Emberheir
Emberheir (early beta)
Emberheir is an idle-ish RPG I've been making for a while. You're the last of the Ashfords. You've come back to the family farm, where your grandmother Caroline is waiting with a list of chores and a fire that won't stay lit. From there you head out into the world: fighting, training skills, working your own corner of the farm, and slowly finding out what your family used to do, and what it cost them.
When you're ready, you'll be able to hand the farm on to an heir and start again, with bonuses that push you further. That prestige system is in the works, along with more classes with unique skills.
I'm putting it out now to find out whether the core of it works before I build more on top. Expect rough edges, balance that will change, and things that aren't finished.
What's in it
- A warrior, archer, and mage class
- A main storyline in 12 chapters. All of it is playable, and all of it is still being revised.
- 17 skills
- Over 20 places to walk between: four cities, the roads and wilds between them, a few you'll only find through the story, and the family farm. On the farm you can build a house, plant an orchard, and keep animals and a horse.
- Quests, clue scrolls, bounties and a collection log
- Leave it idle, or play actively and work two to three times as fast. It keeps going while the tab is closed.
- Three save slots
Controls
- Arrow keys or click to walk
- E or Space to use what you're next to (and to move a conversation on)
- 1 to 8 for food and potions on the quick bar
- G gear, K skills, J quests, M map
What I'd like to hear about
- Where you got stuck, confused or bored
- Whether playing actively feels worth it compared to leaving it idle
- Which skills felt slow, and which felt pointless
- Whether the story pulled you along
- Anything that broke
Leave a comment here, or tell me how far you got and roughly how long it took. That helps as much as anything.
Notes
- Art by Seliel the Shaper (Mana Seed). Full credits are in the game's settings.
| Updated | 4 days ago |
| Published | 12 days ago |
| Status | In development |
| Platforms | HTML5 |
| Author | AngryPickle92 |
| Genre | Action, Adventure, Role Playing |
| Tags | Auto Battler, Fantasy, Incremental, Pixel Art, Retro, Singleplayer |



Comments
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Could you add the option to lock items in my backpack so that when I dump my backpack into the chest those locked items remain in mybackpack please?
Oh hell yeah thats a good idea. I got you
Tiny bug report: In Ashford Farm the display text over the new cottage reads “Go into the caroline’s cottage” I believe it is supposed to read “Go into Caroline’s cottage” or “Caroline’s cottage: go inside” (The latter being for parity with the player’s house, right next door)
Got it thank you! When you get to the point you can prestige you unlock Archer btw and a new skill.
Potential bug: Started a second lineage (and then a third later) and in both cases I was able to select Archer without ‘unlocking’ it, in any way I could tell.
What is the requirement to unlock archer, precisely? I may have done it on my first character without realizing it… so I am not entirely sure if it’s a bug or not.
Related potential bug: All three characters (2 warriors, one archer) have the fletching skill in the skills list. If this is intended (and you simply cannot train it without being/unlocking archer) then disregard this secondary report.
EDIT: Just noising here… My third character slot is going to get 99 Vitality before training any other skills to level 2 because I can lol. (Warrior)
EDIT2: Additional bug report: When reloading a character, if you were interacting with a node that can be ‘consumed’ your character (as normal) starts bottom-right(ish) and walks towards the node… if they consume the node (no more materials available) they stop walking, then when the node respawns they teleport to the node and interact with it normally. Recommendation: 1) Delay the interaction until the character gets into position; 2) ‘Remember’ the character position to avoid this entirely; 3) Have the character continue walking towards the node after loading the save/character.
EDIT3: Gotta say I’m loving the updates. Keep up the great work!
Real quick - I am playing the latest update (Oct 2 2026) and I gotta say I really appreciate the new Skill information. Specifically, the “What it does” and “Training” sections. Extremely helpful for new players, and a nice reminder if someone came back after a break and forgot something.
If I encounter any more bugs or find anything I want to noise about you’ll see another comment from me, as usual lol. Thanks for the hard work.
EDIT: That feeling you get when a skill jumps from 30 to 74 during offline progression and the rest of your skills are still sub-20… Oof. Glad my max hit is so high now though lol.
