Database / Professions

Professions & gathering

The other half of Emberville: gather, farm, fish, cook, craft, and rebuild. The demo only shows a thin slice of this layer, so this page separates what the studio confirmed from what press coverage added.

6Tracks
3Named material families
4Town loop steps
1Demo slice
Professions

The six tracks

Farming

Confirmed

Farming is part of the game’s official feature set and the Steam tag list. The demo’s short prologue slice only brushes against the survival-crafting layer, so most of the farming loop is still a trailer-and-Early-Access promise.

CropsCooking ingredientsEstate decoration materials (shown in trailers)

Do not expect a full farm in the demo. Treat farming as an Early Access system to test on January 7.

Fishing

Reported

Press-kit coverage lists fishing alongside farming and gathering. The Steam page does not name it directly, so this entry stays reported until the studio shows the fishing UI or a build includes it.

FishCooking ingredients (reported)

A useful cozy counterweight to dungeon runs if it ships in the first Early Access build.

Gathering

Confirmed

The official description promises a wide range of gathering and crafting professions. Press coverage names three material families: plants, wood, and minerals.

PlantsWoodMineralsMonster drops

The demo’s item table includes materials and enemy drops, so the gathering habit starts early even if the full profession tree does not.

Crafting

Confirmed

Crafting covers combat equipment plus potions, food, tools, and trinkets. Recipes and blueprints widen as the related skill levels, according to the official feature list.

Weapons and armourPotionsFoodToolsTrinkets

The demo’s item table shows crafted armour and cooked food, so the crafting bench is not a full-game-only idea.

Cooking

Confirmed

Food is an explicit crafting output on the Steam page, and the demo item table contains cooked dishes such as Grilled Steak, Grilled Chicken Leg, and Grilled Chicken Wing.

MealsBuff food (likely; exact effects not published)

The demo shows the dishes and their values, not a full recipe tree. Do not assume a Stardew-style gift system yet.

Building & estate

Confirmed

You rebuild Emberville itself and customise a personal estate with buildings, furniture, plants, and decorations. The town is the hub that unlocks services and quests as survivors return.

Town buildingsEstate roomsFurnitureDecorations

The demo does not let you run the full town loop. The estate and town are the long-term progression tracks for Early Access.

Materials

What you are picking up

Press coverage names three material families; the demo item table supports the idea with monster drops and crafting mats. There is no official node map yet.

FamilyExamplesFeeds
Plants Crops, herbs, and gathered flora Cooking, potions, estate decoration
Wood Logs and worked wood Building, tools, furniture
Minerals Ore and stone Weapons, armour, construction
Monster drops Cloth, hide, and dungeon salvage Crafting and vendor value
Town loop

Why the professions matter

01

Descend

Enter the Vitromotus and push into its tunnels, ruins, and survivor settlements. Combat is the main verb, but exploration and rescues share the run.

02

Rescue

Free imprisoned townsfolk from the fates the dungeon has left them in. Each survivor returns to Emberville rather than disappearing into a quest log.

03

Rebuild

Survivors rebuild their homes and teach you their trades. The town becomes a living hub: new crafting, services, and quests open as it recovers.

04

Return stronger

Spend what you learned and made on the next descent. Town progress and character progress feed each other; the official pitch lists both as progression tracks.

More

Farming is a promise, not a demo feature