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  • Emberlight’s Roadmap

    Emberlight’s Roadmap

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    Emberlight’s Roadmap

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    Roadmap for Emberlight

    Launch (August 13)

    With the recent announcement of Emberlight reaching alpha, we are fast approaching launch. We wanted to breakdown our plans both at launch and the time afterwards. The team has some great concepts for where to take the game, but the sky’s the limit if the community finds new directions to take it.  The launch is set for August 13th of this year. We look to have a full experience with both single player modes and the initial themes available.

    • Standard Mode: The standard mode is the bread and butter of Emberlight. You select a quest from a randomized list which details the location you’re heading to, the conditions to complete the quest, your party, and the starting resources. When a quest is completed successfully, a new corrupted boss is added to the pool and can be linked to corrupted quests. This mode is recommended for new players to get a feel of the game, especially when choosing the easier quests that end on the surface.
    • Daily Challenge Mode: The daily challenge mode defines a daily set of modifiers to the game (such as all enemies being stronger, or potions dealing damage) and pits the entire community against one another to top the leaderboards. The game flow is generally the same as Standard mode, with the modifiers adding a curveball into the mix.
    • Surface Ruins: The standard theme for level 1 and include grassy areas, ancient ruins, and a mix of animals and elven enemies to fight. Every run will lead through the ruins and is an easy area to get acquainted with the features of Emberlight. It holds a few secrets that can either make a run substantially easier or wipe it early.
    • Caves: The standard theme for level 2 and include underground caverns and a mix of animals, golems, slimes, and some more insidious creatures. Difficulty begins to ramp up, being on par with the player’s party at this point. Stronger enemies from the final levels have taken residence in rarely traveled portions of the caves which can propose a dangerous threat.
    • Dungeon: One of two standard themes for level 3 and include the living areas of the orcish hordes with a mix of goblins, orcs, ogres, and more. These areas are very dangerous, with units focused on dealing heavy damage rapidly at the cost of defensive capabilities. Typically this leads into the final boss fight, and the subsequent corruption battle to end a run.
    • Catacombs: The second of two standard themes for level 3 and include the decrepit ruins of an ancient tomb with a mix of necromancers, skeletons, zombies, and more. Equally as dangerous as dungeon, the catacombs units focus on defense and numbers with a necromancer quickly overwhelming the party. The player needs to focus on controlling adds to successfully complete each encounter.

    Co-op (October)

    Starting in October, up to 3 players will be able to join up and complete quests for the Ember Order together. This mode (at this point in design phase) will have a few adjustments to how it functions compared to Standard mode, but largely be the same. Players will each take their turn in combat, and be able to discuss out their progression through the level.

    • Co-op Mode: The host chooses the quest, controls traversal through the level, controls interaction with props, and controls loot distribution. We’re still in discussion on other systems (possibly free for all on loot), but most likely it will stay this way when it goes live. It is meant to have a sort of pen and paper feel where you’ve all jumped into an adventure and are talking out progression that benefits all of you. However, the end corruption fight still takes place and there can only be one true winner per quest…
    • Spectator Mode: Along with co-op will be spectator mode. This will allow others to watch a run play out in co-op and future modes. We felt this will also be a good way for a new player to see a run in action and get some pointers on how to overcome the many challenges each run can present, as well as the overall entertainment value of watching a run quickly devolve due to backstabbing.

    Dungeon Master (December)

    This is a mode we’re most excited for. It was requested from a handful of pen and paper fans that were looking for a way to be able to play a game that more closely mirrored the feel of those games without having to coordinate somewhere locally. The end result is a (we hope) virtual pen and paper experience that can be played globally.

    • Dungeon Master Mode: In Dungeon Master mode, the host is able to customize their own quest. This includes putting together each of the levels, defining the encounters, setting the rewards, and more. The host has all the tools to setup their scenario as they see fit. Long term, we’d like to be able to submit these scenarios to a central database that would allow DMs to download new experiences and share their own with others.
    • When a scenario has been loaded, up to three players can join in. Like a pen and paper game, the DM has full control over the progression of the run. They handle navigation after its been discussed, handle interaction with props in rooms, handle loot distribution, and overall drive the story forward. Combat is still controlled via the players like normal, with the added perk that the DM can jump into combat and control the enemy side at will.
    • This concept is still very rough, and we’re looking for feedback from the pen and paper community on how to refine this. We’ve discussed both hands on (the concept above) and hands off (functions identically to co-op mode but the DM is watching the party’s progression and can change on the fly). We’ve also discussed the potential for actual dice rolls. But the mode is an open book and we’re looking for any critiques to refine.

    Competitive (March)

    As this is a few modes rolled into one, we’re expecting a longer development cycle to complete. Competitive is, at the moment, split between three modes: Arena, Asymmetric Competitive, and Symmetric Competitive. These each provide new ways to compete amongst the community and claim dominance.

