Quick Patch
Made some minor adjustments to villager movement and some UI issues

Developer posts and news about this game.

Made some minor adjustments to villager movement and some UI issues

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

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!

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 mo

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 r

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

# 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 wide

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!

Corrected UI/UX Panels so they displayed all options correctly. Adjusted some other full screen issues as well. Please Enjoy!

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 decide

I just made a slight modification to the rain visuals and removed the placeholder water blocks.