you brought to the demo.
These were our very first challenge events, and while participation numbers were modest, your feedback and enthusiasm, especially on the leaderboards, were truly impressive!
Thanks to your insights, weve already rolled out a new patch, and well keep refining the experience together.
Now, its time to announce the winners of both events!
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45577115/3df2ec819e9ea1d8d08226bcbfc76cf67321bbef.png\"][/img]
Challenge #1: Crush the Devs
Winners:
DUFA
Challenge #2: Face the Demons
Winners:
DUFA*
*
*
*
Ignis_rex
(*Some players are winners in both events. Since the number of eligible entries didnt exceed the prize pool, this is allowed under the official event rules.)
Prize Delivery Information
Winners will receive a friend request from our team via Steam.
Please accept the request by July 27, 2025 (23:59 KST.)
Steam Gift Cards will be delivered after being added as a Steam friend for at least 3 days, in accordance with Steams gifting policy.
If the request isnt accepted by the deadline, your prize may be forfeited.
\\[Note: Due to regional restrictions, Steam Gift Cards cant be delivered to some countries.]
Once again, congratulations to all the winners!
And to everyone who played the demo, gave feedback, or shared your thoughts thank you!
Your voices are shaping Ember and Blade, and were excited to continue this journey together.
We hope youll check out the latest patch and share your feedback!
More challenges are on the way. See you in the next round!
Ember and Blade Team
In this update, we have improved game performance, made important balance adjustments, fixed several bugs, and enhanced the user interface based on player feedback. Thanks for your continued supportplease stay tuned for upcoming improvements!
Important Fixes
Reduced lag during initial effect triggers to improve overall performance.
[/*]Fixed an issue on certain PCs where camera shake and attack ranges were abnormally displayed.
[/*]
Balance Patch
Reduced Blessing level 5 probability: 35% 25%
[/*]Increased Blessing 3-star (level 6) probability: 5% 15%
[/*]Increased Fenrix base HP: 200 240
[/*]Increased Fenrix base movement speed: 5.3 m/s 5.8 m/s
[/*]Fenrix ranged weapon movement speed now matches regular speed (4.2 m/s 5.8 m/s)
[/*]Improved Fenrix ranged weapon projectile damage and firing interval
[/*]Slightly increased Fenrix special attack damage
[/*]Increased dash regeneration: 0.2 dash/sec 0.25 dash/sec
[/*]Reduced Meteor Flower and Flame durations
[/*]Reduced enemy stats up to 6 minutes: HP decreased by 8%, ATK decreased by 40%
[/*]Adjusted Elite Banshee: removed brief invincibility after attacks, prevented knockback of Fenrix when attacked
[/*]
Bug Fixes
Fixed an issue where Bark calls (e.g., ShrineSense, Use Artifact, Use Weakness Attack) triggered too frequently.
[/*]Fixed an issue where Baphomets HP remained high even after Arbor Reach purifications.
[/*]
UI Improvements
Slightly moved Bark UI downward for better clarity.
[/*]Blessing backgrounds now change based on Star level to improve user experience clarity.
[/*]HP bars no longer appear for monsters with very low maximum health.
[/*]
Thank you for playing Ember and Blade!
Your feedback is invaluable in helping us improve the game. We look forward to bringing you more exciting updates soon.
Ember and Blade Team
The Ember and Blade demo has been out for a little while now, and as development continues, your thoughts and impressions are incredibly helpful to us!
Whether its something you enjoyed, found confusing, or think could be improvedwe genuinely want to hear it.
Leave your feedback here
The feedback form only takes a few minutes, and every response helps us polish and refine the experience for future builds.
Thanks so much for being part of this journey with us.
Were reading everythingand building with you in mind.
Ember and Blade Team
Weve completed a new hotfix addressing several issues previously identified in the demo version.
The latest patch is now live, so whether youre launching the game for the first time or reinstalling, youll automatically have the newest versiondelivering enhanced stability and a smoother experience.
[hr][/hr]\\[Whats Fixed in This Patch]
[olist]Lag on First-Time VFX
The issue where the game would temporarily freeze the first time certain visual effects appeared has been resolved.
[/*]Sound Volume Settings Not Working
Problems preventing some sound effects and background music from responding to in-game volume adjustments have been fixed.
[/*]Black Screen on Game Start
We have addressed the problem where, on some PCs, the game could get stuck on a black screen right after launching.
[/*][/olist][hr][/hr]Thank you for your patience while we worked on these improvements.
Our team remains dedicated to providing you with the best possible gameplay experience.
Thank you for playing!
Ember and Blade Team
We are currently working on a hotfix to address several issues discovered during the demo.
Among them, the VFX lag and sound volume adjustment problems will be prioritized and resolved first in an upcoming patch.
[hr][/hr]\\[Scheduled Fixes in the Incoming Hotfix]
[olist]VFX Lag on Initial Load\nSome visual effects may cause the game to temporarily freeze the first time they appear.
[/*]Sound Volume Adjustment Not Working Certain sound effects and background music do not respond correctly to volume changes.
[/*][/olist]\\[Known Issues]
[olist]Level-Up Not Triggering After First Expedition After starting a New Game or clearing Baphomet, there are rare cases where leveling up may not be possible if the level-up and certain event cutscenes overlap:
When purifying the Small Sanctuary Tree
Within 0.5 seconds of the Seraphiel statue cutscene
[/*]Black Screen on Game Start
On some systems, the game may remain on a black screen at launch. We suspect this may be related to extended loading times and are currently investigating the cause.
[/*][/olist][hr][/hr]The upcoming hotfix is currently in its final stages of preparation and will be deployed soon to improve overall stability and gameplay experience.
We sincerely apologize for the inconvenience and appreciate your patience and continued support.
Thank you.
Ember and Blade Team
Were back with another exclusive look!
Hey everyone, last time, we introduced six of the Sanctuarys central figures. Today, were pulling back the curtain on four more unique personalities. Together, they bring fire, chaos, discipline and a surprising amount of gardening.
Meet the next faces youll encounter on your journey:
Michael The Angel of Swords
My sword tolerates no mistakes. Are you ready to be tested?
Michael is a steel-willed angel who commands every room she enterswith a sword larger than most people's regrets. Her words are blunt, her discipline strict, but her tough love toward Fenrix hints at something deeper. Beneath the hard edge lies a buried softnessa rare kindness that only reveals itself when youve truly earned it. Which you havent. Yet.

