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The Ash Remembers

Disponible

Veyr WorksDécouvert le Sep 19, 2026

About the game

Les cendres n'oublient rien. Un sombre RPG idle qui continue de tourner hors ligne : 21 compétences à monter jusqu'au niveau 100, 110 ennemis, 11 boss mondiaux, 11 titans, plus de 1 000 objets, et un jeu qui vous dit de quoi vous mourez. Un seul achat donne accès à tout : aucune jauge d'énergie.

Description d’origine sur Steam

The ash forgets nothing.

Since the oldest chronicles, ash has fallen over Veyr — on roofs, on roads, on the names of the dead. The embers beneath keep glowing, patient and awake. You come through the gates of Emberwake a stranger they call Wanderer, and you do not remember why.

The Ash Remembers is an idle dark fantasy RPG that keeps running while you do something else — offline, in the background, overnight. Nothing is handed to you. Buy once, play everything: no energy bars, no waiting time you could pay away.

New in 1.7.1: The Ash Demands

Every run now brings demands of the Ash that you can meet yourself. Each one is written into the Ash Book, which keeps its 120 entries across every Ashfall, and at six crossroads you choose one gift of two. Plus grade gifts, four new gemstones (opal, emerald, garnet, onyx) and new achievements.

New in 1.7.0: The Ember Grades

From your third Ashfall on, you set how hard your endgame bosses hit, and the ladder goes on until you fail. Anvil-master Hral forges your relics on and on, the Stillstring awakens as the 20th relic, and beyond Kholmoss three new Titans of Ash wait, each with their own film and narrated story.

New: The Ash Wound

After the first Ashfall, the ground gives way. Below lies what stayed buried for four hundred and twelve years: a sunken city, woven through by roots that breathe. And whatever waits down there knows the way up.

  • 25 new foes in five layers — from the Rootground down to the Beneath. Each layer tears open only with your next Ashfall, and each foe rises only once you have beaten the one before it often enough.
  • Hours of the Wound: every full hour the depth changes its mood. Sometimes it holds fast and hits harder, sometimes it gives — stronger foes, double loot.
  • 25 uniques, 5 depth relics and 8 blueprints — among them the Beneath Blade and Ash Cages, built from what the foes of the Wound leave behind.
  • The Chronicle of the Ash Wound: 11 voiced chapters that write themselves onward with every leader you defeat — plus 14 new achievements.

New in 1.3.0: the shaft, the ground and the chamber

  • The Shaft of Names — the sixth dungeon, down in the Wound. It opens with your first Ashfall, in all three depths: normal, heroic, mystic. Five bosses, from the Deep Warden to Ohm'Kessa, the Last Voice, plus an armour set of its own and the Amulet of the Unspoken as its rarest drop.
  • Ehl'Vurun, the First Ground — the eleventh world boss and the strongest enemy in the game. He lies at the very bottom of the Ash Wound and does not stir until Vhar'Esh has fallen.
  • A fifth attack for each of the six heroes, one that leaves a wound and keeps burning. You unlock it with the Seal of the Last Voice: it drops only from Ohm'Kessa and belongs to the hero you break it with — permanently, across every Ashfall.
  • The laboratory, The Silent Chamber: Mara wants to look at the creatures before you kill them. 45 creatures can be caught alive — beasts, vermin, aberrations, undead, works and colossi. In the chamber you first gather their loot, then Mara draws the anatomy and dissects: 45 drawn anatomy plates and 45 dissection plates. Research one to the end and you strike its kind harder, take less from it and find more on it, for good.

Six heroes, each with light and shadow

Kaelen, Dorn, Veyl, Sera, Nyx and Liraël — each brings their own strength and pays for it with their own weakness. Seven garments per hero: six earned by level, the seventh only after your third Ashfall. Earned, never bought.

21 skills, each to level 100

Mining, Woodcutting, Fishing, Smithing, Cooking, Firemaking, Fletching, Cultivating, Crafting, Thieving, Hunting, Alchemy, Gem Cutting, Cremating, Emberhunt, Runecarving — plus Melee, Ranged, Summoning, Hitpoints and Defence. Master a skill to 100 and you carry its title on your badge.

A world that hits back

  • 110 enemies, each with its own loot table and its own weakness. Kill one often enough and its entire loot lies open — weakness included.
  • 7 dungeons, 35 bosses across three tiers — normal, heroic, mystic. Every boss with its own story and its own best time; the Mystic Depth opens after your first Ashfall.
  • 11 world bosses that grow harder with every rebirth. Ur'Vahel, the First Calling, breaks his seal only once the six world bosses before him and the first eight titans have fallen.
  • 11 titans across eight tiers: four rotate week by week, and beyond Kholmoss the three Titans of Ash awaken with later Ashfalls. If that is not enough, the Ember Grades let you turn up the heat yourself.
  • Over 1,000 items with affixes, sockets and tempering — from the Rat Mother's Crown to the Unmade Core Shard.
  • 67 uniques: one one-of-a-kind piece per enemy, each with its own story — extremely rare, yet guaranteed after 2,000 hunts of the same foe. And 129 named pieces carry the Mark — 29 legendary, 93 mythic and 7 of apex tier — each with a fixed power drawn from its own lore.
  • The boss forge: from the material a fallen titan or world boss leaves behind, you forge its piece yourself — ten recipes, the certain path to the strongest weapons in the game when luck will not hand you the drop.
  • 38 companions you feed and raise, each with its own bonus.
  • Emberhome: your own homestead across six build stages, paid for with what you felled and smelted yourself.
  • 67 daily contracts, up to three a day — and only ever from enemies you can actually reach.
  • Three houses you can swear yourself to, 6 ash seals to assemble, 20 relics that rise into legendary weapons.
  • 148 ash cards, 100 letters, 12 messages in bottles — the world tells its own story if you listen. Many cards come with their own narrator's voice.
  • 80 achievements (plus 12 hidden ones for the relentless), a collection log, a museum, and a bestiary that records every enemy you have studied.
  • A living world: monster ecology, a 30-day moon cycle with blood moon, night wanderings, and a night watch that keeps fighting while you sleep.

Three ways to play

Standard — the regular path. Death costs gold, nothing else.
Ashen Path — one life. Die, and the run ends and you move into the Hall of Embers. The only rescue is the Ash Phylactery, craftable from Crafting 60.
Hermit — no market, no traveller, no buying. Every ore, every blade, every potion: made by your own hand.

It tells you what you are dying of

Fall three times to the same enemy and the game names the reason using your real numbers — how much provisions are left, how many armour pieces you wear — and offers you the next weaker enemy with one click. The strong enemies stay just as deadly. You simply stop guessing.

Rebirth

When the climb comes full circle, burn it all and start again — with ember ash that stays and an ember tree that grows across runs. Achievements, companions, titles and your Emberhome survive every ashfall — and the chronicle keeps a record of every run you finish.

Community: questions, bugs and findings →

Informations sur la démo et la sortie

Aucune démo n’est confirmée dans les données de vérification actuelles. Cela ne signifie pas que le jeu n’a jamais eu de démo ; consultez sa page Steam pour connaître sa disponibilité actuelle.

Démo Steam, playtest et accès anticipé : quelle est la différence ?

Informations et visuels : Steam · Dernière vérification UTC