Emberward Guide

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.

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Emberward 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.

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