Mood: Tough-love grandma, stern, no-nonsense
[/*]Keywords: Giant sword, sharp tongue, battle-hardened grace
[/*]
Uriel The Angel of Clubs and Hammers
"Listen up, kid I'm a god of rock!"
If there's a wall, he'll smash it. If there's a stage, he'll steal it.
Uriel is heavens loudest angel, and proud of it. A Celtic punk rocker who dual-wields guitar riffs and hammer strikes, he treats battle like a mosh pit and believes every problem can be solved by louder music or by smashing things. Probably both.

Mood: Beer-guzzling roadie uncle with a halo
[/*]Keywords: Lightning solos, broken amps, celtic tattoos
[/*]
Selaphiel The Angel of Fire and Flames
Trust me, I can match your smolder.
Every flame she conjures is flawless. Every compliment, dangerous.
Selaphiel lives to burn beautifully. Flirty, poetic, and occasionally inappropriate, she loves everything a little too much, especially pretty faces and sweets. But beneath the glitter and charm lies something darker.
Mood: Hedonistic diva hiding a flickering void
[/*]Keywords: Smoky heels, charred silk, "just one more parfait!"
[/*]
Keke & Pea The Sanctuarys Maid and Page
Theyre a golem sibling created by Ariella to keep things running smoothly.
Keke is the responsible big sisterbright, spirited, and fiercely loyal. Pea, her chaotic little brother, believes every wall is a canvas and every passing thought deserves to be shared. Twice.
Together, they care for the Sanctuary and add a little warmth to a world teetering on the edge.
Keke Mood: Spirited caretaker with a nurturing tone
[/*]Pea Mood: Pure chaos, full of wonder
[/*]Keywords: Innocence, plant on the head, porcelain skin.
[/*]
As Ember and Blades world expands, these characters will become a part of your storyeach one shaping your path in unexpected ways.
Stay tuned for more reveals, demo news and let us know which character you want to meet most!
The Ember and Blade Team
Ever wondered how the characters come to life?
Step into Ember and Blade's recording booth and witness the magic as Matt Bradford (Fenrix) and Alex Morgan (Baphomet) breathe soul and darkness into every line.
Each performance is packed with emotion that draws you deeper into the world of Ember and Blade. See for yourself how their voices transform written words into distinct personalities.
Watch the exclusive behind-the-scenes session and experience our dark fantasy adventure!
Play the Demo First!
The public demo arrives this July!
Add Ember and Blade to your wishlist now and be among the first to break the loop
Special Thanks
To our talented voice actors for bringing depth and life to every character
[/*]Syndicate Creative Studio for their expert recording and direction
[/*]Musai Studio, our dedicated Korean partner, for making this journey possible
[/*]
Hello, Im Sean Jung, Art Director on Ember and Blade. This is my first time speaking to you directly, and I'm excited to share some thoughts in our second official devlog.
Were now approaching the one-year mark since the project began. Honestly, I didnt' expect to be writing like thisat least not this early. As someone used to communicating visually, stepping into this writing role still feels somewhat unfamiliar. Nonetheless, now feels like the right moment to discuss how I began building this world and where it's headed.
Looking back, my first steps with this project felt cautious and tentative.
A temporary loading screen from the demo, featuring a keepsake left behind by Fenrixs younger sister, Chloe.
[hr][/hr]
A First Step into the Unknown
Before joining Ember and Blade, I spent most of my career in the animation industry, working across feature films, TV series, and short-form animations. Just before this project, I was on a TV animation series based on a well-known game IP. But as things often go in this industry, the project was put on hold. That's when J.Kim, our director, reach out with an opportunity. And after some thought, I took my first step into game development.
I wasnt very confident at first. I believed animation and games were based on different foundations. In animation, visuals are built on a narrative base. In games, it all starts with systems and player interaction. Animation gives you full control over every frame. Game visuals have to respond to what the player is doing, moment to moment. It felt unfamiliar and intimidating. But the story of Ember and Blade helped me take that step.
At first, it seemed like a familiar set of fantasy elementsangels, demons, ancient seals, and great evils. These were tropes I had seen many times. But as I explored the story more closely, my perspective changed. It wasnt just background worldbuilding to support gameplay. It was a story about pain, choice, and transformation. The characters felt real, and the emotions behind them were sincere.
For me, narrative has always been the foundation of visual design. That connection is what gave me the confidence to try something new. Ember and Blades unique and original story, which is unusual for an action game, was the main reason I felt prepared to step into this unfamiliar world.

One of the placeholder thumbnails from the internal 2024 build test. This image hints at the dreamlike tone of ACT 1 and the presence of a mysterious figure.
[hr][/hr]
Dark Fantasy, Reimagined with Grace
Once I understood the tone of the story, I started thinking about its visual identity. What kind of look should this game have? How should the world feel to the player? Art isnt just about creating nice visuals. Its about helping players understand the story and connect with the world through what they see.
At its core, Ember and Blade is an action game. Because Ember and Blade is an action game, I naturally looked to classics like 'Diablo' and 'Path of Exile.' We could have followed that pathgritty textures, a dark palette, and a heavy atmosphere. Theres a familiar strength to that style. But I felt drawn to a different direction.
Two games stood out as alternatives: 'Hades' and 'AFK Journey.' 'Hades' made a strong impression with its comic book-style line work and bold black shading. It matched the games sharp storytelling and high energy. 'AFK Journey' isnt an action game, but its watercolor-inspired palette, refined UI, and delicate textures created a lyrical, emotional rhythm that ran through the entire experience. Both of these titles had a clear and confident visual identity. They didnt follow tradition. That gave me the freedom to explore something less expected.
Instead of heavy armor and gritty realism, I started leaning toward something more delicate and surreal. Elegant dark fantasy might sound like a contradiction, but it felt like the right fit for us. We looked to Art Nouveau patterns, soft pastel tones, and a quiet, unsettling kind of beauty. This wasnt just about aesthetics. It was the most effective direction achievable given our teams resources, time, and tools.
Style is about finding a visual language that plays to your strengths. It can also help you sidestep limitations. I wasnt trying to make the game look impressive through sheer force. I wanted the visuals to feel meaningful, grounded in the story and characters. That search for something graceful and expressive shaped the visual direction we have today.
This is Baphomet, the first boss of Act 1. He was the first major boss we designed. There are definitely things I would change in hindsight, but this design helped us set the tone for everything that followed.
[hr][/hr]
Whats Next
In this devlog, I shared how the visual identity of Ember and Blade began and what inspired its earliest direction.
In future entries, Ill go deeper into character design, environments, technical art, modeling, and animation. My goal is to show how were using art to shape the tone and emotional atmosphere of the game.
Thank you for reading through to the end. If you add Ember and Blade to your wishlist, it helps us reach more players and grow the world were building. I hope youll stay with us for what comes next.