Pushing lots of changes tonight! Glad you're liking it so far! Yeah im not so sure I want to keep the long idle progress. For me it feels a bit like just fast forwarding through a game which puts you in an odd place because one skill way outpaces the others and also then whats the point of playing a game if you just let it run while youre asleep and never actually play lol. Not sure though, will gather more feedback
Great game, Awesome! So many things you have thought about and made feel seemless compared to other games! Love it!
Can't find Vitality - Climb the Cliff in Ironhold
Love that I can harvest while staying on horse
Game seems gathering and crafting heavy vs combat. Leveling smithing takes signaficantly longer than the attack and def training to get to the next gear, or so it seems
Have more quests about theiving
What is the purpose of agility - maybe mention that next to Agilities "Skill Guide - faster movement speed, stacks with horseback riding"
Combat - have an option toggle in combat to stay in the combat area I entered combat, instead of automatically moving to the next more difficult combat. I can now do Goblin woods and have 18/18 items there, but in the starter area Meadow Outskirts I only have 13/15 items and only 8 Big Slime kills and want to farm the last two items in collection log but anoying to have to start combat, after killing Big Slime, then having to leave combat and walk back to meadow outskirts, start combat again. I would like to be able to idle in one area of combat and have it repeat if I choose it.
Quests - seems like most quests were aranged by difficulty, but not sure. Maybe allow us to filter quests by difficuly, or just order them by easy to hard if that is not already the case
Quests - thanks and it is nice to have bountys at the top.
good job having all the links to other pages or tabs throughout the game.
love the description of location for skilling in the skill guide!
Map very nice. Took a few hours of gameplay to realise I could click area name to auto navigate to there. Please allow auto navigate if I am in a building and training a skill.
Map - can barely see lines connecting areas, please make more visible
Map - love the breakdown descriptions below the map
Make a quest for Deeds, this bonus money would have been very helpful in the beginning but I had no idea about it until several hours into the game and money was no longer an issue
Quests - make the expanded quest box shorter vertically, takes a lot of scrolling to get through them all when all expanded. Less empty lines, or maybe a checkbox to track them next to the quest name or somewhere else
Bounty would be nice to track sometimes
1st world annoyance that doesn't feel seemless - don't force me to click close or the x or the buttons on the bottom. Allow me to click on the game area to close whatever dialog box is up. Moving the mouse to close and then back to where I want it is not seemless.
1st world annoyance - allow me to view the skill options while I am doing that skill. Example - cooking. Sometimes I have 500 fish to cook. After clicking start it takes me out of the cooking screen and back to the player area. I try to click back on cooking to check out other recipies and plan my next step, but it is locked out and I am forced to idly sit and watch my character cook while i'd rather go back into the cooking menu WHILE I am cooking to check out other things
I love how when a quest/task/garden ready etc has been completed it gives a little text box at the bottom.
I find the text boxes for items I have gathered, that appear over the characters head disapear too fast and is difficult to read them in time. I like that they appear, and would like them to last a little longer, like half a second to a second
Annoyance - having to actively play to farm materials for certain items like mining and logs. Can't idle the game while at work. Maybe please after the time to grow the node back, allow my character to auto-resume gathering that node if I am idle. Maybe make that possible once lvl 20 or something as a quest reward for all the hard work, or a reward for chopping 250 logs or 500, that after that experience point you can turn on a auto button
I like the random nodes in variouse maps that add variety and optional places to pick up a few more items of that type if I feel like it, like the tree on dune road
Love Bounties to increase bag size
Love that outfits work after you own them.
But can't tell if the effect is actually working for outfits, especially when switching training
love the xp trackers and time to next lvl and actions, etc.
Well done. The game is refreshing and responsive. Nice work!
***EDIT NEW***
What are the clues for? I may have missed a dialog for this?
When removing items from bank into inventory, I click the item in bank, item disapears, the next item shifts into the previous items position, but the description does not update but stays the same and therefore incorectly identifies what is in the slot and i have to move my mouse off the item and then back on to properly identify the item
Got slime pet at 126 slime bosses killed. Thank you. pretty cute. What does it do??
