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Watch trailer on Steam ↗From Embers
Sean Elovirta · Published by CindieForge · Official site ↗
4 user reviews — 75% positive (4 reviews)
Last updated 28 Sept 2026
A survival city-builder where every villager has a name, a family, and a eulogy. Build their civilization through four ages, brutal winters, and monster raids — then prestige and let their legacy echo into your next run.
£4.29
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Price history
Simulation, Strategy · 2026 · More under £5 games
About this game
About This Game
Every villager in From Embers has a name, a family, and a story — and when they die, they are mourned and remembered. You'll guide them from a single campfire to a sprawling kingdom across four ages of civilization, balancing food, shelter, and faith against brutal winters, nighttime monster raids, and the slow weight of difficult choices.
Every run ends — to plague, to winter, or to your own decision to start over — and the legacy of your greatest people echoes into the next.
This is a slow-burn settlement sim with rogue-lite structure. Not a twitch survival game. You'll spend most of your time assigning workers, weighing event choices, and watching your fire glow against the dark.
Is This Game For You?
From Embers is deliberate and methodical. A typical run takes as long as it takes...
You'll spend most of your time:
- Assigning villagers to jobs and watching production tick up
- Reading event popups and weighing how your settlement responds
- Placing and upgrading buildings to set up district synergies
- Stockpiling food before winter and reinforcing your defenses before dark
You'll probably enjoy it if you like: settlement-builders (Banished,
Frostpunk), idlers with depth, narrative rogue-lites, the slow tension of
seasonal survival.
You'll probably want to skip it if you're after: fast-paced RTS, real-time
combat, immediate city growth, or a single-sitting experience.
Know Your People
Your villagers aren't numbers. Each one has a unique name, up to three personality traits, ten trainable skills, and family connections - parents, spouses, children. They marry, grow old, and are remembered in eulogies when they fall. Click any villager on the map to see their full history. When your most legendary citizens die, their story doesn't end - they become ancestors whose traits echo into future generations.
Survive the Seasons
Spring is for growing. Summer is for building. Autumn is for stockpiling. Winter will test everything you've built.
Food production drops sharply in the cold, blizzards can cripple your entire settlement, and if your stores run dry, your people will starve. Every year is a crisis waiting to happen - and surviving the harshest winters permanently hardens your villagers.
Rise Through Four Ages
Advance your civilization across four eras - Tribal, Settlement, Kingdom, and Empire - each unlocking new buildings, technologies, resources, and threats. Watch your humble campfire grow into a castle surrounded by academies, markets, and monuments.
Build With Intent
Place 30 unique buildings across a 70×40 isometric grid, where strategic positioning matters. Thirteen district bonus pairings reward thoughtful layouts - farms near granaries boost food production, libraries adjacent to academies accelerate research. Every placement decision shapes how efficiently your settlement runs.
Make Hard Choices
Dozens of narrative events challenge you throughout each run - welcome refugees or hoard supplies, fund the scholar's research or put everyone to work, negotiate with raiders or rally your defenders. Multi-event storyline chains unfold differently based on your previous decisions, ensuring no two runs tell the same story.
Defend Your Home
When night falls, monsters come. Wolves prowl the wilderness, bandits raid the settlement, and as your civilization grows, trolls and siege ogres threaten your walls. Train soldiers, build barracks and guard towers to strengthen your defenses, and set rally points to direct your warriors. Your hunters patrol the fields by day while your soldiers hold the line after dark.
Prestige and Begin Again
When you're ready, reset your civilization and carry forward Legacy Points to unlock nine permanent upgrades for faster gathering, larger starting stockpiles, reduced building costs, and more. Your greatest villagers become legendary ancestors. Ghost outlines of your old settlement echo across the new map. Each run starts stronger than the last.
Features
Four eras of civilization: Tribal, Settlement, Kingdom, and Empire
30 unique buildings with 13 strategic district placement bonuses
18 technologies forming a branching research tree
40+ narrative events with multiple outcomes and branching storyline chains
Six resources, ten worker types, 13 personality traits, and ten trainable skills
Full day/night cycle with seasonal survival pressure
10 weather types plus three catastrophic mega-weather events
Five huntable animals and six monster types with scaling difficulty
Nine prestige upgrades and legendary ancestor inheritance across runs
34 milestone achievements and 11 dynamic settlement titles
Three difficulty levels with autosave
Hand-painted isometric pixel art with animated villagers and weather effects
Credits & Attribution
From Embers is built with art, music, and tools from talented creators whose work made this game possible.
Isometric Buildings & Terrain Hand-painted medieval sprites by JP Cummins -
UI Art Citadel RPG GUI by Kodiak Graphics - kodiakgraphics.itch.io
Creature & Villager Sprites Sourced from the Wyrmsun project by Andrettin, with sprite art by b_o, Jinn, Kwaliti, Gregor-Mack, and Wildfire Games. Licensed under GPL 2.0 / CC-BY-SA 3.0 / CC0.