This is a temporary placeholder of the Sanctuary, a symbol of the game itself. We put a lot of effort into capturing Ariellas elegance and solitude here.
[hr][/hr]
Copyright Notice
All game titles, trademarks, and copyrighted materials mentioned in this document are the property of
their respective owners.
[list]
Hey everyone!
In Ember and Blade, strength isnt handed to you. Its grown, shaped, and carved from every choice you make. Some paths will test your patience. Others, your conviction. At the center of that journey stands the Grace of the Arbora silent, sprawling tree that remembers. Fed by Amber, awakened node by node, it doesnt just make you stronger. It makes you you.
But before we dive into how it works, lets look at the currencies fueling your growth and why they matter.
In-Game Currency Overview
Ember and Blade features several distinct resource types, each tied to a specific part of your progression. Knowing what they do and where to spend them will help you level up faster and build smarter.

Amber
How to Obtain: Dropped by bosses, or obtained through Arbor purification
Usage: Used to strengthen your stats through the Grace of the Arbor
Dew
How to Obtain: Dropped by treasure monsters, or obtained through Arbor purification
Usage: Used to unlock and recharge Artifacts
Claynite
How to Obtain: Purchased from someones hideout. Their identity hasnt been revealed... yet
Usage: Required to craft relics in Workshop run by someone just as mysterious
Shard
How to Obtain: Dropped by monsters, found in breakable props, or earned through Arbor purification
Usage: Consumed when leveling up to select blessings
Blood Crysts
How to Obtain: Dropped by bosses
Usage: Enhance weapons in the Forge
Each currency plays a different role in your overall progression.
Spend them wiselyand where it counts.
Grace of the Arbor System Overview
Among all these resources, Amber plays a unique role. Its not just a part of your build. Its the foundation of who you become. The Grace of the Arbor is Ember and Blades long-term progression system, built around a branching node structure. At the start, the tree is dormantno nodes are active.
As Fenrix collects and invests Amber, he gradually awakens each branch, enhancing his core stats, unlocking new Blessing options, and shaping his build potential.

How It Works
Unlocking one grants its own rewardand reveals new paths, inviting either focused specialization or wide exploration depending on your strategy.
Some strengthen your core stats. Others expand your Blessing options, improve utility, or offer long-term perks that echo across every run. The deeper you go, the more powerful your build becomes.
Build Planning, Your Way
With limited Amber, every choice matters. You might choose to specialize, focusing all your energy into a single path to amplify a specific strength. Or you might spread across multiple branches, favoring flexibility and balance over raw power. Theres no right answeronly the one that reflects your intent. And for now, this is only the foundation.Well be sharing more soon on Shrines, Blessings, and the artifacts you can build deep within the Sanctuary.
.
.
.
Curious where your path might lead?
[h3] Add Ember and Blade to your wishlist
and follow along as we bring more of this world to life[/h3]
The Ember and Blade Team
Hey everyone,
Today, we're pulling back the curtain on six of the central figures shaping the world of Ember and Blade. As the Sanctuary begins to fracture under the weight of forgotten powers, these characters find themselves drawn into the heart of its unraveling fate. Each carries a different perspective, a different burdenand none of them are here by accident.
From quiet guardians to enigmatic guides, their paths are about to collide as the balance between light and darkness begins to shift. Youll meet them in moments of chaos, choice, and consequenceand as their stories unfold, so will your role in shaping what comes next.
Introducing the Characters of Ember and Blade!
Fenrix

