EmberRoots
The Settlers-inspired core — economy, logistics, conquest, boat-ways, colonies.
~ checklist complete; live-QA, playtest and sign-off remain ~entry the first — wherein a world is described
A free multiplayer colony-builder that runs in the browser — roads to lay, an economy that breathes, colonies to found and neighbours to out-build. And when the mood strikes: tools to reshape the world itself, down to the last door hinge.
Flat, cylindrical or toroidal worlds on our own node system — stitched chunks, rivers with springs, tributaries, lakes and bridges.
Server-authoritative rooms, lobby, matchmaking — up to 4 players with teams, plus AI that builds, expands and besieges.
Thirty buildings, carriers and donkeys on flag roads, inland boat-ways, caravans, colonies, sea expeditions, breach combat.
Bind a soul to a Stoonie — it becomes a hero with XP and gear, descending torch-lit generated crypts at your command.
Optional deep sim: hunger and fatigue, homes and families, a full lifecycle — plus seasons, fires, disease and analytics.
The Content Forge rides inside the client — sculpt buildings like a sketch, restyle objects, ship your variants to matches.
Four sibling minigames live beside the colony — Tower Defense, Stoonie Defense, Sudoku, Quiz — and obelisk map events pay rewards back.






The Settlers-inspired core — economy, logistics, conquest, boat-ways, colonies.
~ checklist complete; live-QA, playtest and sign-off remain ~Soul vault, hero Stoonies, direct control, generated dungeon floors, co-op.
~ implemented end-to-end; awaits closed-alpha sign-off ~Per-Stoonie needs and families, the full lifecycle, seasons, fires, disease.
~ one dense-economy perf run, then the generations playtest ~The map grows while you play — chunk append on all edges, tiered ticks, frontier hubs.
~ code complete; the human playtest is open ~A world that breathes — region diffing, building wear, land that reclaims to void and returns.
~ federation go/no-go lands on measured data ~EmberCraft, EmberShards, EmberDepths, EmberNet — named sketches, not commitments.
One canonical, never-ending world per server — decay recycles untended land; world quests give it a pulse.
Settle, lose everything in a scripted catastrophe, descend, survive, rebuild. The Soul Vault survives every loss.
A faithful hack-and-slay descent — hero-locked camera, spellbook, prefix/suffix gear, themed floors.
Live treaties mid-match — proposals, war, gifts, standing tributes. Off by default; classic stays classic.
Raiders on the waterways, preying on boat-ways, colonies and expeditions.
…per-seat mode presets let any player run their own rules inside one match; four sibling minigames went live; obelisk events pay rewards back across a signed ticket; and the engine held eight rooms at ~19 tps each in the load-oil soak…
Free in your browser — placeholder art, honest gates, warm company.
Play StoonGame : Ember Worlds