Ore Sprites Ore Pack by CaptainSkeleto
Music Free Fantasy Music Pack and Firewood Music Pack by TomMusic - tommusic.itch.io
Sound Effects Free SFX Fantasy Pack by TomMusic - tommusic.itch.io
Fonts Source Sans Pro by Paul D. Hunt (Adobe) - SIL Open Font License Gentium Book Basic by J. Victor Gaultney and Annie Olsen (SIL International) - SIL Open Font License Rooters by Twicolabs Fontdation -
Steam Integration GodotSteam GDExtension by the GodotSteam community - - MIT License
Engine Built with Godot Engine 4.5
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10 (64-bit)
- Processor: Intel Core i3 / AMD Ryzen 3 (or equivalent dual-core 2.0 GHz+)
- Memory: 2 GB RAM
- Graphics: OpenGL 3.3 compatible (Intel HD 4000 / GeForce GT 630 / Radeon HD 6570)
- Storage: 1 GB available space
Recommended
- Requires a 64-bit processor and operating system
- OS: Windows 10/11 (64-bit)
- Processor: Intel Core i5 / AMD Ryzen 5 (or equivalent quad-core)
- Memory: 4 GB RAM
- Graphics: OpenGL 3.3+ (GeForce GTX 750 / Radeon R7 260X or better)
- Storage: 1 GB available space
Supported Languages
Latest news
Patch NotesOfficial
Quick Patch
Made some minor adjustments to villager movement and some UI issuesRead full article on Community Announcements (eLove`)Patch NotesOfficial
Quick UI Fix
I applied a quick UI fix. I was unaware of the error until I saw some Refund feedback. Thanks for your time and for playing From EmbersRead full article on Community Announcements (eLove`)Patch NotesOfficial
Patch Notes 5/16/2026 QoL
This was a rather large update, making modifications to the UI, system balancing, adding the option of changing difficulty and some much needed guidance in the beginning. Thanks for playing!Read full article on Community Announcements (eLove`)Patch NotesOfficial
Enjoy From Embers 1.2.0 — Wilds & Omens
1.2.0 — Wilds & Omens The forest was here before the first fire. It will be here after the last. The woods around your settlement have grown deeper. Hunters return with new stories — of pale stags glimpsed at twilight, of bears the size of carts, of small green things that move in numbers. Some prey runs faster than your arrows can fly. Some quarry doesn't run at all. Track every species you've taken, and the woods will repay your knowledge. New Creatures Seven new wildlife species now roam the world, scaling with your era: Young Deer — quick, skittish, plentiful. The early hunter's bread and butter. Gray Deer — hardier, deeper in the wood. Larger settlements draw them out. White Deer — pale as moonlight, twice as elusive. Killing one brings fortune… or a curse. Black Bear — smaller than its brown cousin, just as willing to fight back. Polar Bear — a mountain of fur and muscle. The hunters who bring one down don't stop talking about it for seasons. Elder Bear — ancient and immense, wreathed in forest moss. The old ones say it's been here since before the first fire. Spirit Deer — translucent and swift as thought. Hunters swear its hooves don't touch the ground. Three new night threats now stalk the dark: Kobold Footpad — alone, a nuisance. In numbers, a catastrophe. They come in numbers. Goblin Archer — small, sharp-eyed, patient. You don't see the arrow — you hear the thud. Gnoll Warrior — they hunt in packs and they're faster than they look. Gnolls don't negotiate. New ambient wildlife: Blood Bats and Dread Bats now circle your torchlight on darker nights. Five New Encounters Bear Den Discovered — workers near the quarry report a den dug into the hillside. Send hunters, set traps, or leave it be. The White Stag — a once-in-a-lifetime omen at the forest's edge. Hunt it for the prize, or revere it for fortune. Swarm of Bats — autumn dusks bring shrieking clouds to your rooftops. Burn wood, hunt them, or endure. Tracks in the Snow — something massive crossed your bor...Read full article on Community Announcements (eLove`)Patch NotesOfficial
Patch Notes 5/2/2026
From Embers — v0.1.1 Patch Notes We saw the recent feedback. Some of it stung, but it was right. This update is the response. Performance overhaul "Too much lag from memory leaks or the fact that it is trying to keep track of every single bush, tree, mob, person, etc." You were right that late-game lag was the biggest problem. The whole render and simulation loop got a top-to-bottom pass: Foliage rendering rewritten. Trees and bushes now share a single GPU draw per type instead of one per sprite — about 1,100 draw calls down to ~16 in a built-up settlement. ShaderMaterial count went from ~200 to ~4. Per-tick scans gutted. Worker average bonuses, weather modifiers, and effect recalculations are now cached and only refresh when something actually changes — no more redundant 80-villager sweeps every frame on culture/festival transitions. Creature & spawn logic cached. Animal and monster spawn cells are computed once per wave instead of every spawn attempt. "There is infinite amounts of every resource and it still tries to keep track of how much wood is left on every tree or how many berries are on every bush, when all that is completely unnecessary since nothing is ever destroyed." Trees and berry bushes do still deplete and respawn — that's intentional — but we agree the scan was wasteful. The per-tick cost is now bounded by what's actually depleted (typically zero to a couple dozen nodes), not the placed-node count. A full forest at full health now costs nothing to "track" each frame. Map size "A huge land mass when you only use maybe 15% of it." Map shrunk from 70×40 to 50×30 — about 46% fewer cells. Existing saves auto-migrate; if any of your buildings were placed past the new edge, they're relocated near your campfire on first load (any visual overlap can be fixed by demolish-and-rebuild). Other fixes Hardy / Frail / Hardened ancestral traits now correctly update max HP when inherited at the start of a prestige run. Previously these traits would carry over but lea...Read full article on Community Announcements (eLove`)






