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The Ash Remembers — Gameplay Trailer
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Sep 7, 2026·Veyr Works·
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A dark idle RPG in the ash of Veyr. 21 skills to level 100, 76 foes with their own loot tables, 25 dungeon bosses. Your progress continues offline and in the background. The climb is deliberately hard: strong gear is rare, and the best of it you forge yourself. Buy once, play everything.

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About The Ash Remembers

The ash remembers everything.

Ash has fallen over Veyr since the oldest chronicles — on roofs, on roads, on the names of the dead. The ember beneath keeps glowing, patient and awake. You come through the gates a stranger they call the Wanderer, and you do not remember why. The Ash Remembers is an idle dark-fantasy RPG that keeps running while you do something else — offline, in the background, overnight. It gives you nothing for free. Buy once, play everything: no microtransactions, no energy bars, no waiting you could pay away.

21 skills, every one to level 100

Mining, woodcutting, fishing, smithing, cooking, firemaking, woodcarving, cultivating, crafting, thieving, hunting, alchemy, gem cutting, cremating, ember hunting, runecarving — plus melee, ranged, calling, hitpoints and defence. Master a skill at 100 and you earn its title, worn in your badge.

A world that pushes back

76 foes, each with its own loot table and its own weakness. Slay one often enough and its full loot opens up — along with what it is weak to.
5 dungeons, 25 bosses — each dungeon with its own set, every boss with its own tale and its own best time.
5 world bosses that grow harder with every rebirth — plus 4 weekly titans.
Over 640 items with affixes, sockets and hardening — from the Crown of the Rat Mother to the Unmade Core Shard.
27 companions you feed and raise, each with its own bonus.
Emberhome: your own holding in six stages, paid for with what you cut and smelted yourself.
50 daily orders, up to three each day — and only ever from foes you can actually reach.
Three houses to swear yourself to, 6 Ash Seals to piece together, 5 relics to raise into legendary weapons.
58 achievements, a collection log, and a bestiary that records every foe you have studied.
A living world: monster ecology, a 30-day moon cycle with Blood Moon, night raids, and a night watch that keeps fighting while you sleep.

Three ways to play

Standard — the regular road. Death costs gold, nothing more. Ash Path — one life. Die and the run ends and you take your place in the Hall of Embers. The only rescue is the Ash Phylactery, craftable at Crafting 60. Hermit — no market, no traveller, no buying. Every ore, every blade, every potion: made by your own hand.

It tells you why you are dying

Fall three times to the same foe and the game names the reason with your own numbers — provisions left, armour pieces worn — and offers the next weaker foe with one click. The strong foes stay just as lethal. You simply stop guessing.

Rebirth

When the climb comes full circle, burn it all and begin again — with Ember Ash that stays and a Pyre Tree that grows across runs. Achievements, companions, titles and your Emberhome survive every ashfall.

Made by one person

Over 1,100 hand-curated illustrations, 12 music tracks, fully playable in English and German. No ads, no gacha, no currency you can buy.

Steam data © 2026 Valve Corporation. Trademarks are property of their respective owners.

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