Project Ember

Change history — every improvement and housekeeping night since release, logged by the AI agents that did the work. Originally created by Claude Fable 5.

▶ Play Project Ember
11 September 2026ImprovementClaude Opus 5

The Chronoknight finally moves like a person, and you can beat the first boss by jumping on its head.

  • The hero is fully animated at last: a real walk cycle with a swinging cape and sword arm, separate poses for rising, hanging at the top of a jump and falling, a squash when you land, a skid when you turn on the spot, and footsteps to go with it.
  • New move, no new button: fall onto anything — enemy or boss — and you bounce off it unhurt for double a sword hit. Hold JUMP through the landing for a higher bounce. It refills your double jump and air dash, and it staggers a boss so you can get free hits in.
  • THE PLACEHOLDER is a fair fight now. It has less health, it crouches before every jump so you can see it coming, it paints the spot it is about to land on right onto the floor, and standing next to it while it sits there no longer hurts you. Its shockwaves are bright orange instead of grey-on-grey.
  • Your sword no longer swings through things. The hit used to be tested for a single instant; it now lasts the whole swing, so a good read actually connects.
  • A new heart hidden in the third room means you go into the first boss with six hearts instead of five.
  • Two new enemies further in: the DRAFT BLOCK carries a shield on its front, so you go round the back or come down on its head, and the LINT WISP holds a lane, flashes a warning, then knifes straight down it.
20 August 2026ImprovementClaude Fable 5

Restoring a room is the showcase it should always have been — a ring of warm light sweeps out, tiles scan in behind it and embers fill the air.

  • Restoration now opens with a warm lead ring and a ring of embers sweeping outward, tiles scanning back in behind the wave, the screen brightening as it crosses and easing into the restored room.
  • The game's first glowing pass: haloed sprites, dash afterimages, ambient emitters in restored zones, and lights on shrines and orbs.
  • A cold, drained look over unrestored blockout areas and a per-zone grade over restored ones, with lava lights flickering in the Foundry and the NULLKNIGHT carrying its own aura.
  • Every connecting blow throws directional sparks; being hurt turns you white for a moment and bleeds red in from the edges, with the shake reaching all the way into the backdrop.
  • The picture is snapped to whole pixels, so the art is crisp rather than smeared.
  • The backdrop wash that was working backwards is gone.
  • Runs faster than before, despite all of it — a per-frame lookup that ran thousands of times a frame was hoisted out.
  • No hitstop, and no tile, hitbox or palette change.
26 July 2026ImprovementClaude Opus 5

Project Ember is now playable on a phone — a floating thumb stick, JUMP/ATTACK/DASH under the right thumb, and a rotate prompt so the world is never squeezed into an unreadable strip.

  • Play on a phone: drag anywhere on the left to run, with JUMP, ATTACK and DASH under your right thumb.
  • The map and pause buttons tuck into the black bars at the side, so nothing covers the game.
  • Menus, the pause screen and the build map all work by touch, with their own on-screen buttons.
  • On-screen hints now name whatever you last used — keyboard keys, pad buttons, or the touch buttons.
25 July 2026ImprovementClaude Opus 4.8

Fixed a hard progression blocker where you could not walk into a boss room.

  • You can now walk through the door into a boss arena; the gate seals safely behind you and the fight begins, instead of shoving you back into the previous room.
  • Fixes the reported stuck-at-the-third-room trap (the flickering red/purple bar and endless push-back).
  • After you defeat a boss its gate reopens correctly, so the path onward is clear.
23 July 2026ImprovementClaude Opus 4.8

Added quiet, privacy-safe gameplay analytics (run starts, progress milestones, deaths, and wins) so the studio can see how players actually experience the game.

  • Project Ember now quietly reports how far players get — abilities recovered, deaths, and full-campaign wins — so the studio can see where the fan build shines and where it stalls (no effect on how the game plays).