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This month we are deep diving into some performance optimizations, application load times, and other low hanging fruit. Characters were copied from live as of July 8th, 2025 2pm Central.
Fixed character creation / edit from not functioning.
Fixed an issue with macOS performance when "None" was selected for the framerate limiter.
Added new tech to optimize terrain chunk LODs in overland zones.
Adjusted nav mesh links near the lake in Ibaxus to limit mobs from climbing up rocks.
Set animators to cull completely when not on screen. This should yield some minor performance benefits - but please let us know if you notice any funny business when animated things (creatures + players) come into view.
Revamped the entrance to Freehold as a solo area. A wall was added to more clearly separate the solo area from the group area.
Improved wording on the error shown when you cannot connect to Steam.
Corrected material category on Mangrove logs.
Ability UI elements now properly use Alchemy execution and targeting parameters when selected.
Auctions that have bids can no longer be cancelled.
We are sprucing up our loading screens by including various renders of our custom creatures & props that correspond to the region you are currently loading.
The last few patches have ballooned our application load times to an unacceptable level. On application start we are pre-loading a lot of data all at once which can cause the client to show as "not responding". To mitigate this issue we have deferred some loading until the first loading screen is shown. This means that your first "zone in" may take slightly longer than it did previously, but subsequent loads will return to normal.
Please let us know if you see a considerable improvement here when compared with Live.
As mentioned in the opener, I have done a deep dive into what can be done to improve performance of the game. One area we identified was how our UI windows interact with Unity's backend UGUI system.
Currently, all hidden windows have an alpha value of 0 and are not raycasted against, which means that they cannot be seen or interacted with. When a window is shown, we transition the alpha from 0->1 for a fade in, and enable racyasting for interactions. As it turns out, even though a UI element is not being rendered or raycasted against we were still paying a performance overhead in UGUI to keep them registered and available.
This patch adjusts how we handle hidden windows within our UI system. Once hidden, a window's game object is now completely disabled which removes them from the UIGUI system entirely. The downside to this, is that there is a slight performance hit for disabling and enabling objects like this (which is why we did not do it previously). However, this performance hit only lasts a single frame on open/close rather than us paying for having it registered with UGUI on every frame.
We have done a fair bit of internal testing and everything appears to work as usual. In theory this change should not even be noticed - outside of the performance boost. On average I was saving upwards of 4ms per frame which isn't a giant leap forward, but it just may be enough to make a difference.
Please let us know how this QA build's performance compares to the current Live build, or if you notice any oddities with UI windows.
To further improve performance we will be looking into moving client builds to IL2CPP. This would allow our code run as "native code" on your device, which in theory should yield even more performance benefits. Once we get these builds going we will need a heavy bit of testing from you all, so please stay tuned!
Welcome to Embers Adrift, Drifter! You've escaped the war-torn lands of the south by choosing to take your chances in the dreaded Darklands. After a grueling journey that has left your body wounded and your mind and memories scattered you discover the Great Chasm and a single solitary rope-bridge spanning across it. You hear pleasant tones inviting you across the bridge and discover drifter's landing. Not everyone escapes the Darklands, only the strong. You discover the City of Newhaven and it's struggling inhabitants. After recovering with their help it is your turn to help them survive! Enter the lands north of the Old Wall, fight the Exiles who plot against your new home, discover old ruins and dungeons with untold treasures and fearsome monsters, and uncover the secrets of Ember - the source of powerful magic!
Embers Adrift is a unique fantasy PvE MMORPG with limited PvP in the arena. Whether you prefer solo play or group play there is something for everyone. Group-based content will bring you into the deepest, darkest corners of the world where the strongest monsters and loot can be found, while solo-content offers it's own dangers and rare loot. Fight to level 50 and discover the unique progression our end-game content offers. Embers Adrift focuses on community, challenging content, immersion, rich lore, campaign-like quests sometimes with various endings, and is built on design principles found in classic MMOs. We hope you enjoy your stay in Embers Adrift.
FEATURE LIST:
PvE experience in a unique fantasy setting with limited PvP
No cash shops, microtransactions, loot boxes, NFTs, or any in-game monetization
Optional Subscription
Active development team that communicates with the players
Lore rich world with mysteries to unravel throughout your journey
Compelling original soundtrack with unique tracks per region
Soundtrack includes several dynamic tracks that change depending on your state in the game
Strategic tab-target combat system with defensive and offensive targeting that shines in group play
Adventure content designed for solo players, small groups, and full 6-person groups for levels 1-50
24-player raid system
Unique GM-run in game events that award "bloops;" a special currency
Spend bloops to buy unique titles, emotes, and more in the City
3 Base roles branching into 9 Specializations at level 6 including crowd control
Unique "death" penalty mechanics (no exp loss)
Crafting system with 3 gathering roles, 6 crafting professions, and material-driven benefits
Imbue crafted items with the magic of Ember to bring them to a whole new level
Weapon and Armor augmentation system
Meaningful day and night cycles that affect the world and mob behavior
Useful light sources, including ground torches set by players as beacons
Static, dynamic, and rare campaign-like quests with different choices and different outcomes
Layered equipment system
Asymmetrical gearing (ex. 2 bracer slots, each with it's own visual. Wear one shoulder piece to achieve an asymmetrical look.)
Vast overland zones and dungeons, and non-linear underground dungeons with escape routes
Rare dynamic dungeon entrances with their own mob sets and rare mobs for solo and group play
Seasonal Changes
Unique AI and aggro system
Fast travel for easy access to groups
Editable character appearance at anytime via character select screen
Mysterious lore that unfolds as the game grows
Immersive environmental navigation
Unique fantasy magic system "Alchemy" (Ember use) that all players can utilize
Shared banks for all characters on an account and Personal Stashes for each character
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