
What lives is warm
Ember, copper, burnished bronze. Every hero wears a shard of the Hearth over the heart, the Ember of Alliance, and a rim of warm light that cuts them out of the fray.

Co-op hack & slash · 1 to 8 players
Ash falls like snow.
Beneath the valley of Valcendre smoulders the Mother Hearth, a fire older than kings. Malgrim, Lord of Winter, means to put it out. Carry its ember, and hold the line.
The Mother Hearth
Beneath the glade of Valcendre smoulders a fire older than kings. No hand lit it, none ever fed it. As long as it burns, the valley lives; the elders said the ash falling like snow is its dreams.
The golden rule

Ember, copper, burnished bronze. Every hero wears a shard of the Hearth over the heart, the Ember of Alliance, and a rim of warm light that cuts them out of the fray.

Frost, bluish bone, soul-light. Malgrim’s dead rise sheathed in ice; their attacks are drawn on the ground as frost discs you must learn to read.
Seven callings
Switch class at any time, even mid-expedition: your level follows you. Each Emberbearer has a silhouette, a resource and four techniques forged in ember.

The hero awakens…Drag to orbit · tap a technique
Warrior · Melee · Juggernaut
« Steel, sweat and fury. »
Master of two-handed weapons. Every blow landed and every wound taken fuels his Rage, unleashed in devastating whirls. Rage hardens him: up to 20% less damage taken.

The hero awakens…Drag to orbit · tap a technique
Paladin · Melee · Hallowed Ember
« By the Light, I judge you. »
A holy warrior in golden armour, the paladin strikes with a blessed two-handed sword, consecrates the ground beneath him and rises again through the Light.

The hero awakens…Drag to orbit · tap a technique
Mage · Ranged · Ash, ember & frost
« Knowledge is the sharpest of blades. »
Frail but formidable, the mage locks enemies in ice before reducing them to ashes with ember orbs.

The hero awakens…Drag to orbit · tap a technique
Rogue · Melee · Assassin
« Nothing personal. »
Quick and elusive, the rogue builds combo points with his daggers, then spends them on searing thrusts. He can vanish in a cloud of smoke.

The hero awakens…Drag to orbit · tap a technique
Hunter · Ranged · Archer
« No prey escapes me. »
A peerless archer, the hunter riddles enemies with arrows, leaps out of reach and rains down deadly volleys.

The hero awakens…Drag to orbit · tap a technique
Warlock · Ranged · Pact & curses
« Every ember turns to ash. I only hasten it. »
A spellcaster bound by pact to the dead embers of Valcendre, the warlock rots foes with curses, drains their life to feed its own and hurls a Cinder Colossus down upon their ranks.

The hero awakens…Drag to orbit · tap a technique
Cantor · Support · Healing & ember spirits
« As long as a song rises, the ember does not die. »
Keeper of the Hearth-Mother’s hymns, the Cantor swings an ember censer at the end of a chain. He heals and shields his companions, raises the Hearth Song that spurs them on and lifts the fallen from afar. Alone, his ember spirits fight at his side.
Unlocked at the Altar (300 embers)
The expedition
Twenty minutes to cross the valley, from the Ashen Glade to Malgrim’s throne. Each act ends with a lord of Winter.

Act I · 5 waves
The dead crawl out of Valcendre’s pits. Gorrhak prowls the depths of the charnel ground.
The Valcendre Glade — The ruined square where the Emberbearers lit their braziers.

Act II · 5 waves
Frost has taken the graveyard of Givrecombe. At its heart, the Warden of Tombs keeps watch over his mausoleum.
Givrecombe, the Frozen Graveyard — A hillside graveyard seized by frost. The dead no longer sleep there.

Act III · 5 waves
The Citadel gates open. Malgrim, Lord of Winter, awaits you on his throne of ice, beside the Hearth he holds captive.
Malgrim’s Citadel — The fortress of Winter, hanging over the void. At the heart of the throne room, the captive Hearth still burns.
Forged for co-op
One link is all it takes to invite friends, no account, no install. Join a public party in a click, or set out alone.
Tank, healer, assassin: change class at any time, even mid-wave, without losing your level.
After each wave, two portals: blessing, relic, forge, spring or elite. In a party, you vote.
Eleven conditions to tick before you set out, for a harder run and more embers. Each tier you beat grants a cloak.
The same seed for everyone, an imposed modifier, a global leaderboard. And a new challenge every week.
Bestiary, chronicles of Valcendre, hero records: every monster you fell teaches you a little more.
Logbook
Free, in your browser, on desktop and mobile. An expedition lasts twenty minutes. The valley, far longer.
Installable as an app, playable offline in solo.