They were never meant to cross paths, yet here they are. Some seek atonement, others revenge. Fenrix talks big, fights hard, and acts like he doesn't carebut behind every scar is a story he wont tell, each one tied to a demon he hunted while running from something far darker within himself. The only story he truly cares about is the one he cant rewrite. He came here to fight, but he stays for someone who cant.
*Mood: Brash on the surface, but shaped by grief and guilt
*Vibe: Bloodstained sword, silent burdens, sharp wit
Ariella

They call her the Guardian, but she never asked for the titleor the solitude that came with it. She moves with poise and speaks with the sharp precision of someone used to silence being obeyed, placing her trust in no one, especially not the man who fights loud and speaks louder. Beneath the white robes and controlled words, time has left its mark. Something stirs in the darker corners of her memorysomething she cant explain, yet cant ignore.
*Mood: Cold and regal on the outside, stubborn resilience masking the scars within
*Vibe: A fortress in human form, with hairline fractures you almost miss.
Kaliel

Kaliel is an angel of quiet authority, with a voice that calms and a smile that disarms. He speaks often of justice and balance, rarely of himself, and carries a wisdom that feels both ancient and immediate. He listens more than he speaks, and when he does, every word is carefully chosenlike a blade drawn only when necessary. Behind his calm guidance lies something deeper, something left unsaid. He shows you the path forward, but never promises where it leads. Still, when you falter, hes the one who reaches for your handeven if he knows the road ahead ends in sacrifice.
*Mood: Serene, composed, deeply compassionate, ultimately unknowable.
*Keywords: Olive robe, floating leaf-crystal halo, quiet gaze.
Haniel

Haniel appears with a smirk and arms folded, always seeming one step ahead of everyone else. She nags, mocks, and sighs louder than necessary, but she shows up when it matters. She calls it professional detachment, though it feels more like a stubborn version of tough lovewell, something like it. Shell never say it out loud, but she does care. Just dont expect a hug.
*Mood: Dry, sharp, secretly kind in her own way
*Keywords: Full blunt bangs, floating crimson shard halo, white dress with red trim
Lumi

Shes got paws, shes got whiskers, but shes not a cat. Dont let her catch you calling her one. Lumi is a magical creature with a habit of nagging and a knack for showing up exactly when needed, then vanishing just as quickly. She insists shes not a cat. You believe her. Mostly.
*Mood: Mischievous, loyal, chipper, dramatic
*Keywords: Slender, floating presence
Baphomet

