Embers of War is different from other top-down isometric, tower defense games because it turns your towers into RPG characters while letting you swap between Hero action and tower defense. You'll invest time and resources into your tower’s development, making them more destructive, and at the same time use your Hero’s abilities to give you a tactical advantage.
While Embers of War is primarily a tower defense game, you will see Role-Playing, Real-Time Strategy, Visceral Action and Turn-Based Tactic elements mixed throughout. The goal of the game is to conquer and keep territories while unlocking Turrets and Cores that will allow you to progress further in the game.
You get to create your own playstyle within Embers of War. You can take a more action based approach, relying on Gwen to hack and slash your way to victory or a more tactical approach, carefully selecting ideal positions for your towers and blasting enemies from afar with Gavin.
You can find some tricks for each tower in our #TowerThursday posts found on our social media and developer blog.
World Map Gameplay
Your World Map will be an essential tool in Embers of War!
Use the world map to move your Hero, while using the information on the map to decide if the Hero should try to conquer a new territory. You will need to keep track of what is happening around the world and make strategic choices on what to conquer or defend next!
You'll encounter a wide range of enemies in Embers of War. They won't just stand there and be pummeled by your towers, instead they all have unique abilities you'll need to watch out for!
You can find some tips for each minion in our #MinionMonday posts found on our social media and developer blog.
When we approached adding support for controllers we treated it like it was its own game making sure that it felt natural to use a controller and not just tacked on and clunky. We want players who are used to a controller to be able to pick one up and instinctively dive right into Embers of War.