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Steam News20 April 20262mo ago

Patch 1.0.2.1: Aim Assist Adjustments & Progress Fixes

Hi Emberlings! Thank you to everyone who's been playing the game over the weekend!

Full notes

Full The Ember Guardian update

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What changed

13 fixes1 addition11 changes0 removals
  • Gameplay
  • Fixes
  • Balance
  • Server
  • Performance
  • Store
addedThank you to everyone who's been playing the game over the weekend! We're delighted to see so many people dive into our world, and we're still working to fix every bug you guys are flagging to make your experience as smooth as possible. To that end, this patch has a new round of fixes and optimisations!
fixedAim Assist AdjustmentsFixed auto aiming position on most creatures to target the head.
fixedAim Assist AdjustmentsFixed auto aiming position on Sentient Traps to be lower.
fixedAim Assist AdjustmentsFixed auto aiming position on The Colossus to be more central.
fixedAim Assist AdjustmentsFixed irregularities when synchronizing Aim Assist range with the current weapon’s range.
fixedAim Assist AdjustmentsFixed Aim Assist logic when leading shots, which should greatly increase accuracy on flying enemies.

The Ember Guardian changes

addedThank you to everyone who's been playing the game over the weekend! We're delighted to see so many people dive into our world, and we're still working to fix every bug you guys are flagging to make your experience as smooth as possible. To that end, this patch has a new round of fixes and optimisations!
fixedFixed auto aiming position on most creatures to target the head.
fixedFixed auto aiming position on Sentient Traps to be lower.
fixedFixed auto aiming position on The Colossus to be more central.
fixedFixed irregularities when synchronizing Aim Assist range with the current weapon’s range.

Hi Emberlings!

Thank you to everyone who's been playing the game over the weekend! We're delighted to see so many people dive into our world, and we're still working to fix every bug you guys are flagging to make your experience as smooth as possible. To that end, this patch has a new round of fixes and optimisations!

Aim Assist Adjustments

  • Fixed auto aiming position on most creatures to target the head.

  • Fixed auto aiming position on Sentient Traps to be lower.

  • Fixed auto aiming position on The Colossus to be more central.

  • Fixed irregularities when synchronizing Aim Assist range with the current weapon’s range.

  • Fixed Aim Assist logic when leading shots, which should greatly increase accuracy on flying enemies.

Note: The Aim Assist was originally intended to not target weak points, as a kind of "drawback" in comparison to manual aim. We received many comments about this, and decided to adjust it so Aim Assist targets the weak points by default, becoming a de facto accessibility feature!

Bug Fixes

  • Fixed an issue where the controller crosshair would get stuck on screen after coming out of a teleporter.

  • Fixed the City Outskirts mission becoming unable to complete if the player talked to the Architect before lighting the fire.

  • Fixed the teleporter not displaying the mission selection screen in the hub when using a controller.

  • Fixed the Travel Network Upgrade not adding additional teleporter slots.

  • Fixed an issue where the player's movement speed would permanently slow down if they died while aiming with the sniper.

  • Fixed the sniper rifle and assault rifle being able to shoot through barricades. Use the towers like the rest of us!

  • Fixed automatic weapons no longer shooting when clicking, then holding click to shoot.

  • Fixed a stuttering issue that could occur when players went in and out of caves.

Optimization

  • Creature target detection initial refresh timer is now allocated randomly to smooth out the frames where they occur

  • Worked on physics collisions to reduce memory usage on some detection functions.

Note: Optimization is currently our #1 priority. It's by far the most reported issue, and your feedback is invaluable to test and resolve it. We're only a small team, and there are virtually infinite different machines we could test on. Your patience and help are immensely appreciated.

Known Issues

For the sake of transparency, we're going to be including a list of known issues in this update, as well as following ones. This will let you know what we're already working on fixing, which means that if you find something not on the list, please report it twice as fast!

  • Secondary fires may sometimes fail to light.

  • The Husky skin may not apply after being selected.

  • Unlocking the Husky skin breaks the font on the tooltip.

  • Enemies may still spawn and attack the player despite the game being paused while shopping at the Orb Alchemist at night.

  • Closing a menu on controller may lead to unexpected actions (dropping an orb, rolling, etc).

  • Enemies may become invisible, leading to the player losing health from seemingly nowhere.

  • Enemies may get stuck at night or become invisible, leading to the player being essentially softlocked.

  • Emberlings may be going idle at night despite enemies being present.

  • The Dark Companion may sometimes get stuck when rolling and stop attacking.

  • Some Sound Effects are not affected by the SFX audio slider (fire ember extraction, cave sounds)

  • "Return Flag" position overlaps with some emberling camps, leading to accidental, frustrating returns.

  • Settings panel in main menu overflows with Ultra Wide resolutions.

  • Dying with a deployed LMG permanently alters your movement speed.

  • Many creatures on screen leads to significant frame drops.

  • Dead players may enter the teleporter if standing on it when they die.

  • Rebinding the “Interact” button can lead to unexpected behaviors.

Once again, thank you for your patience. We are working as hard as we can to squash bugs as they are coming up, and to stop them from impacting your experience.

Stay fiery! 🔥

Source

Steam News / 20 April 2026

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