Wiki

The vision pages describe what Emberdeep is meant to become. The wiki describes what is in the game now. Every number on it is taken from the game's own code each time the site is built, so it can't drift from the game.

What is in the game

ModuleStatusPages
CombatPlayableDamage and ailments, Characters, Stats, Skills
Monsters and depthsPlayableFamilies, Rarity and modifiers, Depths
Co-opPlayableCo-op
Items and craftingIn the game rules, not playable yet: drops, inventory and crafting run on the server, but clients don’t receive or show items yetHow items work, Drops, Crafting, and every base, affix, unique and currency
Passive tree and progressionNot startedRoadmap step 3
Art, effects and audioPlaceholderRoadmap step 4

How the numbers are made

Content tables are read straight from the simulation crate. Scaling that lives in code is measured by running it: monsters are spawned in real game worlds to read their life at each depth, rarity and modifier multipliers, and pack odds, and every currency is used thousands of times on test items to measure what it does. Example items are rolled by the game's own item generator.

A few formulas are quoted in prose. If the code behind one changes, the site build stops until someone re-reads that prose.

Units: distances in tiles (a player is about 0.8 tiles wide), speeds in tiles per second, times in seconds. The game runs at 30 ticks per second. Press / to search.