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.
Family
Examples
Feeds
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.