Emberwright
A soulslike set inside a collapsing volcano-city. Forge weapons from falling ash, bargain with fire spirits, and decide which districts burn.
Scorchplume is a small team building dark-fantasy action games, volcanic survival sims, and mythic worlds with real weight. We design heat, ash, and consequence into every system.
A soulslike set inside a collapsing volcano-city. Forge weapons from falling ash, bargain with fire spirits, and decide which districts burn.
Settlement sim on a geothermal ridge. Manage heat, lava channels, and a population that worships the next eruption as much as it fears it.
Wander a continent that redraws itself after every quake. Map what survives, and learn why the plume never truly goes out.
Co-op descent game. The deeper you go, the hotter the code. Currently in closed alpha with external testers.
Scorchplume started in a basement with one prototype about a blacksmith who could only forge during eruptions. Nine years later we are still obsessed with the same idea: games should feel geological, not transactional.
We are eleven people across writing, systems design, environment art, and engine tooling. No publishers on our cap table. No live-service treadmill. We ship when the world is ready to be lived in.
Our art direction borrows from volcanic glass, renaissance ember studies, and heavy metal album covers — but our code is quiet, modular, and boring on purpose.
World-builder. Owns the plume mythology, tone bible, and the rule that nothing ships without a reason to burn.
Heat curves, eruption math, economy under pressure. Believes balance is just thermodynamics with opinions.
Volcanic-glass palettes, ash shaders, costume logic. Makes destruction look like stained glass.