Into the Emberlands – PC Review

Step into a world where warmth meets wilderness by diving Into the Emberlands, a charming blend of cozy adventure with a pinch of survival mechanics and resource management. Developed by Tiny Roar and published by Daedalic Entertainment, this enchanting game invites players to embark on a journey through a magical, ever-changing landscape teeming with mythical creatures and hidden dangers. As the Lightbearer, your mission is to rescue villagers trapped in the perilous Miasma.

Into the Emberlands introduces players to an original and captivating world, where the mysterious Miasma—a deep, dark smog—has swallowed the land whole, leaving destruction and despair in its wake. This eerie phenomenon has disrupted the lives of the Knaks, small creatures who call this world home. Once thriving, their daily lives have been upended as the Miasma cuts them off from vital supplies and resources, trapping many in its shadowy grasp.

Lost and unable to return to their village, the Knaks’ hope now rests in the hands of the Lightbearer, a chosen hero armed with a magical lantern. Only the Lightbearer can brave the unknown, navigate the dangers of the Miasma, and bring the lost Knaks back to safety. Will we bring hope to the Emberlands, or will the darkness prevail?

Into the Emberlands begins in the quaint Knack village, which serves as the central hub for your future operations. At the start of the game, the settlement is really small and has less than a dozen villagers in total. A few NPCs that reside there introduce us to the main tasks at hand and explain how the magical lantern works. Rather than relying on lengthy tutorials, the game cleverly integrates its features and mechanics into the main tasks, allowing players to learn organically as they progress. Many things in the game are pretty intuitive, and the hints carefully guide the player through the early game stages. The game appears to be very user-friendly and is easy to master for players of all ages; even younger children who may not yet be able to read can enjoy its charming world.

The main game process is pretty tame and cozy, built around two core activities—exploration and gathering. Starting at the hub, the player has to step into the dark Miasma and walk around looking for resources and lost villagers, developing the village in the process. The main obstacle on the way is the limitation of the magical lantern, which can’t last forever. Every now and again, the player had to come back to the village to rekindle the lantern or burn the resources they gathered to postpone the inevitable flame extinction. During the exploration, the lantern can be upgraded, which gives more points to the flame duration and allows you to go farther into the mist.

When the lantern loses the light, the Lightbearer ends up lost in the Miasma, joining the numbers of lost villagers. However, despite this situation being basically a ‘game over,’ the settlement progress isn’t lost. Instead, the new Lightbearer is chosen among the villagers, and they start from the basic lantern once again, while the world around is generated anew.

The procedural generation of the surroundings is the main feature of the game. After a loss or after reaching a new settlement level, the environment hidden in the fog is being re-generated from scratch. While one session lasts, the player can try to remember where certain points of interest stay, but then the world may be recreated, and everything they knew about it would be worth nothing. This feature brings a refreshing taste to the game experience, erasing the routine of walking over the same old landscape countless times.

In the Emperlands, various biomes exist, and the world generation keeps in mind players progression and quests progression, generating the new interaction of the world. However, it seems to be mostly tied to the settlement progression, since with each level, items from new biomes will be required, and the game seemingly brings them closer to the village. Yes, it’s possible to find new biomes in advance, but game balance is a bit tricky, and the player likely won’t have enough lantern fuel left to come back home.

This generative world can be a source of many problems for the player. Besides the environment, the utilities such as stone picks and axes are generated too, as well as special exchange events. Players can face the situation when they can’t reach the tools or none are generated nearby, while also there is no way to gain coins for buying them in the village. It can be fatal. The axes and picks are crucial to laying out the shorter path through woods, and without them, new resources are hard to gain. In such cases, it’s easier to lose the Lightbearer and regenerate the world again rather than struggle in a dead end.

