The confirmed loop
- Gather materials in and around the dungeon.
- Craft combat equipment, potions, food, tools, and trinkets.
- Level gathering and crafting skills to unlock recipes and blueprints.
- Rebuild the town and your estate with crafted and gathered materials.
- Farm crops as part of the wider life-sim layer.
That list comes from the official Steam description and the studio’s feature messaging. The part that needs a label is fishing: press-kit coverage names it, but the Steam page does not call it out directly. This wiki lists fishing as reported, not confirmed.
Gathering: three material families
| Family | What it covers | Feeds |
|---|---|---|
| Plants | Crops, herbs, gathered flora | Cooking, potions, decoration |
| Wood | Logs and worked wood | Building, tools, furniture |
| Minerals | Ore and stone | Weapons, armour, construction |
| Monster drops | Cloth, hide, dungeon salvage | Crafting and vendor value |
The practical habit is to pick up everything on the first run and sort later. You do not know which recipe will gate your first town upgrade until you see it. “Leave it, it is grey” is how you end up walking back down.
Crafting: recipes widen with skill
Crafting is not a flat menu. The official description says it deepens as you level the related skills and unlock blueprints and recipes. That means the early bench is intentionally narrow: you are not missing a hidden tab, you are missing proficiency.
- Combat gear: weapons and armour with rolled quality.
- Consumables: potions, including the demo’s Big Health and Big Kymia potions.
- Food: cooked dishes such as Grilled Steak, Grilled Chicken Leg, and Grilled Chicken Wing.
- Tools and trinkets: the utility side of the craft.
- Estate items: buildings, furniture, plants, and decorations.
Farming is a promise, not a demo feature
The demo is a prologue dungeon. It does not hand you a plot of land, a season clock, or a shipping bin. Farming is confirmed as part of the full game, and the Steam tags include Farming, but the actual loop is an Early Access discovery. Do not buy the demo expecting Stardew Valley with a sword; buy it expecting the prologue of an ARPG that plans to grow a town.
The Dynamic UI hint
Press coverage describes a Dynamic UI that reshapes the HUD as you approach farming, fishing, building, or combat, showing the controls each task needs. If that ships as described, it is a smart fit for a game that asks you to switch verbs often. Treat the detail as reported until you see it in the January build.
How to prepare now
- Finish the demo with a full material bag Keep a stack of every material you find. You are learning the item language, not optimising a route.
- Check the crafting bench before you sell A material that looks like vendor trash may be the first upgrade for a rescued survivor’s workshop.
- Do not pre-plan a farm layout No official crop or building grid exists yet. Anything you draw now is fan fiction.
- Watch the estate trailers closely The official footage is the only reliable preview of furniture, plants, and building placement until launch.
Questions from this guide
Can you farm in Emberville?
Yes. Farming is part of the official feature set and the Steam tag list. It is not a meaningful part of the short prologue demo; it is an Early Access system.
Is there fishing in Emberville?
Press-kit coverage lists fishing alongside farming and gathering. The Steam page does not name it directly, so this wiki labels it reported rather than confirmed.
Does crafting have quality rolls?
Yes. The demo item table shows crafted armour, and crafted or dropped gear rolls a quality that affects its bonus lines and value.