    • Arena Mode: With Arena Mode, this provides a quick play mode that works as either single player or multiplayer. When entering Arena Mode, the player is able to set their party and define the 10 abilities they want from the full list. In single player, they fight a defined amount of encounters (or infinite) and see how long they can survive against an ever increasing wave of enemies. In multiplayer, Arena pits parties against one another through matchmaking. We have discussed in game tournaments on the multiplayer side.
    • Asymmetric Competitive Mode: This mode (which will get a better name shortly) pits 8 parties against one another in a larger Standard mode setup. The run still functions the same, but the game begins with 4 surface ruins, 2 caves, and 1 larger final area. Each surface ruins has two entrances for each party, and outside of the standard gameplay, parties can engage one another. Upon reaching the final area, there can only be one party before the final boss is accessible to complete a run.
    • Symmetric Competitive Mode: This mode (also needs a new name) functions largely the same as Asymmetric Competitive Mode, but the generation of the surface and caves areas are identical for everyone. This was brought up to provide an even playing field for everyone. Otherwise, it plays out the same way with only one party surviving to final boss and winning the run.

    General

    Outside the large modes we have planned above, we will be constantly be adding content post launch to expand out the options within the game. The main content updates include new abilities, new party members, new quests, new themes, and new units.

    • New Abilities: We’ll be constantly adding new abilities to the game. While abilities are driven primarily by enemy units, we will be expanding out the abilities that are accessible via town portal to give more usage for gold. Right now, while there is a good selection of utility abilities and some real gems to be found in the town portal, it is really for filling out the characters versus a true way to find stronger and useful abilities.
    • New Party Members: We’ll be adding new party members to the mix, and setting up a process to select the party members you want to use in your party at quest selection. While the Ember Knights are largely clean slates, driven by the abilities you decide to add to them through a run, their starting stats drive a lot of what is most useful on each. We’ve also discussed subclasses for the current party members that can be unlocked via certain achievements. These subclasses would allow you to start with different abilities and stats (i.e. the Blaze Knight could become a Hell Knight which starts with three Hell-based Ember abilities instead of the usual ones).
    • New Quests: We’ve discussed quests other than simply killing a boss. Concepts include destroying portals (keep a sorceror alive while he closes a portal which constantly spawns enemies), escort (keep an NPC alive in party to end), and side quest driven events that would include a journal in the future. These are still very much in early design and we’re open to feedback to refine these.
    • New Theme (Hell): A theme for level 3 and is a burned out and hellish landscape that combines demon and devil enemies. It will focus heavily on arcane and psionic abilities (which are lacking in the current themes due to the enemy types).
    • New Theme (Lair): A theme for level 3 and is the home of dragon-kind in the peaks of faraway mountains, combining a mix of draconian humanoid warriors, dragons, and flying creatures. It will be a balanced area. Depths is a theme for level 3 and is the area of nightmares, mixing Lovecraftian creatures with other swamp-based abominations. It will focus heavily on psionic abilities.
    • New Theme (Depths): A theme for level 3 and is the area of nightmares, mixing Lovecraftian creatures with other swamp-based abominations. It will focus heavily on psionic abilities.
    • New Units: While the bulk of the new units will come from the theme additions, we will be identifying new units that can be added to the current themes without unbalancing the game. Our initial focus will be new miniboss and bosses primarily, with additional units added where it incorporates new abilities that can benefit the player as they progress.

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    We are always looking for feedback on every front of development. As we still have three months before launch, there’s still plenty to do to refine the core game experience. If anyone has any input on anything (art, audio, gameplay, etc), we always welcome it via our various channels. We’d recommend joining our Discord server as we’re always around to respond, and can quickly plug the feedback in to see what can be done from it.

    – Quarter Onion Games

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  • Behind the Emberlight Theme

    Behind the Emberlight Theme

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    Behind the Emberlight Theme By Andey Fellowes

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    Evil, darkness, corruption. These were the words that gave Emberlight’s theme it’s shape. And after extensive conversation on the game’s lore with Will (William Phelps, Creative Director of Emberlight) it became clear to me that the music needed to tell a story that captured both the thematic material of Emberlight, and its inherent emotional weight, as well as the endless nature of the in-lore cycle of the Ember Order and Emberlight’s re-playability as a roguelike game.

    Whenever I approach writing a theme, I like to have as much information on the world and its lore as possible. I like to immerse myself in the game’s world. That way, the music comes from the game world as much as the characters or stories do. In this way, Emberlight’s theme could as much from Emberlight’s world as Ember itself. That was my thinking going in.

    In all the discussions on Emberlight’s lore, one of those words just kept coming back to me as what underpinned the emotional weight of the game. Corruption. It was important to get darkness and evil across in the music too but it was this idea of corruption that hooked me into the music. And once I got started writing, the music took on a character of its own.

