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AmberForge

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AmberForge screenshot 1

AmberForge

Studio GRAMPS · Published by Studio GRAMPS

Last updated 28 Sept 2026

AmberForge is a medieval/fantasy strategy game where players build kingdoms and fight each other for control of the mystical Amber Forge. Harvest Spirit-Amber in order to forge powerful upgrades. Expand your territory, raise armies, and slay your opponent's king, all played in real-time!

Free to PlayComing SoonDJCTQ 10PvP

Free

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Free To Play, Strategy · More free games

In AmberForge, strategize your kingdom's growth by harvesting Spirit-Amber for upgrades. Outmaneuver opponents to control the mystical forge and claim victory on the battlefield.

About this game

Grid-based tactics meets real-time strategy -- Fire Emblem meets Age of Empires!

AmberForge is a medieval/fantasy strategy game where players build kingdoms and fight each other for control of the mystical Amber Forge. Harvest Spirit-Amber in order to forge powerful upgrades. Expand your territory, raise armies, and slay your opponent's king, all played in real-time!

Features:

  • Real time online multiplayer PvP (1v1)

  • Unique buildings, units, and upgrades

  • A variety of maps with different terrain, resources, and visuals

  • A range of strategies and army compositions

  • Macro and micro techniques that are easy to learn but hard to master

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • OS: Windows 10+
  • Processor: 1 Ghz
  • Memory: 2 GB RAM
  • Graphics: Pretty much anything
  • Network: Broadband Internet connection
  • Storage: 500 MB available space

Supported Languages

English

Latest news

  • Patch NotesOfficial

    AmberForge Beta 0.6 - The Maps and Menus Update

    Featuring new maps, a proper main menu/lobby, a full audio pass, and oodles of gameplay changes. MapsThere are now 3 playable maps, each with different tile coloring. OriginsThe original map, in all its original glory. Now with roads!Moved the King to the starting villageMountain PassA smaller map with dense resources and lots of choke points. OakcrestA big boy map featuring expansive forests and a wide open central area. The player starts with an Amber Mine, and there are TWO Amber Forges!Menu/LobbyThe main menu now has a proper background which displays game previews (prerecorded replays). There is also a proper lobby now! The host can pick and preview mapsPlayers can pick from 8 playable colorsPlayer slots display Steam profile picturesAudioMade a big audio pass. Added menu and in-game music playlists. Using a variety of music for now to see what fits!Full voice line coverage for all unitsNerfed voice line frequency -- you'll hear voice lines less often nowAdded a slew of sound effects for various in-game effects (attacking, giving commands, selecting buildings, etc)Gameplay ChangesNew tile: Road. +25% movement speed for all units. Changed resource pickups to have HP and require being destroyed in order to earn their resources30 HP eachAdded control groupsCtrl/Cmd/Shift + \ to assign the selected unit to a control group\ to select the unit assigned to a control groupDouble tap \ to select the unit assigned to a control group and snap the camera to that unitAdded UI for Amber Forge upgradesEconomy/BalanceThere are a lot of stat changes here. To summarize, the goals of these changes are:Increase overall time-to-killMake it easier to retreat units from combatIncentivize building a production structure before your first village so that early games are more action-packed. Ideally both types of openers are viable (depending on the map).Make stables openers less dominant, but still viableEconomy/General ChangesReducing starting food from 100 to 75Reducing attack cooldow...
    Read full article on Community Announcements (Grampa Beezos)
  • Patch NotesOfficial