Once a servant, now something else entirely. Baphomet stands with heavy antlers and hollow eyesnot to speak, but to judge. He doesnt ask questions. He simply measures your worth and usually finds it lacking. He believes in hierarchy, and youd better hope youre high enough in it. You probably arent.
*Mood: Mockingly polite, judgmental, quietly cruel
*Keywords: deer skull, faded livery, memory made flesh
And thats just the beginning.
Weve got more characters in the workssome already taking shape, others still waiting for their moment. As the world of Ember and Blade continues to grow, well be revealing more stories, faces, and secrets in the updates ahead.
Want to see where it all leads?
[h2]Add Ember and Blade to your wishlist
and stay tuned for whats next![/h2]
Were just getting started.
The Ember and Blade Team
Hi everyone,
We wanted to share something special from behind the scenes a track thats been with us since the earliest narrative explorations of Ember and Blade.
This is Ariellas Theme, composed to reflect her duality as a protector bound by duty, and a soul weighed down by memory.
The track is built around moments of stillness, restraint, and quiet sorrow.
Its melody drifts between sacred clarity and buried tension much like Ariella herself: distant, graceful, and never quite free.
This piece plays during key moments tied to her backstory.
Its more than a theme it sets the emotional tone for some of the most important scenes in the game.
Watch on YouTube
Thanks for following our journey.
More behind-the-scenes tracks and worldbuilding notes coming soon!
The Ember and Blade Team
What were we trying to make here?
Hello, and welcome to the very first devlog for Ember and Blade.
Im J. Kim, the director of the project, and Im excited to share our very first development update with you. In the upcoming devlogs, youll hear directly from members of the team not just about what were making, but why were making it.
Starting things off is always a little nerve-wracking. Id like to begin with a famous question posed in Hideaki Annos 1995 manifesto, though it might sound somewhat grand: 'What were we trying to make here?' To answer that, we have to go back to where it all began, many years ago.
Twelve Years Ago: A Project Left Behind
Twelve years ago, I was a technical director on a game called Mabinogi II: Arena. It was a unique 3D online action game. It combined the crowd-crushing chaos of Beatem ups like Golden Axe with the rowdy combat inspired by Kunio-kun, where grabs and throws were part of the core.
The project was ultimately left unfinished, for all sorts of reasons. But even years later, whenever I met the old team, that game always came up like an old inside joke we all remembered. We all shared the same regret that something so unique and full of character never got the chance to see the light of day.
(As a side note, a spiritual successor "Mabinogi Mobile" has since been released. If you'd like to take a look, you can check it out [here] )
This is the teaser video from G-Star 2012 for Mabinogi II: Arena.
It gives a sense of how unique the action was and maybe why this idea has stuck with me for so long.
After that, I wrapped up my time as a technical director and moved on to directing, leading a few small projects. Unfortunately, none of them ever made it to launch. Coming up with a solid idea was tough. But keeping a team on track and finishing what we started? That was way tougher. It was hard, not releasing a finished game. But in the end, those failures shaped me.
Back to Games, Once More
At some point, I found myself thinking Maybe there are already too many games in the world. Maybe making another one just isnt the answer anymore. So I stepped away for a while, and joined a metaverse project instead. Leading that team was an incredible opportunity and I learned a lot from the experience. As the world slowly moved on from the pandemic, however, the buzz around the metaverse didnt last long. And I started to realize this wasnt where I was meant to be.
After stepping away, I started to realize just how much it weighed on me that I hadnt released anything in over a decade. It hit harder than I expected. I took about a year off, stepped away from development completely, and started asking myself if it was time to let go. (Thanks to my family, who kept believing in me through all of it.) One morning, I found myself thinking about going back to games. And naturally, the project I had left unfinished twelve years ago came to mind.