    Whenever I’m composing and I get a keyword like this, the first question has to be, “what does this sound like?” It’s always a challenge to condense something so abstract into musical terms. Sometimes a feeling can be portrayed in a single chord, or a set of them. Other times in a handful of notes.

    It was with a handful of notes that I started on Emberlight. The motif needed to stick in your head. Like corruption, it needed to stay with you. And it needed to be instantly recognizable as Emberlight’s theme. But it needed to be more than that. It had to tell a story. To that end, it was ‘call and answer’ that brought this corruption to life. And as the motif developed into a fully formed passage, Emberlight’s theme was born.

    Emberlight MineWhen the theme begins, you hear this soprano vocal. Three notes. The question, a beckoning. And then, in amongst the rising layers of the music, you hear the answer. A cello. Gentle, alluring, it gives its reply. And it’s this interplay between the vocal and the cello throughout the piece that would tell the story. A tale of need, of change and of loss.

    That first question and answer is one half of the Emberlight theme. A theme which is built out of several passages but is ultimately defined by what it begins with and returns to. This interplay between vocal and cello. The pure losing itself to corruption only to be overcome by a new force of purity which in turn will lose itself to corruption.

    Something that was really important for me, when approaching corruption from a musical standpoint was that the melody needed to contort at times, to veer off in some unexpected direction and give a sense of warping and deterioration of spirit somewhat. For Emberlight, it felt right to portray that with atonality, so, here, the notes and chords fall out of a strict scale and begin to subvert expectation as they take a darker turn.

    Often you’ll hear the vocal melody attempt to maintain tonality and adhere to the direction you might expect the music to move in only to have the cello take the music somewhere else. And each time the vocal attempts to rectify it, the cello wins out and drags it, usually downwards, into darkness and into chaotic. That’s something I really loved about composing for Emberlight. It’s a permadeath, roguelike dungeon crawler. A game about heroism against the odds, in the face of certain doom. That gave me the opportunity as a composer to really go there with the darkness. It allowed for a foray into the darkest things music has to offer.

    Later in the piece, you’ll hear that the vocal and the cello begin to entrain with one another. As if, where once the two were separate, now they are becoming one. What the vocal was when it was heard alone is gone now and is becoming something new. But where you hear this unison, it’s fleeting. After that, the next time you hear the theme from the beginning, it’s different. The parts have swapped. The cello is calling now and the vocal is answering. A harrowing musical message about insidious corruption. Then, the entire piece builds, exponentially dilapidated tonally and rhythmically as chaos ensues. All before an abrupt halt is called. In waiting for the bell to toll, silence falls for a moment.

    The final moments of the piece bring the vocal back for a longer, drawn out rendition of the initial motif. This time, for the first time, the cello and vocal fold together in resolution. The musical tension built through the piece is resolved. The transformation is complete. Corruption has won. The cycle has ended. And so it begins again.

    By Andey Fellowes

    Visit Andey’s Blog at: http://andeyfellowescomposer.wordpress.com

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  • Emberlight Reaches Alpha!

    Emberlight Reaches Alpha!

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    Emberlight reaches alpha!

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    Emberlight has finally reached alpha, and we’re well on our way to beta!  We’re so excited at Quarter Onion Games, and we have plenty to show over the next few months.  We’ve also set a concrete release date of August 13th this year!  But without further adieu, let’s get into the details below for anyone new to the Emberlight community.

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    What is Emberlight?

    Emberlight is a true roguelike dungeon crawler, set in a world where the Gods have given you a great gift – and a great curse.

    Explore procedurally generated dungeons as a Knight of the Ember Order. Conquer the quests set out before your party, and uncover the lore of the land. Grow your strength by absorbing the abilities of your slain enemies and collecting the powerful traits of dungeon bosses.

    Become strong, become quick, become immortal – but be warned – as you fight using unstable Ember powers, they will begin to corrupt and twist your very soul. Every gift of power has its sacrifice; every ability has its cost.

    As the Gods fight for control of their creations, you must decide what is good, and what is evil. To protect your people against the dangers of Ember power, you must use its power to your advantage.

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    ABSORB

    As a Knight of the Ember Order, you have the ability to absorb the abilities used by your enemies. Every ability used by enemies has a chance to be learned. This allows customization of each character towards whichever goals you have. But each absorbed ability has a cost…

    CORRUPT

    Every absorbed ability will corrupt your soul. You will slowly lose yourself to evil as the quest progresses. This expresses itself in unstable corruption traits which leads to metamorphosis into an evil being (such as a lich). And you will lose yourself to the corruption…

    REPEAT

    Each run will last between 30-60 minutes. After completing the quest, the most corrupted will kill off his former allies in an epic battle. This corrupted being will then begin attracting evil around them, and will act as a boss in a future quest once their influence has expanded enough. They will have all the powers you have provided them during the run, providing a never ending challenge in future runs. For every corrupted boss, a stronger party is required to defeat them. And the cycle repeats……forever?

