Emberward Guide

Emberward shipped with exactly 100 achievements in the 1.0 build — 85 from early access plus 15 added with the Void Depths update. This page is the order that unlocks the most per hour, and the ones that will cost you a whole evening if you leave them until last.

The shape of the list

The 100 achievements fall into five groups:

GroupRoughlyWhat they ask
Region progression20Clear each of the five regions on Casual, Normal and Heroic — the Traveler, Explorer and Pioneer tiers
Character unlocks9Unlock every character, from Silas the Merchant to Astra the Corruptweaver
Tower and relic counts8Build 10 tower types, use 20 relics, then push both counts further
Trials and challenges20+Daily runs, Challenger tiers, stage trials and score targets
Set-piece runs15Heroic clears with specific constraints — no talents, no event characters, pact conditions

Order that works

  1. Play the regions in order on Casual. Five Traveler achievements, the flame unlocks and the first talents, for the least effort in the list. Void Depths is now the fifth region and gates the Void Flame behind a Normal clear.
  2. Take every character unlock as it appears. They are cheap — Silas the Merchant, Chunk the Builder, Tiny the Bot, Tana the Sorcerer and Belloc the Pyroguard all come from ordinary progression, and each one opens builds the set-piece achievements assume you have.
  3. **Use 20 different relics for Relic Novice.** Deliberately pick relics you would not normally take; the counter only cares that you used them.
  4. **Build 10 tower types for Tower Apprentice.** Same logic — build the cheap 1x1s you never use, then go back to your real maze.
  5. Clear every region on Normal for the Explorer tier, and unlock the Void Flame while you are there.
  6. Start the daily challenges. Challenge Accepted!, Skilled Challenger, Proven Challenger and Veteran Challenger are pure repetition, so start them early and let them tick over in the background.
  7. Save the set-piece runs for last. These need a finished toolkit: Mad Genius (Heroic clear with no talents), Emberwarder (all five regions on Heroic with an Infernal Shard level 24, no event character) and All In (Void Depths boss before round 8).

The ones people get stuck on

Flawless Victory

Win a run without losing a life. This is a maze-shaper's achievement, not a damage check — a single long corridor with two enhanced towers will beat a scattershot maze with six.

Spawn Camping

A Normal-difficulty achievement. Kill enemies at the spawn point rather than letting them walk the maze, which means building a short path into a kill box and accepting that you are playing a different game for one run.

Monopoly (Silas the Merchant)

Requires the merchant character, so unlock him first. Plan it as a dedicated economy run rather than something you will "pick up along the way".

It's Over 9000!

A score target at Enigma Sanctum trials. Score rewards speed and multiplier stacking, so the answer is fewer, better towers rather than a wide maze.

Monster Express

Send more than 10,000 monsters through portals in Void Depths. This is the long grind of the set, and it happens naturally while you farm Void Depths for other achievements — do not chase it in isolation.

Roll In The Deep / Rolling In The Deep

Uses the Giant Dice Tower family in a way that rewards a reroll-heavy build. Take it when you are already experimenting with dice towers, not as a targeted grind.

Achievements added in 1.0

The fifteen new entries shipped with Void Depths: