Kin of Embers
v0.6 · test build · work in progress

Kin
of Embers

Ash remembers. Fire still lives.

A dark fantasy pixel-art hack'n'slash ARPG. The Great Burning buried the world in ash, and someone is using its memories to awaken the Effaced. Set out from the last settlement, Hearthrest, and keep a little warmth among the ashes.

PC · Steam

Gameplay

Combat
The Roadkeeper
Two classes

Footage from the v0.5 build. Art, audio and UI are still changing.

Two sparks

Tollbearer

The bell

Fights with a great bell and waves of sound. Every strike builds Ember that fuels the heaviest blows.

Shardkeeper

The mirror

Wields a mirror frame and shards of glass. Scatters Splinters across the ground, then shatters them all in one burst.

Two stories, one legacy

In the full game, two level-50 characters will merge into a hybrid with its own mechanic. The parents stay in the settlement as Ancestors, and their legacy carries on.

From first spark to v0.6

Kin of Embers started as an empty project on October 24, 2026. Every version below is a real build with real screenshots, rough edges included. Scroll down and watch it grow.

v0.1

First spark

An empty Godot project became something you could actually play: one hero, a handful of enemies and a boss, all in borrowed placeholder art.

  • Movement and combat. A camera, the first attack loop and safe respawning.
  • Skills from data. A ranged right-click skill, cooldowns and a resource bar.
  • Growth. XP, levels, stats, item drops, a backpack and equipment.
  • The Tollbearer. The first playable class, swinging a bell.
  • Enemies. Melee and ranged foes, elites, and a test boss that changes the region when it falls.
  • The Shardkeeper. The second class showed up by midnight.
The very first fight. The UI was still in Polish.
First skill effects
The first skills window
The Shardkeeper's first swing
v0.2

Hearthrest

The hero got a home. Hearthrest, the last settlement, gave the world people to talk to and a reason to come back.

  • Hearthrest. The Last Hearth, the Chest of Continuity and the first villagers with dialogue.
  • Quests. A quest journal, a quest board and the Hearth Chronicle.
  • The forest of region 1. The first real map, with hidden caches off the path.
  • Crafting. Mining, the Blacksmith, smithing and tempering.
  • Animation. Characters started to move, with new attack effects and new enemies.
Hearthrest, first version
First quest dialogue
The Blacksmith
The first forest map
A boss before and after its first redraw: after A boss before and after its first redraw: before BeforeAfter
A boss before and after its first redraw · drag to compare
v0.3

Game feel

Two days spent on how it feels. Every hit, every warning and every death got a second look.

  • Hits that land. Contact sparks, knockback, combo poses and a short step on finishers.
  • Readable danger. Telegraphs that say “now it strikes” and a directional damage vignette.
  • A story to find. Dialogue, ten notes, forest events, the Trial Circle and a hidden cache.
  • Options. Key rebinding, window size, VSync, volume sliders and larger text.
  • Settlement life. A training dummy, a bestiary, salvaging, eight gear slots, a house and a garden.
  • The forest remembers. Beat the Roadkeeper and the forest changes for good.
Directional hit vignette
A forest event
Gear and stats
House and garden
The forest before and after the Roadkeeper falls: after The forest before and after the Roadkeeper falls: before BeforeAfter
The forest before and after the Roadkeeper falls · drag to compare
v0.4

A new look

The day it stopped looking like a prototype. A darker palette of ash, copper and ember went in overnight.

  • New art direction. New characters, enemies, tiles and settlement, all in one palette.
  • Light. Warm pools of light around the hero and the fires.
  • The Roadkeeper. A three-phase boss fight that scales with your level.
  • Classes reworked. The Shardkeeper's glass and the Tollbearer's rhythm, with a bell on a chain.
  • Interface. A new HUD and one shared style for every window.
  • Loot. Behaviour affixes, demo uniques and collectible sets.
The same forest fight, morning vs night: night The same forest fight, morning vs night: morning MorningNight
The same forest fight, morning vs night · drag to compare
Hearthrest, morning vs night: night Hearthrest, morning vs night: morning MorningNight
Hearthrest, morning vs night · drag to compare

Footage recorded that morning, just before the new art went in

Combat
The forest after the Roadkeeper
Two classes
v0.5

Region 1 comes alive

The biggest day so far. Region 1 filled up with places, people, choices and things to hunt.

  • Twelve zones. Fixed enemy packs, new monsters and campfires to rest at.
  • Hard but fair. A new difficulty model. The Roadkeeper calls minions and can be staggered.
  • Animation and effects. New animations for both classes, every enemy and the boss.
  • New windows. Skills, quest journal, inventory and character windows rebuilt, with rarity frames.
  • Choices. Blood Debts: spare or kill, and live with whoever comes for revenge.
  • Reasons to roam. Wildfire kill streaks, shrines, the Hoardling, hunting, a farm and a cookpot.
  • Small comforts. Sit on the bench by the fire with a cup of Duskdregs.
New skills window
The Roadkeeper's arena
Hearthrest redrawn
A shrine before the boss
Zone titles
Combat in the ash forest
New Roadkeeper animations

Clips from this build are up in Gameplay.

v0.6

Test build

Today's build, now in playtesting. Less about new features, more about making everything that is there feel finished.

  • A hand-dressed forest. Region 1 redrawn with denser woods, tents, camps and paths that match where you can walk.
  • Own sounds. New effects for combat, the interface and ambience.
  • Front door. New main menu, pause screen, options and end-of-demo screen.
  • A difficulty curve. A gentle start that tightens toward the Roadkeeper.
  • The Ash Matriarch. A beast to track down in region 1.
  • Professions. Miner, Herbalist and Hunter, each with levels 1 to 10.
  • Better loot. A higher rarity is always better, and the compare arrow tells you why.
The same forest path, yesterday vs today: today The same forest path, yesterday vs today: yesterday YesterdayToday
The same forest path, yesterday vs today · drag to compare
The Roadkeeper's arena
Kindle keeps the fire
The charcoal burners' camp
The wayside shrine
A camp off the path
New options
v0.7

Next: the demo

Playtests, bug fixes and polish until region 1 is ready for a public demo. Want to know when it lands? Get notified.

Be first to play Kin of Embers.

Demo news and major updates. Around two emails a month.

How AI is used

Do you use AI to make the game?

Yes, as a helper. AI tools assist with programming, code review and planning, and helped draft some in-game text, which I edit. I decide what goes in, and I test every change in the game myself.

Is the art AI-generated?

Partly, and I want to be clear about it. The current look mixes three sources: sprites and tiles made with AI tools and then edited and checked by hand, icons and effects drawn by my own code, and some free licensed pixel-art packs. The art is still in progress. The Steam page will list exactly what was made with AI.

What about sound and music?

Hit sounds, forest ambience and the music in the clips are synthesized by scripts. No AI-generated audio.

Does the game generate anything while you play?

No. Nothing is generated by AI at runtime.