    AmberForge Alpha 0.5 - The Amber Forge Update

    Lots of new systems to play with this update! Introducing the King unit, the Amber Forge structure, proper UI + sound effects, and more!The KingThe Keep has been replaced with the King, a new unit with a variety of functions: A player wins the game by slaying their opponent's King.The King can move around and fight.Kings can use their Parade ability to permanently increase the collection rate of a friendly resource structure. The King can visit the Amber Forge in order to research powerful upgrades. Resource PickupsSeveral resource pickups spawn throughout the map at the beginning of a match. Move a unit to a resource pickup in order to get a nice early-game resource boost. There are 6 resource pickups (2 gold and 4 amber) which each give 50 of their respective resource.The Amber ForgeThat's right, AmberForge now has... an Amber Forge!This is a neutral structure in the middle of the map which both players can use to research powerful upgrades. Bring your King to an adjacent tile in order to research. Upgrades research instantly, but each player has a global cooldown timer of 60s that must elapse before researching another upgrade. Upgrades include: Amber Aura: Speeds up all friendly timers by 25% for 30 seconds. Repeatable. Costs 100 amber.Inspiring Presence: Adds +3 attack damage to friendly units when they are adjacent to your King. Costs 100 amber. Mystical Soil Enrichment: Adds 200 collectible gold to each friendly Village. Costs 150 amber.Swift Step: Archers are no longer slowed by Forests. Archer move speed penalty after attacking reduced by 0.4s. Costs 100 amber. High-Protein Horse Feed: Adds +1 range and +4 attack damage to the cavalry charge ability. Unlocks Knights. Costs 50 amber. (Moved here from the Keep)Art and AudioProper in-game and main menu UI is now present. Health bar visual improvements. Unit selection outlines.All structures now have new art assets -- no more placeholders!First batch of in-game sound effects, including some unit voice lines. Pa...
    Read full article on Community Announcements (Grampa Beezos)
  • Patch NotesOfficial

    AmberForge Alpha 0.4 - The Art and UX Update

    This update features our first official art assets, a rework of the cavalry charge ability, and tons of UI/UX improvements! Unit and tile art Placeholder images have been replaced with actual, real art assets! All units (peasant, swordsman, pikeman, archer, horseman, knight) and tiles (grass, forest, mountain, village site, spirit-amber deposit) have been updated. Structures still use placeholders for now. Unit attack and move cooldown timer UI has also been updated. Charge ability rework The cavalry charge ability has been overhauled to be a lot more clear and intuitive. The game now handles determining the best charge path (i.e. the closest traversable straight line) for any targeted tile and displaying that path ahead of time. The charge ability is now available without requiring an upgrade. Economy changes All cooldown timers slowed down by various amounts, ranging from 5%-33% longer cooldown times. Unit abilities are generally 33% longer, and build times are generally 5%-10% longer. Trying out this larger economy change to see how games feel to play when everything (especially unit movement/attacks) is slower. Hopefully this results in a less overwhelming ramp-up for newer players and more time to coordinate commanding larger groups of units. Build times are not changed much in order to avoid making the early game too slow. Replaced the starting barracks with a peasant. Starting resources increased from 50gold/25amber to 100gold/25amber. These couple changes should allow for a wider range of openers without slowing the early game down too much. It should particularly make an early stables more viable since the player is not locked into having a barracks at the start of the match. Peasant build cost decreased from 50gold/0amber to 25gold/0amber. The early game was feeling a bit too slow, and a big reason for that was the big up-front cost of building a peasant before it could start building a structure. Income from resource structures is now earned in increments...
    Read full article on Community Announcements (Grampa Beezos)
  • Patch NotesOfficial

    AmberForge Alpha 0.3.0 Update

    This update includes functionality for spectating games, UI for building structures, Mac support, and a ton of backend improvements. Full list of updates: Spectate functionality Players can now spectate a game, seeing all game state info without being able to affect anything. Lobbies allow for players to switch to different slots Players can start a game from a lobby when there is only one filled player slot (and any number of filled spectator slots) Framework for game audio No actual audio in-place now, but functionality now exists for game music and sound effects. UI additions and improvements UI for building structures - a structure silhouette appears over the hovered tile when a structure is selected to be built, and valid build locations are clearly shown An alert text system for showing in-game alerts When a resource structure runs out of resources, an icon is displayed on the structure and a text alert is shown Text alert for trying to build something that you can not afford The bottom-left UI now displays the player name and team color. For spectators, it displays both player names, colors, and resource amounts. Clickable in-game pause button The in-game pause menu now includes a "return to main menu" button for singleplayer games and spectators. The surrender button is still in place for multiplayer games. Game timer The command card at the bottom-right now has a dedicated cancel button which cancels queued/active abilities, cancels the last build in the queue for structures, and leaves the build menu for peasants. Relevant functionality stolen from the escape key, which now exclusively handles pausing/unpausing. Players can no longer see their opponent's build queues or build timers. Spectators can still see all of this info. When selecting an opponent's unit, its abilities are visible (but not selectable). Spectators can see the path to that unit's move location/rally point. Backend changes Mac builds are now supported. Multiplayer works cross-platform. U...
    Read full article on Community Announcements (Grampa Beezos)

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