A small journey through a sleeping world

Ember Ruins

One lantern. Three lost sanctuaries.
Bring the light home.

01 / 03Mosslight Court
Sparks8 / 8
Flasks3
Level1
DodgeReady
Rekindle three wardstones · 0 / 3

Sword · Spark · Resolve

Wake the ruins.

Restore three markers in each sanctuary. Face five guardian pulses at each one, then find the northern gate. Your journey ends with the Kiln Warden.

Keyboard WASD / arrows move · J sword · K spark · Space dodge · H heal · E use · P pause.

Touch Left pad moves. Hold Sword or Spark to face a nearby enemy and attack. Dodge follows your movement.

MOVE↑

Follow the gold compass toward an unlit marker. Get close and press Use.

Saved on this device

Your path

Level 1 · 0 / 90 XP

Defeat guardians for XP and sparks. Level-ups pause the fight for your choice.

Change near the campfire, outside an encounter.

Read the fight

Step aside.
Strike back.

Red lanes warn of a charge. Circles warn of a heavy impact. Bow-shaped watchers aim before firing. Dodge through danger, then strike during recovery. A hit gives a brief protective flash.

Make your ember last

Sparks burst on impact and hit nearby enemies. Each costs one charge; charges recover over time and from defeated guardians. Flasks restore 80 health. Each restored marker grants 35 health and one flask, up to four.

Progress & retry

Your exact living position, enemies, resources and upgrades save locally. Reload resumes paused, with no offline gains. Death or Retry area returns to that area's arrival checkpoint: earlier areas and their upgrades remain, but this area's gains reset. Each new area refills health, sparks and three flasks. A new game erases this adventure only.

A short, three-area adventure. Your pace depends on exploration and combat. No account required.

A stronger ember

Choose your path.

Start again?

Leave this journey?

This deletes only your Ember Ruins adventure on this device. It cannot be undone.