
The Ember Saga: A New Fire
An abandoned Early Access RPG set in a promising world that never got to finish its story. Worth knowing what you're walking into before you light this particular fire.
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About The Ember Saga: A New Fire
I have a soft spot for scrappy RPG Maker projects that swing hard at something bigger than their budget, and The Ember Saga: A New Fire swung hard. The pitch is genuinely interesting: four friends named Jason, Sophie, Jerome, and Alex stumble into the world of Mörja chasing a missing companion named Derek, only to find themselves tangled up in the shadow politics of a secret-keeping ancient order called The Order. There are kingdoms, empires, hidden lore stretching back thousands of years, quest chains with branching outcomes, and a socket-and-augment system layered onto weapons and armor. On paper, this reads like a love letter to the JRPG classics the developers cited as inspiration, sitting somewhere between the turn-based warmth of old Final Fantasy entries and the open-world ambition of something far more modern. The engine under all of this is RPG Maker MV, which the team actually tried to push past its defaults. They were building a custom D20 3.5 ruleset backend to override the stock mechanics, and for a while the development logs showed genuine effort: combat rebalanced, skill systems overhauled, quest triggers fixed, maps redone from scratch. The community forums carry the record of that effort honestly, including the painful dev posts where major updates forced players to restart their saves entirely because the changes ran too deep. That kind of honesty about rough edges is something I actually respect in Early Access. It implies people who cared more about getting it right than shipping fast. The problem is that caring eventually went quiet. The last developer update is now years old. Forum threads from players asking what happened sit unanswered. The Steam review score, thin as it is, sits in mixed territory. The average recorded playtime lands around six to seven hours, which probably reflects the Early Access build ceiling rather than a complete experience. What exists is a partial game with an unfinished arc: you get the seaside village intro, the early quests, the opening tension around The Order's secret, and then the road simply stops. Combat could be punishing and uneven depending on when you picked it up, though the dev team at least acknowledged balance as a core problem and made documented attempts to fix it before going silent. For a certain kind of player, specifically the patient archivist type who enjoys poking at unfinished RPG worlds the way you might read a novel left mid-chapter, there is something genuinely melancholy and worth a few hours here. The world of Morja has texture. The quest writing shows personality. The character relationships between the four leads have more warmth than a lot of games three times the budget. But you should go in knowing the story does not finish, the engine shows its seams, and the developers are no longer at the table. This is a time capsule, not a complete game. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- WindowsR 7/8/8.1/10 (32bit/64bit)
- Memory
- 2 GB RAM
- Storage
- 2 GB available space
- Graphics
- DirectX 9/OpenGL 4.1 capable GPU
- Processor
- Intel Core2 Duo or better
- Additional Notes
- 1104x624 or better Display
Recommended
- Graphics
- OpenGL ES 2.0 hardware driver support required for WebGL acceleration. (AMD Catalyst 10.9, nVidia 358.50), iOS 8.0, Android 4.4.4*
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Game Info
- Developer
- TSGS
- Publisher
- The Southern Gaming Syndicate
- Release Date
- Aug 26, 2016