Tools are cool
"repeating the boss" is really helpful for completionist and for pet farming. Thank you
not having to click closed now with your update is a dream…thank you
Thank you for explaining agility
thank you for more quests such as deeds and thieving
thank you for making outfit weaing more obvious when xp bonus is applied
Love Beastiary. Maybe add the pet drop to the bosses in the Beastiary, but not necessary
thank you thank you thank you for allowing gathering to continue after the node respawns. (found this out before un-euiping tools)
mining lvl 30 can equip colbalt axe, but need mining 45 to min colbalt. may as well change equip cobal axe at 45 unless you can get cobalt axe sooner like quest reward? I know this is new so you are working on the tool system still.
Nice visual improvments to each area
Why is this tagged as Incredibox?
Thank you for catching this! I meant to click "Incremental". Fixed!
Hey dorkfishie, i found another fruitbox game called fruitbox pumpkin
Bug: Clicking a map area while inside a building does not change areas. You have to leave the building to use the feature. (If this is intended, please disable the Map movement system while inside buildings; else when clicking to move via the map screen path find out of the building first)
Feedback: I haven’t seen anything in the game that suggests increasing Vitality, and quite frankly I didn’t know that you could train it outside of the Notice Board quest rewards until I checked it out on the skill tab. I don’t have any specific suggestions for this, but I wanted to bring it to your attention and see if you had any ideas.
Feedback: Screen Shake is kind of… extreme? I’m grateful for the option to disable it, because it’s kind of a lot. In my opinion, reducing it by about 30~50% would be perfect. (Particularly when spawning a boss) But since the option to disable screen shake is already present this is more ‘my own opinion’ and less ‘suggestion’.
Feedback: Experience popups now track properly and when getting experience again (for the same skill) within a certain interval, the number updates additively and combines the values. A significant improvement over the previous update.
Feedback: Butchering animals is fun. :3
Suggestion: Butchering ‘hitboxes’ for clicking on the animals are a bit too small. Please increase them by about 10% radial. (20% larger overall)
Feedback: As far as I can tell Agility serves no purpose outside of giving the player one more skill to train. If it does anything functional, please add this information in game somewhere.
Suggestion: Defense seems to increase the “Soak” stat, which seems to reduce incoming damage by a flat amount. Please add the next interval on the skill page similar to how Attack informs you of what level you will get one more minimum attack.
Feedback: Is there any way to increase generic HP regeneration permanently? If so, please provide this information in game somewhere. Perhaps on the Vitality skill page.
Suggestion: Add the ability to clear the loot log.
Feedback: With the most recent update, the Gear/Skill/etc buttons moved to the bottom bar, which is perfectly fine. They fit nicely there, but now the loot log is tiny and thanks to word wrap when the number of obtained items changes, the number of lines each entry takes up changes as well. (depends on a few details) I don’t have any specific suggestions/ideas for how to resolve this, but I wanted to bring it to your attention all the same.
Suggestion: When a node (ore/tree/etc) expires, if you do not interact with anything or move at all then it should automatically restart the action when the node respawns.
Suggestion: Add an option to farm a boss area. Having to Leave, walk back to the previous combat area, then interact with it each time you want to kill a certain boss is already extremely tedious and the two dungeons are only one map away from each other at the moment. I don’t want to think about how annoying it will be later when traversing multiple maps to go back to the previous combat area.
I think that’s it for now. All of my skills are currently below 30, and most are still below 15, so there is a lot of content I haven’t seen yet.
Quick question: Do you have an ETA on the other two playable classes? I’m looking forward to playing as a mage. No rush, I’m only asking out of curiosity.
DRAKE!!!! The goat!
Bug: Clicking a map area while inside a building does not change areasFeedback: I haven’t seen anything in the game that suggests increasing VitalityFeedback: Screen Shake is kind of… extremeSuggestion: Butchering ‘hitboxes’ for clicking on the animals are a bit too smallFeedback: As far as I can tell Agility serves no purpose outside of giving the player one more skill to trainSuggestion: Defense seems to increase the “Soak” statFeedback: Is there any way to increase generic HP regeneration permanently?Suggestion: Add the ability to clear the loot log.Suggestion: When a node (ore/tree/etc) expires, if you do not interact with anything or move at all then it should automatically restart the action when the node respawns.Suggestion: Add an option to farm a boss areaNo ETA at the moment but im generally pretty quick so ill try and get it done for you as soon as I can. Im trying to work out most of the kinks first before I add too much more. I was thinking of the prestige and other characters being in a paid Steam version (but not sure yet). If I do you will obviously be getting a free key
Thanks for the quick reply. Thanks also for the hard work.
