5 pages
Systems and Classes
Five reference pages for the systems that run under the pixel art — and the one PC question that decides whether any of it loads.
Emberville splits its time between a dungeon and a town, and the systems are built for the round trip. What you pull out of the Vitromotus funds the town; what the town teaches changes how you go back in.
The loop, in one pass
Combat runs on positioning and weapon-specific combos. Materials come from the same rooms the enemies do. Survivors you free move into Emberville, and each one brings a trade, a quest or a shop. Crafting turns the materials into gear, potions, food and furniture. The estate is where those crafts end up.
- Classes — swap at any time, inherit skills across classes, build around a weapon rather than a role.
- Combat — timing, positioning, and where the difficulty setting sits.
- Town rebuilding — who you rescue decides what the hub becomes.
- Crafting and estate — gathering, professions and the homestead.
- System requirements — the PC floor, including the number that surprises people.
Systems · 5
Emberville System Requirements: 4 GB SSD, 8 GB RAM
ReleaseA modest floor on every line except the one nobody expects: four gigabytes of storage for an action RPG.
Emberville Classes Swap at Will and Share Skills
GuideNothing locks. Swap the class, keep the skills, and let the weapon decide what the combo actually looks like.
Emberville Combat: Weapon Combos, Parry Windows, Bosses
GuideEvery fight comes down to space and timing. Combos belong to the weapon in your hands, defence is a check you perform rather than a number you own, and the boss bar exists because those fights are meant to be read.
Emberville Town Rebuilding: Rescue, Trades, Living Hub
GuideThe town is not a menu you upgrade. It is a place that fills with people you freed, and every one of them brings a trade, a shop or a quest that changes what the rest of the game offers.
Emberville Crafting and Estate: Gear, Potions, Homestead
GuideTwo halves of the same habit: take materials out of the prison, then decide whether they become something you carry or something you build. The estate is where the second half lives.