The Two Games That Inspired It All
I knew what I wanted to make, but I just didnt know how to get there. Then I came across Vampire Survivors. Its controls were simple. The satisfaction of cutting through endless enemies never got old. It reminded me that maybe Id been overthinking what games needed to be. It was like a wake-up call. Something about Vampire Survivors brought Mabinogi II: Arena back to mind. I even started to wonder if the 3D beatem up action I once imagined might actually work better within a survivor-like framework than I first believed.
Ive always been drawn to games that tell a deeper story; titles like Shadow of the Colossus, Metal Gear Solid 3, and Prince of Persia (2008). And more recently, Death Stranding left me thinking for days. Deep down, there was always a part of me that wanted to make a game with that kind of story. Something that could truly reach people. It was around then that I started thinking about another masterpiece. Hades by Supergiant Games.
A tale of family conflict and personal growth was beautifully done. What struck me most, though, was how perfectly the premise aligned with the gameplay loop. The son of Death, dying and rising again. It wasnt just metaphor. It embodied what a roguelite is all about. Thats when I realized something. Narrative doesnt have to sit on top of gameplay. It can grow from it. When it does, they become inseparable.
From that point on, Ive been chasing one question: How do you write a story thats not just added in, but born from the genre itself? That question naturally shaped the narrative in Ember and Blade.
Were building a story that lingers. One that grows out of its roguelite structure, not against it. Looking back, maybe that was a little reckless. But I genuinely can't wait to see how you'll feel when you reach the end.
(Ill be sharing more about the story and the art thats inseparable from it in an upcoming devlog.)
The Influence of Soulslikes And the Fusion of Genres
But even then, it still felt incomplete. Maybe even lazy. Im not the kind of genius who can dream up something like Balatro. So when I make games, I lean on ideas from the great ones who came before me. If youre borrowing ideas, I think its only right to treat them with care and to build something that still reflects who you are. We had survivor-like mechanics, 3D beatem up action, and a compelling mix of art and narrative. It was strong, but something was still missing. Thats when I turned to Soulslikes.
To me, 3D action games didnt start from scratch. They stand on the games that came before. Super Mario 64 taught us how to navigate space with character and camera and God of War brought cinematic weight, and showed us what stylish, large-scale combat could feel like. Then Monster Hunter deepened the genre, turning every fight into a tactical encounter built on weight, timing, and spacing.
Soulslikes took it even further. They stripped combat down to its essence, where every move carries weight and every choice matters. Soulslikes dont reward brute force. They ask you to try again: to read the space and master the rhythm of survival. They demand a balance of challenge, patience, and precision. And when they click, theres nothing quite like it.
Naturally, not everything from a Soulslike fits neatly into a survivor-like framework. The core design values just dont align. Survivor-likes thrive on escalation. The thrill of growing stronger and mowing down waves of enemies. Soulslikes are about control. You face overwhelming foes, where every action tests your focus, timing, and strategy. Even so, I believed there was value in bringing some of that Soulslike spirit into a survivor-like experience. Its a tribute to the genre that shaped modern 3D action.
But more than that, its a way to push the boundaries of what a survivor-like can be.
The Birth of Ember and Blade
And then, in March 2024, everything finally clicked. The survivor-like structure. The 3D beatem up action that had stayed with me all this time. The narrative, woven into gameplay. The Soulslike echoes of precision and respect for combat. All of it came together. No longer as fragments, but as one vision.
Thats how Ember and Blade was born.
(Of course, it took another six months of proof-of-concept to bring that idea to life. But Ill save that story for another time.)