In the early game, there are many ways to lose, which can be realistic, but some of the possible losing cases are literally frustrating. The world is built on the tiles principle, and the lantern counts the fire burning points over the tiles the knack passes. It’s a logical solution with no time pressure for a player and allows you to add some strategy to exploration. However, the game takes this system seriously, and if the fire points are out before the Knack crosses the village border, it’s game over. The Lightbearer gets lost standing right in front of the settlement, which looks ridiculous and can be annoying when it happens several times. Some might blame it on the skill issue, but no one cancelled narrative details, which could give an excuse for the softer losing conditions. And the game does a fantastic job on other small details, but not this one.

The developer team did a good job at creating little features that might not be essential but bring the unique taste to the Emberlands. One of such details is a sleeping Knack on the save game loading menu. Little creatures can be woken up by the click on them before choosing the save file to load. Another nice feature is the lantern fueling animation. It doesn’t matter from which side the player comes to the village; the fire from that main village candle always flies to the lantern icon on the UI.

Besides such visual and entertaining features, there are many things that make the life of the player easier. While the setting says we can’t see anything in the fog, there is no map for the lands, but instead we have a compass embedded into the UI. It always shows the direction to the village, yet it also points out the way to the closest lost Knacks. Tiny dots all over the compass circle indicate the nearby bonfires, where the villagers wait for the rescue.

While exploring the new lands and biomes, players can meet special NPCs that exchange special items for bonuses, tools, or coins; thus, it’s important to keep these items in the backpack. However, at the high levels of exploration this becomes a hard task. The inventory is limited and even at full capacity can store only a handful of items and loot, which forces players to choose what’s more important. It becomes a collector’s nightmare. Thankfully, at the higher level, the fast travel via metro stations becomes available, which makes the resource management a bit more bearable.

That said, the visual design is the most noticeable and standing out part of Into the Emberlands. The game’s plasticine-like graphics craft a soft, tactile world that feels both whimsical and inviting. Every corner of the Emberlands is charming and populated by funny, slightly ridiculous creatures that bring the world to life. The Knacks in particular are cute and squishy, with a well-defined social hierarchy that adds depth to their society. Each Knack sports unique clothing designs that reflect their role in the village, from hardworking laborers to clever craftsmen, making them feel distinct and endearing.

Adding to the charm, players are given the option to customize their Knacks, tailoring their appearance to suit their preferences. You can even assign them adorable pets, further personalizing your experience. A wide variety of skins are available for both Knacks and pets, with some unlocked through special in-game objectives, adding a layer of reward and discovery to the customization process.

This atmosphere wouldn’t be so engaging without the soft lo-fi music, which constantly plays in the background on the loop. It’s a nice, soft melody that helps to relax and concentrate on the exploring, yet the transition between the loops isn’t so smooth, leaving short gaps of silence. This is not a problem at all; however, sometimes that transition fails in general, and the game continues in silence, which steals half of its cozy mood.

While Into the Emberlands offers an endless gameplay experience, it unfortunately begins to lose its appeal after reaching the midpoint. Once the lantern’s capacity surpasses 100 points, the sense of urgency and tension around managing light diminishes, and exploration starts to feel more like a repetitive chore than an adventure. The survival mechanics, which initially felt engaging, gradually devolved into a cycle of grinding for resources without enough variety or challenge to keep things fresh.

Unlike other survival games, such as Don’t Starve Together, which spices up the gameplay with special events, challenges, and boss encounters, Into the Emberlands lacks these dynamic elements. As a result, the late-game experience can feel monotonous, with little to break up the routine of gathering.

Summary
Into the Emberlands is a cozy little adventure in the beautiful world full of charming creatures. It captures players attention with the visual and a low entry threshold, keeping their interest through generative worlds and varieties of the biomes to explore. However, the lack of deeper challenges or surprises may leave players craving more as they progress and ruin the desire to return to this world once again.
Good
  • Graphics
  • Character design
  • Generative world
  • Character customisation
  • Attention to details
Bad
  • Game Balance
  • Lack of challenges
  • Soft lock possibility
8
Great

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