- Update 1.3.6 — The Hoard Imp Becomes a Foe - 21 September 2026
The hoard imp is now a foe You were clear about it in the forum: the hoard imp click game was the most annoying mini-game. It jumped full-screen into your fight, and if you weren't looking, you missed the gold and the shards for the Hoard Gate. Thanks to Petty IV, Turk and Isorn. No window, no click game. The hoard imp now rarely takes the place of the next foe in the hunting grounds and is defeated like any other. He always fits the area: he is as strong as the foe he replaces, but has less health and barely hits back. He's a loot hauler, not a fighter. His sack is yours: gold, sometimes a chest, and the shards for the Hoard Gate — with the same pity protection as before. Since you now always defeat him fully, you always get the full sack. Greed Spark, the Hoard Whelp and the Ash Trail prayer still make him appear more often. The settings now only offer "Appears as a foe" or "Off". Fix…
- Update 1.3.5 — The Abyssal Depth - 20 September 2026
The Abyssal Depth You asked for a goal for the late game — here it is. The Shaft of Names and The Deep Ground gain a fourth tier after normal, heroic and mystic. How you get in: you need five Ashfalls and all five mystic bosses of that dungeon defeated. The tab only appears in these two dungeons — the five earlier ones stay at three tiers. How hard: ten times the health and 260 % of the base boss's damage, required level +40. Measured with a maxed Ashfall-5 loadout: the first boss takes about three minutes, and you have to eat roughly every 50 seconds. This is no longer a run-through, it is a fight. Its own daily window: the fourth tier has its own — you can claim loot on normal, heroic, mystic and abyssal on the same day. Set pieces from here carry +3 affixes. Abyss Seals: lift your set one tier Every abyssal boss gives an Abyss Seal on the first win of the day, the final boss two — si…
- Update 1.3.4 — Endgame balance - 19 September 2026
Why this update: Some of you are now past Ashfall 20, further than I had tested the game. The endgame was far too easy there: damage reduction stacked above 90 %, and the damage type bonus had no cap. Thanks to despair for the exact numbers and screenshots. Damage type bonus capped: +% Arcane, Blood, Frost or Poison on your equipped weapon now works up to +250 %, the same as the regular damage bonus. Damage reduction cap: At most 95 % applies in total. From Ashfall 6 this cap drops by 0.2 points per Ashfall (Ashfall 22: 91.6 %). The character sheet shows your current value. Enemies keep scaling longer: enemy health and damage now grow until Ashfall 30 instead of 20. Tougher endgame from Ashfall 6: dungeon bosses, the Ash Tower, the Ash Wound, world bosses and titans gain an extra +4 % health per Ashfall from Ashfall 6. If you are not at Ashfall 6 yet, nothing changes for you. Ash Tower:…
- Update 1.3.3 — Your reports - 19 September 2026
"Six Voices" can now be completed. If your hero already knows their fifth attack, you can give another Seal of the Last Voice to a different hero. They learn it for good. Ohm'Kessa keeps dropping seals while a hero is still missing, and an Ashen Path death no longer takes the fifth attacks with it. Thanks, Petty IV. Notepad: new button at the top next to the bell. Your notes are saved with your game and survive the Ashfall. Thanks, Phloryn. Hornbell Brew (Alchemy level 57): 5 Void Bloom, 3 Blackash Horn, 4 Silver Ore, calling damage +28% for 3 minutes. The horn finally has a use. Thanks, Rody. Loadouts higher up in combat: the quick switch now sits right above your stance instead of at the very bottom. Thanks, tappi. Potions and food stored in the bank vanished from the combat bar. Fixed. Thanks, Faith. Ember Core and other Ember Hunt finds now show their real source (Ember Hunt from le…
- Update 1.3.2 — The Deep Ground - 18 September 2026
New dungeon "The Deep Ground" from Ashfall 3 (combat level 95): five new bosses, heroic and mystic depths, its own music. New set "Deepground Raiment": its bonus grows by +1% damage with every Ashfall (up to Ashfall 20). Groundsteel: Abyss Ingots and Ground Cores make four mythic weapons whose damage type you choose at the blacksmith (100,000 gold per change). Balance: Shaft of Names +25%, The Deep Ground +45% (boss health and damage). Rewards stay the same. Fixed: Ehl'Vurun's film on hover, flickering loot on purse-grab (thanks Isorn), Ash Wound hunt contracts now show the real condition (thanks Fabbes).
