1.0 · released Sep 17, 2026
Emberward guides, towers, and endless mode
Everything we verified in the 1.0 build: how the maze economy works, which towers carry a run, and how to survive endless mode.
Start with these

Emberward beginner guide
Block placement, economy and the first five talents that matter.
Read →Updated 2026-09-18
Relics and talents
Pick orders, element interactions and trap picks.
Read →Updated 2026-09-18
All 100 achievements
Checklist order, missables and the fastest clean-up route.
Read →Updated 2026-09-18
What 1.0 changed
The 1.0 launch notes, explained for returning players.
Read →Updated 2026-09-18Emberward is a tower defense roguelite from Refic Games: you build a maze out of tetromino-shaped blocks, place towers inside it, and push through region runs that get harder every wave. The 1.0 build launched on September 17, 2026, adding the Void Depths region, two new towers and a complete 100-achievement set.
This site collects what we have actually verified in the 1.0 build — tower families and what they do, when a relic is worth a slot, how elements interact, and how far endless mode can realistically be pushed.
What is different about Emberward
Most tower defense games give you a fixed path. Emberward gives you a grid and a hand of tetromino blocks. Where you place a block decides where enemies walk, which decides which towers can reach them. A tower that is one tile off the corner of a maze covers a completely different part of the route than the same tower two tiles further along, and on a long run that difference is the run.
The economy follows the same logic. Flames are the run currency, and they come from clears, from relics and from the maze itself. A greedy maze that funnels everything down one corridor makes money early and dies to armour later. A wide maze earns less per wave but survives the mid-game swings. Knowing which of those two you are building is most of the skill.
Guides on this site
- Beginner guide: first run economy, block placement rules and the mistakes that end runs before wave 10.
- Towers: every tower family from the 1x1 Scrap Tower up to the 3x3+ Bomb Tower, with enhancement paths and relic synergies.
- Relics and talents: pick order, element interactions, and the picks that look strong but are traps.
- Characters: all nine characters, how to unlock them and what each one changes about a run.
- Endless mode: wave scaling, the walls that stop most setups, and the configurations that push deep.
- Achievements: all 100 achievements in the order that unlocks the most per hour.
- Tips and FAQ: hotkeys, settings, save behaviour and the questions that come up in every discussion thread.
- 1.0 update: what changed since early access, and what returning players need to relearn.
Browse by topic

Emberward towers and enhancements
Tower families, upgrades and which ones carry a run.
Read →Updated 2026-09-18
Characters and unlocks
Unlock steps, starting perks and build fit for each character.
Read →Updated 2026-09-18
Endless mode survival
Scaling rules, wall waves and setups that push deep.
Read →Updated 2026-09-18
Tips and frequently asked questions
Hotkeys, settings, saves and the questions players keep asking.
Read →Updated 2026-09-18