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Steam News2 May 20262mo ago

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.

Full notes

Full From Embers update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix0 additions7 changes0 removals
  • Performance
  • Maps
  • UI and audio
  • Compatibility
changedPerformance overhaulYou were right that late-game lag was the biggest problem. The whole render and simulation loop got a top-to-bottom pass:
changedPerformance overhaul[] 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.
changedPerformance overhaulCreature & spawn logic cached. Animal and monster spawn cells are computed once per wave instead of every spawn attempt.
changedPerformance overhaulTrees 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.
fixedMap sizeMap 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).
changedOther 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 leave the villager at the wrong HP cap. []Various UI and stability cleanup.
Map shrunk from 70×4050Map shrunk from 70× increased, buffsave format version bumped2829save format version bumped increased, buff

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 leave the villager at the wrong HP cap. []Various UI and stability cleanup.

Save compatibility

Saves from v0.1.0 load automatically. The save format version bumped 28 → 29 to handle the smaller map.

"Devs not listening to players at all."

We are. Keep the feedback coming — even the harsh kind. It's the only way the game gets better.

Source

Steam News / 2 May 2026

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