Emberlight
Arc

Arc record

Turn it gold.
Then seal it.

Connect a wallet on Arc, choose a warden, and walk out of Wickhold. Weaken a spirit until the bar turns gold, then seal it. A true band can still slip. The wallet holds the record. A site update does not erase it.

Arc keeps each warden under the wallet that signed it. A warden cannot be deleted.

No download. The game token is not issued yet. Gas on Arc is USDC. The world, the systems, and the keys are below, and again inside the watch. Both roads answer as emberlight.fun. A slow road does not stop the other.

  • 10Rift moods
  • 100Spirits
  • 8Town stalls
  • 24Cellar slots
The watchLoop
WickholdThen the meadow
Leave the square, turn a bar gold, and throw a seal. A true band can still slip. Common 70, uncommon 54, rare 36, legendary 20.

World

A town, eight wilds, and a rift.

The square is safe. The meadow splits north into Briarwood and south into Ashfen. Cinderreach sits past the wood. Mirehollow and Gloamshore sit past the fen. Starwell waits at the end of the east road, and Glasswaste is the crack beyond it. The tear south of town is the rift. Other wardens walk the same roads. The first strike claims a spirit for 15 seconds. A field spirit returns in 45 seconds. An elite returns in 2 minutes. The rift stays with the warden who opened it.

Town

Wickhold

The hearth warden, Nell, Otto, Pim, Sable, Lark, Bram, and Vesper. Rest, jobs, craft, warehouse, lessons, pets, and the rift sit around the fire. Stepping back into the square mends the warden and every pet.

Field

Wickmeadow

Spirits hunt the lamp. Turn a health bar gold, then throw a seal. The band is skill. The spirit can still refuse. Fiber grows back.

Wood

Briarwood

North of the meadow. The trees stand close. Sprouthorns and oaklings keep the path. The south gate walks you back.

Fen

Ashfen

South of the meadow. Reeds, black water, and the night things that also walk Starwell. The north gate returns to the field.

Depth

Starwell Cave

The road ends under the well. Salt, nightwings, and the Lanterncore. A north crack opens onto Glasswaste. Deep night lifts the seal a little. It is still not certain.

Ash

Cinderreach

North of Briarwood. Kiln beetles, a coal bell, and Hearthdrake. The south gate walks you back into the wood.

Bog

Mirehollow

South of Ashfen. Caps, eels, and Mycorrh, the white stag. The north gate returns to the reeds.

Tide

Gloamshore

East of the fen. Foam, kelp, and Tidecore. The west gate returns to Ashfen.

Prism

Glasswaste

Past the north crack in Starwell. Salt moths, a walking prism, and a chance that stays under certain.

Rift

Fifty floors

Fifty maps, shuffled every entry. Ten moods color them. The last room keeps the Wickheart. Dying there ends the run and wakes you in the square.

Systems

What the watch keeps.

  1. 01

    Pacts

    Weaken a spirit and stop the marker on the bright band. The card shows the chance. A true band can still slip, and a rarer spirit slips more often. One pet leads. Follow, Guard, or Hunt.

  2. 02

    Drops

    Scatters leave gear on the ground. Weapons, coats, and charms roll Might, Guard, Vigor, or Focus.

  3. 03

    Sets

    Ember Watch and Starwell pay at two pieces and again at three. The bag shows the count while you wear them.

  4. 04

    Warehouse

    Sixteen slots on your person. Twenty-four with Pim. Worn gear comes off before it can be stored.

  5. 05

    Rift

    Fifty floors and fifty maps. Each entry shuffles them, and the deeper floors hit harder. The last stair pays the lamp and returns you to Wickhold.

  6. 06

    Slips

    Nell posts three jobs a watch. Scatter, seal, or gather. A finished slip can pay a bead. One bead stays on the lamp.

  7. 07

    Roads

    Other wardens walk the same roads. The first strike claims a spirit for 15 seconds. A field spirit returns in 45 seconds. An elite returns in 2 minutes.

  8. 08

    Chat

    Enter speaks to every warden on the watch. Enter again sends the line. The same wallet session signs it, and the words stay apart from the record. A party is not part of the watch.

Ledger

The wallet keeps the watch.

Level, pets, titles, bag, warehouse, and where you stand are signed by the wallet and stored for that address. Leaving the watch can also write the record into a transaction on Arc. The copy sits outside the site files. Both roads answer as emberlight.fun, so uploading a new build does not delete it. A slow road does not stop the other. A warden cannot be deleted. The whitepaper sets down the world, the systems, and the record.

01

Play

Combat, catches, and craft resolve on your machine.

02

Keep

The watch writes while you play, and again when the tab is hidden or closed.

03

Sign

The wallet signs the session. Arc can then carry the record in a transaction you approve.

Checkpoint

Arc holds the checkpoint.

Play stays on this machine. The signed record stays with the wallet. A checkpoint is a transaction to your own address, so the input remains on Arc. The game token belongs to Emberlight and has not been issued.

Network
Arc
Chain
5042
Gas
USDC
Game token
Not issued

Client keys

Keys for the night.

  • WASDMove
  • JAttack
  • KSeal
  • ShiftDodge
  • ETalk and gather
  • Q F R GSkills
  • 1 2 3 4Item bar
  • PRites
  • IBag
  • OWarehouse
  • MTravel
  • LBounties
  • 7Slips
  • 8Skill tree
  • HSystems
  • EnterSay
  • EscPause, or leave the line