Take your time and do what you need to do. Any and all feedback I provide is done so with the intention of helping the game be better than it was before I posted.
Sometimes my opinions and ideas run parallel to those of the developer and my opinions end up not being considered much, if at all, and other times my feedback and comments help make a game better. That’s why I do what I do. Make whatever choices you think will lead to a better game and don’t rush. Quality over speed.
If you do end up making a paid Steam version, and still intend to provide me a key, send it via DMs when the Steam version is available. I don’t intend for that kind of ‘reward’ in response to my comments and feedback, but I’ll gladly keep testing future versions of games I enjoy - and this one definitely makes the cut.
First Steps quest, stage 4 - “Through the meadow gate: beat three monsters.” The tutorial does not mention where to find the gate, and I did not notice it until after exploring multiple other areas. (To other players: It’s in the starting area, near the right side exit)
Mining skill icon looks like a staff, not a pickaxe. Did you use the wrong image, perhaps?
Tutorial quest properly tracked the fact that I had already done a couple steps in advance (while looking for the aforementioned gate) which was nice.
When experience is added for any skill, the experience popup in the top right (below map button) is duplicated, and shows twice. One of them is correct, and the other (for certain skills, such as Strength) is incorrect due to RNG math.
After entering a combat area, I noticed that the skill trackers on the left side of the screen were ignoring my clicks and based on the flickering of the close icon (while hovering the cursor over it) it seems like something is preventing the menu elements from recognizing that the cursor is hovering over them. I don’t know what might cause this but it was quite consistent. A minor annoyance, as it required me to click a few times to close trackers. (I had recently done some mining and smithing, and those are kind of clutter when you are in combat)
When chopping trees in Oakwood (directly east of starting area) the tracker covers up the gauge and makes it really annoying to press Space to speed the game up, and the tracker re-opens itself when you get experience as well. (This issue might also present in other parts of the game)
Suggestion: When the player is on the left side of the screen, move trackers to the right.
Alternative to above: Display the ‘timing gauge’ above the trackers. (Should be easier to implement, but also should be considered a temporary solution)
Suggestion: When you enter a combat area, all non-combat skill trackers automatically close. (Also, if you enable this, please add a toggle in settings for it as well)
Suggestion: Expanding on the above suggestion, whenever you change maps trackers could close automatically. (Toggled setting)
Suggestion: If at least 10 seconds have passed since experience was updated, stop calculating Xp/h and set the Xp/h to 0. (If there are actions that take over 10 seconds per interaction/update then disregard this suggestion)
Request/Suggestion: When viewing map, it would be nice to be able to click on a map location (while not in combat) and have the game path find to that location. (Only if you have manually reached that map; takes the most direct path possible based on what areas you have visited)
I think that’s it for now. Good work so far. I’ll be watching this one for future updates.
EDIT: The mouse inputs not being recognized issue mentioned above, I wanted to provide a bit more information about it. Might help you figure out what’s going sideways…
a) I don’t know exactly when it happened, but I first noticed it during combat, shortly after entering combat for the first time. Skill trackers on screen were Mining and Smithing. (in that order)
b) The precise issue seems to be that the onHover functionality is being disabled as something else takes priority temporarily, then some 20~100 ms later the mouse input comes back, then another 250ms or so later the issue repeats itself. This happens indefinitely, and it seems that closing/restarting the game is the only way to stop the issue.
c) This issue only seems to affect the skill trackers. I haven’t noticed any other mouse inputs being ignored.
I hope the extra information helps you identify the cause.
Drake this was so incredibly helpful and thoughtful, I really appreciate it.
Stuff I added/changed:
- tutorial now tells you where the gate is
- Mining skill uses the right icon
- fixed the duplicate skill popup
- fixed the fluttering skill trackers
- trackers move to the other side when theyre in the way
- non-combat skills close when not in combat and its toggle-able in the settings
- xp/h stops calculating after 15 secs
- Clicking on the map to locations youve been to has the character find the path for you.
Keep the suggestions coming!