How to play
- Goal
- Guide your walking settlement through Mossroad, the first region on the road to Dawn Sanctuary.
- How it ends
- Survive each journey; if the giant falls, retry from the departure camp.
- Record
- Your settlement, journey progress and best remaining vitality per journey are saved in this browser.
- Read the incoming attack, then place a tower on a covered side. A bolt tower deals nine damage per rank: it defeats the first nine-health raider before the giant takes a hit.
- Give up to two construction orders, optionally channel one spell, then press March. Nothing advances while you decide. Front-row buildings also defend the prow.
- Build or upgrade with stone. Manage moves a building to an empty site or reclaims part of its cost. Frost strips shields before the volley; mortars ignore armour.
- Surviving enemies pursue into the next beat. Aegis shrines absorb damage, gardens restore vitality after you survive, and forges generate ember for spells.
- Finish a journey to retain your buildings and unlock the next. A defeat lets you retry from the departure settlement; completed journeys can be practised without changing campaign resources.
Controls
| Click / tap | Select a foundation, building, route or action |
|---|---|
| Tab + Enter / Space | Navigate and activate controls |
| Arrow keys | Select deck sites when the site grid is focused |
| Escape | Close a panel or cancel relocation |
Three-journey preview. Progress stays in this browser. The high road adds stronger foes and prow ambushes for extra stone. Settings offer reduced motion, faster resolutions and a safe return to the departure camp. No ads inside the game.
About Embermarch
Build a travelling settlement on a great stone giant. Place towers, gardens and forges on its back, then guide your little haven through forest roads, a lantern-lit ford and an ancient thorn gate.
This opening preview contains three journeys with two routes each. Your buildings remain aboard between encounters; the larger campaign is in development.