- Update 1.3.1 — Follow-ups to the Ash Wound - 18 September 2026
A small follow-up, four days after the big update. Most of it came straight from your reports. Two things that affect everyone The effects strip shows everything again. If you play wider than 1600 pixels, you have never seen part of your running effects — the strip never got enough room there, and its scrollbar is hidden on purpose. Measured: at 1601 / 1700 / 1800 / 1920 / 2100 / 2300 pixels it had 232 / 198 / 248 / 308 / 398 / 498 pixels for 540 pixels of content. The strip now measures itself and takes its own row whenever it gets tight. Where there is room, nothing changes. Thanks, Faith — your window width was the whole find. The hunting tabs are flat. Six tiles in two rows took 252 pixels, and on a 1080p screen that left not a single enemy card visible. Now one row at 80 pixels that scrolls sideways when needed, with subtitle and status side by side instead of stacked. The first en…
- Update 1.3.0 — The Ash Wound - 17 September 2026
After your first Ashfall, the ground gives way. The Ash Wound A new region beneath Emberwake, five layers deep. 25 new foes with their own loot and their own lore, a film on your first descent, a new chronicle chapter, deep relics — and a new vault, The Shaft of Names. The Silent Chamber An annex to your Ember Home. Catch enemies alive and research them in three steps — material study, anatomy, dissection — across 45 catchable creatures. Know a creature and you fight its kind better: more damage, less taken, better loot luck. Ehl'Vurun, the First Ground A new world boss in the deepest ground of the scar. He waits from the fifth Ashfall, once Vhar'Esh has fallen. The Ash Wind Four winds sweep the world — each with an advantage and a price: Ember Draw — more damage, but you take more as well Name Hush — better loot chances, but less gold Drifting Ash — more gathering yield, but slower gat…
- Update 1.2.3 — Endgame Balance - 14 September 2026
A balance update for everyone who's already deep into the game — plus your wishes and bug reports from the last few days. Thanks to everyone who wrote in! Balance The late game is noticeably more challenging: bosses, world bosses, titans, the Ash Tower and high-level hunting grounds are tougher. Hunting grounds, the tower and dungeons now grow with every Ashfall — and pay more gold for it. Crit damage and damage from gear now have a cap, shown in the game. The Ashfall gate rises with every fall. Some world bosses can be reached earlier. Ash-forging The Heroic and Mystic Depths pay more with every Ashfall: stronger set pieces, more set drops and more Ember Ash. New "Collect and fight again" after boss wins (thanks, Morrigan!) Loadouts remember companions and prayers and can be renamed (thanks, Tichkiir and Isorn!) Queue easier to spot, one more slot at the last Homestead stage Own combat…
- Update 1.2.2 — Workshop queue - 13 September 2026
A big care patch after the Ash Tower: your wishes from Discord and Steam, a queue for the workshop, and a long list of reported bugs. Thanks to everyone who wrote in! New Workshop queue: every recipe card has "Next" — up to three crafts in a row (four with the Homestead & Workshop), 10/25/50/100× each or until the materials run out. Keeps going offline. Thanks, Turk! A scout band that is out now survives the Ashfall and brings its loot home. New life, new loot: after an Ashfall, dungeon bosses give their daily loot again that same day. Auto-Heal "Food+Potion" eats first in combat — potions only in an emergency. Treasure runs, the Soot Thief and floating orbs stay longer; House requests come less often. Ash Tower: guardians now drop loot — 40 % of the hunting-ground chance, 60 % from floor 50, 80 % from floor 80, once per floor per Ashfall run. Uniques can drop too, at half the usual cha…
- Update 1.2.1 — Import fix, sounds, clicks - 11 September 2026
A small fix patch after 1.2 — four things you reported, and the new sounds. Fixed Import save / restore backup: in the Steam version the game reloaded and kept showing the old save — the save file counted as “newer” and won. The imported save now takes over. “To the blacksmith” in the gear window led to the ingot workshop instead of the blacksmith with the Ember Smelter. Mouse clicks in the left bar were sometimes lost (especially in combat): the bar was rebuilt on every hit, and a click at that exact moment hit nothing. It now stays put while nothing changes. (Thanks, johnhawk!) Night watch: foe trophies never dropped overnight — now at the same chance as by day, with the usual night reduction. (Thanks, MysteryMania!) Clearer Greyed buttons in the Ember Smelter explain on hover what is missing: gold, dust — and where the dust comes from. The advice in the Ash Tower’s death window names…
- Update 1.2 — The Ash Tower - 11 September 2026
The Ash Tower is here: the first big endgame event after the Ashfall. Along with it: films for every companion and the Epoch Bosses, two new music pieces, seven foes found nowhere else — and, once more, a few things you found. Thank you. The Ash Tower — a new “Events” tab After your first Ashfall a tower stands north-east of Emberwake that nobody built. It appears on the world map (with a spoken story) and on the left in the new EVENTS section. Endless floors: three waves of three to five foes per floor, every fifth a guardian, every tenth a memory room. From floor 20 every floor carries an element (frost, poison, blood, arcane), from floor 40 affixes such as Armoured, Hasty, Draining, Mirroring or Glowing — all announced beforehand. Health and Ember do not refill between floors. Provisions are limited to 20 per kind until the next rest (every memory room refills), and the Ember Belt do…
- Update 1.1.1 — A calmer start, three new bosses - 10 September 2026
Nearly all of this update comes from your feedback of the past two days — Discord, the Steam forum and one detailed voice note from a player. Thank you. A calmer start A new hero starts with only Overview, Mining, Melee and Settings. Everything else (Bank, Market, Armoury, Blacksmith, Crates, Vault, Upgrades, Chronicles, Events, World Map …) appears step by step, each with a short explanation and a moment where the game shows it to you. Existing saves keep everything they already had unlocked. The Ashfall goal bar only shows up once it matters (total level 50). Three Epoch Bosses — one per Ashfall Morvhal, the Returned (awakens after Ashfall 1), Ithra, the Second Silence (after 2) and Kaer'Dun, the Third Fall (after 3). Each with their own art, stage, lore, weakness and resistance. Each drops their relic guaranteed and, with luck, a mythic weapon stronger than anything before: Blade of…
- Update 1.1 — The Ash Burns - 9 September 2026
Thank you to everyone playing, reporting and sending screenshots since launch — most of this list comes straight from your reports (Discord, Steam forum, Twitch chat).NEWNew title screen: burning letters, embers and ash. Language switch DE/EN now bottom center.- In combat, “Stop Combat” now sits top right (red) — no more scrolling.- Workshop and smithy: sections collapse with a click on their heading.- Your hero now stands in the same scenery as the foe (forest, crypt, dungeon, world-boss stage).- New sound when opening crates.- Jump buttons: tasks, bounties and orders take you to the foe, the recipe or the node with one click.ASHFALL (rebirth) — 15 findings from a full transition testEmber vows were invisible in one of the two views of the rebirth page (thanks, despair) — now in both.- Kept gear is always equippable and never junk. Hardened gear is never junk either.- Auto-sell never s…