[i] A screenshot from the days when we still called it Project NL.
Its only been half a year, but it already feels like a lifetime.[/i]
What Comes Next
In the devlogs to come, well walk through how were building Ember and Blade. From core systems to narrative and worldbuilding. Youll get a closer look at how each component is designed, and the reasoning behind those choices. The project is still evolving, but were pouring everything we love about games into it. And were doing our very best. Thank you for being here with us, right at the beginning.
If you liked this devlog, please add Ember and Blade to your wishlist!
Were learning that making a good game is only half the battle. Getting people to care about it, thats where you come in. Your support means more than you might think.
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Copyright Notice
All game titles, trademarks, and copyrighted materials mentioned in this document are the property of their respective owners.
- Mabinogi II Arena Nexon Korea
- Vampire Survivors poncle
- Hades Supergiant Games
- Shadow of the Colossus Sony Interactive Entertainment
- Metal Gear Solid 3: Snake Eater Konami Digital Entertainment
- Prince of Persia (2008) Ubisoft Entertainment
- Death Stranding Kojima Productions / Sony Interactive Entertainment
- Balatro LocalThunk / Playstack
- Super Mario 64 Nintendo
- God of War Sony Interactive Entertainment
- Monster Hunter CAPCOM CO., LTD.
The official teaser page is now open for Ember and Blade!
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Hey everyone, the Steam page is now officially open for the Survivors-like Dark Fantasy game Ember and Blade!
"A Soul Torn in Two, Truth Beyond Deaths"
Unravel the mystery of Ember and Blade
On the verge of death, the demon hunter Fenrix made a pact with an angel, forever binding himself in the twilight between life and death.
He jumps into the abyss where the seal of the archdemon is being breached, chasing the truth hidden deep within its shadows.
Who dares to destroy the seal of the archdemon?
What is the truth buried within the Sanctuary of Oblivion?
Lurking in the darkness are Asmodeuss demons
and Ariella, the mysterious guardian of the seal.
It's not long before Fenrix is embroiled in her tragic fate
as inevitable destruction draws near.
Defeat endless hordes of demons and forge your legend in the depths of darkness
Can you defy fate and break free from its endless cycle?

Join Now!
We will update more development milestones and game news.
We cant wait to show you whats next!
Add "Ember and Blade" to your [Steam Wishlist Link] now!
Minimum Setup
- OS: SteamOS
- Processor: Intel Core i5 6th genMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: Nvidia GeForce GTX 970 / AMD Radeon RX 570
- Storage: 10 GB available space
Recommended Setup
- OS: SteamOS
- Processor: AMD APU Zen 2Memory: 16 GB RAM
- Graphics: AMD APU 8 RDNA 2 CUs
- Storage: 10 GB available space
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