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

This month introduces a slew of improvements, QoL updates, and a new performance branch (IL2CPP) for further testing.
Fixes
Fixed issues with resources that were spawning under water.
[/*]Fixed item category on Mangrove Logs.
[/*]Fixed Radiant Flux crafted weapons not showing their updated visuals.
[/*]Fixed Cooked Tough Meat recipe output.
[/*]Fixed an issue that allowed some ranged NPC abilities to be parried and riposted by players.
[/*]Fixed characters not being clickable on character selection.
[/*]Fixed tooltip typo in high resolution sun shadows option.
[/*]Fixed macro edit dialog text not wrapping.
[/*]Fixed visual issue with the Log UI when opening/closing the window with the hunting log selected.
[/*]Fixed an issue with macOS performance when \"None\" was selected for the framerate limiter.
[/*]Fixed lights disabling in the Shaper hallway.
[/*]Fixed an issue that was causing overhead chat bubble text to be faded.
[/*]Fixed a spelling error on level 50 dropped tar flasks.
[/*]
Improvements
Adjusted LOD on a number of weapons.
[/*]Adjusted LOD on all Ember Ring vegetation.
[/*]Doubled the AFK boot timer for active subscribers.
[/*]Increased the number of bears that spawn for Hallick\'s Tower quest.
[/*]Rotated seasonal wares on Marta.
[/*]Updated the entrance to Freehold to be more solo-friendly.
[/*]NPCs:
[list]Reduced the damage over time component on Ashen Boar\'s Impale ability.
[/*]Reduced rate that NPCs can use the Patch ability.
[/*]Redmane Stalkers should no longer attack boars.
[/*]
Bulletin Board Tasks:
Allow Flooded Ruins Crocodiles and Rats to be counted for the Redshore tasks.
[/*]Reduced Elk count for Grimstone Canyon task. Included general animal killing as part of the task.
[/*][/*]Camera:
Allow left mouse to rotate the camera without rotating the player in over-the-shoulder camera mode.
[/*]Adjusted upper camera orbit to be equidistant from the center and lower orbits so that a fixed zoom maintains the same distance for the character in 3rd person camera mode.
[/*][/*]UI:
We have spruced up our loading screens by including various renders of our custom creatures & props that correspond to the region you are currently loading.
[/*]Added title to the offensive UI-space nameplate.
[/*]Added \"Use Alternate Difficulty Colors\" toggle to the interface options to replace the Yellow/Orange/Red difficulty colors with Gold/Red-Orange/Purple.
[/*]Added a \"Type\" dropdown to the Auction House which allows you to filter by different types (weapon types, armor types, jewelry, etc).
[/*]Added \"Type\" to the sort menu in the Auction House which sorts by the above types.
[/*]Auctions that have bids can no longer be cancelled.
[/*]Improved the error wording when your client cannot contact Steam.
[/*]Ability UI elements now properly use Alchemy execution and targeting parameters when Alchemy is toggled on.
[/*]Changed \"Sale Price\" to \"Sell Price\" on item tooltips at the merchant.
[/*]Max craft count increased from 99 to 999.
[/*][/*]Overhead Combat Text:
Now scales with distance to the camera. This should make it easier to see for ranged attacks.
[/*]Now properly renders with dynamic resolution modes.
[/*][/*]Ibaxus:
Improved notification of mobs calling allies from great distances.
[/*]Increased delay for certain mobs calling allies from great distances.
[/*]Increased variability in Stalker respawns.
[/*]Enforced stricter reset distances for some mobs.
[/*]Adjusted a number of nav links around the lake to reduce mobs from climbing the rocks.
[/*]Archibald no longer accepts money from your bank.
[/*]Shards no longer ask for confirmation during Need/Greed loot rolls.
[/*]With the recent slew of activity in Ibaxus the path from the Ember Ring to the valley has become well travelled.
[/*][/*]Renamed a few reagents to reserve the \"Potent\" adjective for the highest level reagent item category:
Potent Venom -> Strong Venom
[/*]Potent Ichor -> Concentrated Ichor
[/*]Potent Salve -> Soothing Salve
[/*]Potent Tincture -> Concentrated Tincture
[/*][/*]MacOS builds are no longer universal binaries and will only work on Apple Silicon.
[/*]Reduced the default max shadow casting lights option to 2 (performance optimization).
[/*]Optimizations
Engine and Shader Updates
This patch includes a Unity Engine update to the latest subversion. This brings some small performance improvements and bug fixes. In addition, all vegetation and custom shaders have been updated which should also yield some minor performance gains.
Terrain Rendering Optimizations
This month we are adding new culling tech to overland scenes. Most zones are composed of 4 large terrains in a 2x2 configuration. Each individual terrain has a performance setting that was previously set to a fixed number. With this patch we are now dynamically adjusting this value based on your distance to each individual terrain - which should provide a small break to your GPU.
In addition, we have enabled stochastic texture sampling in terrain shaders for all outdoor zones. This rendering technique should reduce the frequency of repeated texture patterns.
Application Startup Optimizations
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 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\" after application startup may take slightly longer than it did previously, but subsequent zone loads will be quicker.
UI Performance Optimizations
During a deep dive into performance of the game we identified an an issue with how our UI windows interact with Unity\'s backend UGUI system.
Previously, 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 changes 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 (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 improvement. 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 for you.
IL2CPP Branch
To further improve performance, we have built an alternate client using Unity\'s IL2CPP build process, which converts the game into a native binary. In theory, this should provide significant performance gains. In practice, however, the results can vary considerably depending on several factors - most notably vegetation and point light shadows.
Earlier this month we deployed a QA build using this tech but did not get enough feedback for us to make a call on if we should move forward with this tech as the primary build. We would ask that you try playing with the alternate IL2CPP build this month and report any issues you might encounter. If something game breaking comes up you can always swap back to the default branch.
To swap to this branch right click on Embers Adrift in your Steam library and select \"Properties\":
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45320885/ac905ccea80bc9cf88260acfb526998d01870d54.png\"][/img]
Next select \"Betas\" in the left hand column and you should see a menu on the right named \"Beta Participation\". In this dropdown you should see an entry called \"live_il2cpp - experimental IL2CPP builds\" - select this and you are good to go!
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45320885/ccc8594450b5ef27a45af1d221202c9fdbfca0aa.png\"][/img]
To swap back to non-IL2CPP builds simply change this dropdown to \"None\". And just to reiterate - our goal is to make the default IL2CPP so any and all feedback you can provide on these builds would be extremely helpful.
Note that this is a LIVE build -meaning that this branch connects to the LIVE server.
Minimum Setup
- OS: Ubuntu 20.04
- Processor: Intel Core i5 9300h or AMD Ryzen 7Memory: 12 GB RAM
- Memory: 12 GB RAM
- Graphics: NVIDIA GeForce GTX 1060 or AMD RX 580 or higherNetwork: Broadband Internet connection
- Storage: 20 GB available spaceAdditional Notes: Linux support is experimental and may encounter performance issues.
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