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    We’re expecting a lot more updates over the next few months.  If you want to stay up to date, we invite everyone to join our Discord server as well as following us through our social media linked below.  Stay tuned!

    – Quarter Onion Games

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  • Welcome to Emberlight

    Welcome to Emberlight

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    Welcome to Emberlight!

    Quarter Onion Games would like to introduce everyone to Emberlight, a roguelike dungeon crawler that incorporates absorbing enemy abilities in a race against their corruption.  Explore procedurally generated dungeons as your party works to complete difficult quests in the name of the Ember Order.  But be warned:  the very Ember powers used to defeat your enemies will corrupt your very soul.

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    What is Emberlight?

    Previously we had worked on a game called Imagine Nations that combined many genres into one cohesive game.  In Imagine Nations, autonomous AI-driven cultures would start in an early technological age and begin going many separate ways as their goals progressed.  The player was merely a member of the same culture and could interact as they saw fit, whether becoming a hero, a leader, a villain, a loner, or anything in between.

    As time progressed, the scale of the project went a bit beyond what our team could do in any reasonable time frame as volunteers.  We still wanted to achieve the vision of many genres coming together, but we needed to approach it more reasonably.  And so, we decided to break apart Imagine Nations into its individual genre parts.

    Emberlight focuses on very humble beginnings with the dungeon crawling/RPG elements we were aiming for in Imagine Nations.   It combines the tried and true elements of roguelikes (turn-based combat, procedural dungeons, permadeath) and adds a twist (your loot is abilities you learn via enemies using it, at the cost of corruption which has undefined results to each run).  We see Emberlight as the starting point, with later incarnations of Emberlight getting closer and closer to a modern RPG.

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    So what happened to Warkeep?

    The short answer:  nothing.  It is still at the stage we had left it months ago.  With a bit more time, and with some funding, we can properly finish it to the quality we’d like to achieve and that most likely is our plans during the year.

    The long answer:  we had looked at where it was going and how long we’d been in development on the game, and wanted to look into a few new avenues.  The first of which was potential sponsorship of the game as the core functionality is complete.  While nothing is set in stone at this time in regards to sponsorship (we’ll let everyone know when we know), we are looking at these avenues once Emberlight launches to push Warkeep as our first mobile game.  Overall, we felt the development of Emberlight was easier while it was a game that we have all been itching to develop before we started working on Warkeep.

    If you were looking forward to Warkeep as a quick and fun casual game for phones, rest assured that we will launch it.  And if the sponsorship goes through, everyone will be in for a very big surprise (in more ways than one).  So keep an eye out on the Warkeep website for news throughout the year.

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    The 2019 Roadmap

    Emberlight is approaching launch within the next month or so.  We’ve been hard at work ironing out the bugs, and finishing the last bit of content.  Once we’re fully confident the game is stable and to the quality we’re after, we’re aiming to launch it on the Discord store (if they would be willing to allow us) or Steam if we cannot launch initially on Discord.

    We have a laundry list of updates planned for Emberlight throughout 2019 if the launch goes well:

    • Co-op mode between 3 players to work their way through the quest semi-cooperatively (there can be only one at the end)
    • Dungeon Master mode which allows a 4th player to custom build a quest and encounter, and then have the other 3 players play through it while the Dungeon Master tells a story (we particularly love this one)
    • Shared corrupted bosses between all players to see who truly has created a boss that cannot be beaten (second best after Dungeon Master mode)
    • Multiple new themes that take the player to the top of mountains, the gates of hell, and the dark depths.
    • New units, abilities, traits, and more.
    • And plenty more.

    As our end goal is the “glueing” so to speak of multiple genres together, at some point in 2019 we will begin development of our second game, a side scrolling city sim called Realmcyte.  We’ll have more details over time, but the end goal will be a game that handles the city sim aspects that Imagine Nations focused on.  This will also start to see potential intercommunication between Realmcyte players (providing quests for Emberlight players), and Emberlight players (completing those quests which provides bonuses to those towns.

    Finally in 2020, we will begin developing our final game of this first pass which is currently unnamed.  This game will be a tactical RPG/strategy game.  With this also presents our end goal of what we call “Trinity” currently.  At this time, we plan to have shards setup that allow all three games to interact asynchronously to create a living, breathing world.  Each player has a niche they fill to allow their allies to control their lands and expand.

    We expect to have plenty more news throughout the year after Emberlight launches.  Please stay tuned over the next month for more details on Emberlight and everything else we have planned.  If you’d like to stop on top of the day to day development, please visit our Discord server at to get real time updates or join our Patreon community to become a VIP and gain access to alpha builds.

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