From Embers news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Latest observed playersNot available
- SteamPulse tracked peak1
- Units sold (VGI)No data available
- Revenue (VGI)No data available
- Review score75% positive
- Total reviews4
- Release dateApr 20, 2026
- DeveloperSean Elovirta
- PublisherCindieForge
Genres: Simulation, Strategy
Company pages: Developer: Sean ElovirtaPublisher: CindieForge
From Embers Steam news
From Embers news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Quick Patch - 21 May 2026
Made some minor adjustments to villager movement and some UI issues
- Quick UI Fix - 20 May 2026
I applied a quick UI fix. I was unaware of the error until I saw some Refund feedback. Thanks for your time and for playing From Embers
- Patch Notes 5/16/2026 QoL - 16 May 2026
This was a rather large update, making modifications to the UI, system balancing, adding the option of changing difficulty and some much needed guidance in the beginning. Thanks for playing!
- Enjoy From Embers 1.2.0 — Wilds & Omens - 8 May 2026
1.2.0 — Wilds & Omens The forest was here before the first fire. It will be here after the last. The woods around your settlement have grown deeper. Hunters return with new stories — of pale stags glimpsed at twilight, of bears the size of carts, of small green things that move in numbers. Some prey runs faster than your arrows can fly. Some quarry doesn't run at all. Track every species you've taken, and the woods will repay your knowledge. New Creatures Seven new wildlife species now roam the world, scaling with your era: Young Deer — quick, skittish, plentiful. The early hunter's bread and butter. Gray Deer — hardier, deeper in the wood. Larger settlements draw them out. White Deer — pale as moonlight, twice as elusive. Killing one brings fortune… or a curse. Black Bear — smaller than its brown cousin, just as willing to fight back. Polar Bear — a mountain of fur and muscle. The hunt…
- Patch Notes 5/2/2026 - 2 May 2026
From Embers — v0.1.1 Patch Notes We saw the recent feedback. Some of it stung, but it was right. This update is the response. Performance overhaul "Too much lag from memory leaks or the fact that it is trying to keep track of every single bush, tree, mob, person, etc." You were right that late-game lag was the biggest problem. The whole render and simulation loop got a top-to-bottom pass: Foliage rendering rewritten. Trees and bushes now share a single GPU draw per type instead of one per sprite — about 1,100 draw calls down to ~16 in a built-up settlement. ShaderMaterial count went from ~200 to ~4. Per-tick scans gutted. Worker average bonuses, weather modifiers, and effect recalculations are now cached and only refresh when something actually changes — no more redundant 80-villager sweeps every frame on culture/festival transitions. Creature & spawn logic cached. Animal and monster sp…
- Huge Updates on Gameplay and Performance! Enjoy! - 1 May 2026
From Embers — Empire Update The empire stands. It also pays its bills now. This is the largest content drop the game has seen — three new Empire-era buildings, a system of Imperial Decrees that finally gives your gold somewhere to go, five Eternal Legacy victory paths that close out the late game, three branching event chains, and a long list of balance and polish. Empire Era Expansion New Buildings Aqueduct — Stone arches carrying fresh water from distant springs. +12% food gathering, +80 food capacity per level. Unlocked by Imperial Engineering. City Walls — Imperial battlements ringing your settlement in worked stone. The strongest defensive structure in the game (+10 defense per level). Requires a fortress as foundation. Bell Tower — A stone tower whose bells mark the hours, gather the faithful, and ring out alarms. Solid culture and knowledge generation, with a new district bonus w…
- Patch Notes - 27 April 2026
# Session Patch Notes ## Bug Fixes ### Resource panel screen-shake - The world view no longer jitters when knowledge (or any resource) crosses 1,000. - Cause: amount label widened/narrowed each frame as text format changed (e.g. `999.5` → `1000` → `1,000`), pushing the panel wider and shrinking the centered world view. - Fix: amount label now occupies a fixed 160px right-aligned slot with text clipping. `format_number` also rounds near-integers up front, so values like 999.96 don't render as `1000` (no comma) one frame and `1,000` (with comma) the next. ### Population events firing when housing is full - "Wandering stranger" and similar offer events no longer appear when the player can't accept new villagers. - Cause: event filter accepted any event where *any* choice was viable, but decline-fallback choices (empty effects) were always trivially viable, so offer events always fired and…
- Updated UI/UX and Late Game Performance Issues - 26 April 2026
I have done some fine-tuning through out the day. Making adjustments to the UI panels for a better User Experience. I am also working on late game performance issues. Hopefully some of the changes I have made today, help that a long while I continue my work. Thank you all!
- UI/UX Corrections - 26 April 2026
Corrected UI/UX Panels so they displayed all options correctly. Adjusted some other full screen issues as well. Please Enjoy!
- Patch Notes for 4/25/2026 - 26 April 2026
Performance I took a pass at the things that were making frame rate dip in larger settlements. A few hot spots in the rendering loop were doing more work each frame than they needed to: Smoother frame rate with lots of villagers and wildlife. Depth sorting (the system that decides what draws in front of what) now updates a couple times less often. You won't notice the difference visually, but the game has more headroom for the rest of the simulation. Faster combat with hunters. Hunter targeting no longer scans your entire population every frame to find the bow-users, it just remembers who they are and updates the list when roles change. Off-screen wildlife stops "thinking." Birds, bats, rats, and other ambient critters now pause when they're outside your view and pick right back up where they left off when you scroll back. They were burning a small amount of CPU pretending to wander aro…
- Updated Rain Visuals - 20 April 2026
I just made a slight modification to the rain visuals and removed the placeholder water blocks.
Patch notes and updates
| S.no | Release date | Patch name | GID number |
|---|---|---|---|
| 1 | 21 May 2026 | Quick Patch | 1833334318569809 |
| 2 | 20 May 2026 | Quick UI Fix | 1833334318567300 |
| 3 | 16 May 2026 | Patch Notes 5/16/2026 QoL | 1832700592794323 |
| 4 | 8 May 2026 | Enjoy From Embers 1.2.0 — Wilds & Omens | 1832065502813777 |
| 5 | 2 May 2026 | Patch Notes 5/2/2026 | 1831432155574602 |
| 6 | 1 May 2026 | Huge Updates on Gameplay and Performance! Enjoy! | 1831432155570056 |
| 7 | 27 April 2026 | Patch Notes | 1830797770241419 |
| 8 | 26 April 2026 | Updated UI/UX and Late Game Performance Issues | 1830797770240835 |
| 9 | 26 April 2026 | UI/UX Corrections | 1830797770240347 |
| 10 | 26 April 2026 | Patch Notes for 4/25/2026 | 1830797770239495 |
| 11 | 20 April 2026 | Updated Rain Visuals | 1830163047265819 |
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