Emberward Guide

Emberward's adventure mode is five regions, each with its own enemy mix, its own flame reward, and its own rung on the difficulty ladder. This page is the map of that progression: what unlocks what, which order to play them in, and what each region asks of your maze.

The five regions, in order

#RegionUnlocks on clearWhat it teaches
1Misty ForestSacred Fire (Normal clear)Maze fundamentals — pathing punishes bad shapes more than weak towers
2Bone DesertDemon Flame (Normal clear)Damage scaling, and dealing with monsters that outlive your kill box
3Frost RuinFrost Flame (Normal clear)Control — slows and stuns start mattering more than damage
4Sealed CitadelThe pre-1.0 final area; tuned as an endgame check before Void Depths existed
5Void DepthsVoid Flame (Normal clear)Maze building under a new ruleset: void zones, portals and Academy support items

Each region also has a three-step difficulty ladder in its achievements:

Fifteen achievements are attached to those ladders across the five regions, and the flame unlocks sit on the Normal rung — which is why Normal is the difficulty that matters for progression, not Casual.

How the difficulty tiers differ

TierWhat it is for
CasualSeeing the region and its enemy mix without a build requirement
NormalThe progression difficulty: flame unlocks, most character unlocks, the Explorer achievements
HeroicThe endgame: Pioneer achievements, the altar pact mechanic, and the hardest set-piece achievements

Heroic difficulty is not just bigger numbers. It introduces the altar and elemental pacts, and it is where the region Conqueror achievements live — including the Void Depths Conqueror requirement: a Heroic clear at Infernal Shard level 24 without using a special event character.

Region order advice

Play them in order, and replay them on Normal before moving on. The flame unlocks cascade: Sacred Fire comes from Misty Forest, and Sacred Fire is what makes corrupted stages a normal part of the game instead of a one-off surprise. Skipping ahead means arriving in Frost Ruin without the tools the region assumes.

Do not judge a region by your first Casual clear. The Traveler/Explorer split exists because the first clear shows you the enemy list and the second clear is where the region actually tests you — on Normal, the same waves arrive with more health, and the approaches that worked on Casual stop working.

Revisit Sealed Citadel after 1.0. It was designed as the final area, and the 1.0 update moved that title to Void Depths. Players who cleared it during early access will find the surrounding progression has changed: special event characters and Infernal Shards are now gated behind finishing the whole game, so a Sealed Citadel clear alone no longer opens the endgame toolkit.

What each region rewards you with

Beyond the flames, regions feed three other systems:

  1. Main menu backgrounds — unlocked by clearing areas (and by reaching wave milestones in Endless Mode).
  2. Character unlocks — several characters come from stage achievements rather than from clearing regions.
  3. Infernal Shard progression — Heroic clears are what you farm for shard levels, and the shard economy is the endgame's own progression track.

Region-specific achievements to expect

Every region has the Traveler/Explorer/Pioneer trio. Beyond that the pattern differs: Void Depths carries a fourth tier (Conqueror), Misty Forest and Bone Desert are where the character unlock achievements land, and the stage-specific set-pieces (Snowridge Outpost, Wyrmfell Bridge, Enigma Sanctum trials, Chaos Realm) hang off the adventure maps rather than the region list.

The full unlock order across all five regions is in the achievements guide; the Void Depths mechanics have their own page.