Update log
Full Emberward update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Events
- Gameplay
- Maps
- Balance
New Update!
Not sure if you noticed, but this week is Steam's Tower Defense Fest! The event is meant to help people discover more tower defense games, but it got me thinking... if it's a tower defense fest, maybe I could make something that fits the tower defense theme?
Then I remembered something I've seen quite a few times in the feedback form. Many players said that after playing Emberward, it reminded them of the old days playing WC3 or SC2 custom games. For a lot of people, that was their introduction to tower defense games (yeah, same for me). And since the last update added the Fort Tower, I thought...why not take this chance to revisit that style a bit?
In the new event map, you won't use any blocks to build your maze. Instead, we're going back to the classic approach - using Fort Towers to change the monsters' path. You'll also get 7 additional 2×2 towers, and you can use the Fort Tower's red upgrades to strengthen your defense depending on the situation. Although without blocks it doesn't really feel like Emberward, I think old TD players might find it pretty nostalgic. At least I had a lot of fun playing it 😆
This update also adds two "Endless Modes" that people have been asking for for a long time. I remember when Emberward first launched, I was pretty confused by all the different requests for endless modes. Some people wanted a separate endless mode, some wanted to keep building on the same map after clearing it, and others wanted to keep playing after defeating the boss…
Well, after this update, all three types of endless modes are now in the game!
For the next update, I'm planning to adjust some older towers and relic effects, and add the remaining features I'd like to finish before 1.0, such as custom games for Endless Mode, and some changes based on feedback. After that, it'll probably be time to focus on preparing for the 1.0 release, including translations for other languages and all the other things that need to be ready before launch.
That's all. Hope you enjoy this update!
- Refi
New Features
Endless Mode
New event map: Wyrmfell Bridge
In this resource‑starved frontier you’ll have to protect your flame the traditional way.
On Wyrmfell Bridge, you won't get any block cards. Instead, you use Fort Towers to redirect the monsters' path.
At the start of the game, you'll have Fort Tower and seven other 2x2 towers. Use the Fort Tower's red upgrade to strengthen your defenses!
Same as other event maps, this map will not be removed after Tower Defense Fest ends, so don't worry if you haven't unlocked it!
Another Endless Mode
In Campaign Mode, after clearing a level you can press the "More Challenges!" button to continue fighting waves on that level.
In these extra waves the monsters' strength quickly ramps up. Their health and speed will gradually increase, while the gold they drop will gradually decrease.
If a monster reaches your fire source, it won't cause damage, but the challenge immediately ends and you proceed to the next level.
These optional challenges don't grant any exp points.
You can end the challenge any time from the pause menu and continue to the next level.
(I guess some of you might ask why this doesn't give exp points or other rewards, so...let me explain!
This feature was added because many players mentioned that sometimes a level ends right when they feel like
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