Arcade Whale OriginalMade in-house, free to play
Emberhold
- Developer
- Arcade Whale
- Genre
- Action
- Released
- Updated
- Platforms
- Browser (desktop, mobile, tablet)
- Orientation
- Landscape
- Players
- Single player
How to play
Desktop W/A/S/D move · Space swing · mouse: hold to walk, click a foe to swing · R next / retry
Touch Left stick + SWING
About Emberhold
Emberhold is a free online action RPG you play in the browser, with no download and no account. A caped knight fights through a campaign of 30 short levels spread over three worlds: the torchlit Ember Halls, the flooded Sunken Crypt and the violet Amethyst Vault. A level is two to six rooms. Clear every room and the level is done, with up to three stars for how little damage you took.
Your fighter swings in the direction they are walking, so every attack is a small commitment: you stop backing off and face the thing you want to hit. With a mouse you can hold the button to walk toward the pointer and click an enemy to swing at it. Enemies are slower than you, so the fight is a rhythm of closing in, landing a swing while the cooldown allows it, and getting back out before two of them reach you at once. Getting touched costs health and leaves you briefly invulnerable, which is the window you use to walk out of a crowd.
The five weapons are behaviours, not damage numbers with different names. The Worn Blade cuts a wide arc in front of you. The Piercing Spear reaches much further but only along a narrow line. The Chain Rod jumps from its first target to an enemy outside your swing. The Warding Hammer knocks whatever it hits backwards. The Ember Dagger sets a target burning so the damage keeps coming after you walk away. Enemies drop weapons and walking over one equips it at once, and the weapon you finish a level with comes with you into the next one. When the last enemy of a room falls, the room stays open for a moment and nothing can hurt you: walk over to a weapon you want, and whatever you leave on the floor melts into embers that fly to you.
Each world teaches its enemies one at a time before it mixes them. Chasers just come at you. Chargers stop, wind up in plain sight and dash in a straight line, so you sidestep instead of fleeing. Spitters keep their distance and show their aim line before each shot, which is your cue to close in or put a pillar in the way. In the Crypt, broods split into two small ones when they die, and iron grates in the floor glow and then flare: stand clear, or lure enemies onto them and let the fire do the work. In the Vault, heavy sentinels slam a ring around themselves, and the Warden of Emberhold waits in the last level and calls for help as it weakens. Later rooms send a second and third wave, marked on the floor a moment before they walk in.
Health carries between the rooms of a level with only a small top-up, so a sloppy first room still costs you in the last one. If you fall, the level starts again from its first room. You keep every ember you picked up. Embers buy permanent boons at the Forge between levels: more starting health, a faster swing, richer weapon drops, a bigger heal between rooms, or Keepsake, which lets you keep your weapon when you fall. The Levels screen shows your stars for every level and lets you replay any you have opened. Progress is saved in your browser, and the game runs on desktop and phones.
Frequently asked questions
How do I play Emberhold?
Move with W A S D or the arrow keys and swing with Space. With a mouse, hold the button to walk toward the pointer and click an enemy to swing at it. On a phone the left stick moves and the SWING button attacks. Clear every room to finish the level.
How many levels are there?
Thirty, in three worlds of ten: Ember Halls, Sunken Crypt and Amethyst Vault. Each world brings new enemies or hazards and ends in a harder finale level, and the thirtieth level is the fight with the Warden of Emberhold.
How do I get three stars?
Finish the level while taking little damage. The win card shows how much damage you took and the limits for two and three stars. Watching wind-ups and stepping out of the line is how you keep the number down.
What happens when I die?
The level starts again from its first room. You keep all the embers you picked up, but the weapon you were carrying goes back to the Worn Blade unless you own the Keepsake boon.
What are the glowing grates?
Iron grates in the floor of the later levels. They glow orange as a warning and then flare with fire for a moment. Fire hurts you and enemies alike, so step off when a grate glows, or pull a chasing enemy over it just before it flares.
What do embers buy?
Permanent boons at the Forge, which opens from the card you get when a level ends. Ember Ward adds starting health, Quick Hands shortens the swing cooldown, Scavenger makes weapons drop more often, Second Wind heals you more between rooms, and Keepsake lets you keep your weapon when you fall.
Which weapon is the best?
None of them, on purpose. The spear out-ranges everything but misses anything to your side, the hammer buys space but hits for less, the dagger is weak on contact and strong afterwards, and the rod is best against a scattered room. Whether a dropped weapon is an upgrade depends on the room you are walking into, and leaving one costs nothing: once the room is cleared, any weapon still on the floor melts into embers.
