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Hatch it. Raise it. Make it a legend.

Raise round, curious dragons on your own floating island. Battle 3-on-3, breed brand-new looks, and retire your elders as legends.

Ember Island: a volcanic floating island with lava falls and lanterns

Six islands · six elements

Every element has its own shape.

Pick an egg to visit its island. Each dragon's horns, wings, tail and breath are its four moves. Tap one and watch.

Try it · the hatchery

Care decides the hatchling.

Every egg shows its element before you choose it. Then three days of warmth, songs and meals shape its colours, pattern and personality. No paid luck, ever.

    The hatchery: a warm room inside a hollow tree, with a woven nest at its heart
    An Ember egg

    The shrine · breeding

    Two elders. One brand-new look.

    Every dragon carries a hidden element from its ancestry. Breed two and each part of the egg comes from a parent, a hidden gene, or once in a while a mutation. Pick parents and read the nest.

    The arena · 3 on 3

    Two to four minutes. No miss chance.

    Front and back rows, four moves each, a breath that charges over two turns. Ranked uses equal stats, so a rare dragon is a trophy, never a win button.

    Bloom elder
    Tide elder
    Stone elder
    Void elder
    Ember elder
    Gale elder

    Your turn. Pick a move.

    • 3v3front and back rows
    • 4moves per dragon
    • 0miss chance
    • ×1.25hitting the element you beat

    Four stages

    From a ball of fluff to an elder with presence.

    1. HatchlingBattles and Expeditions open
    2. FledglingA second trinket slot
    3. DrakeBecomes a collectible you truly own
    4. ElderBreeding, and one day a statue
    A Gale hatchling

    Six ways to play

    A whole season in your pocket.

    Expeditions

    Three a week. Kibble, Codex pages and the Emberhearts that breeding needs.

    Arena

    Ranked 3v3 in two to four minutes. Valor and rank.

    Cups

    Weekly and Grand brackets in one evening. Skill-only prizes, held by the event contract.

    Flights

    Guilds of up to 30 Keepers. Flight wars, banners, shared Codex goals.

    Midseason Hunt

    Week four: a wild dragon the whole server fights together.

    The Buried Ember

    One story chapter a season: why the islands float.

    An Ember elder wearing the gold Origin mark Origin

    The Origin Nest

    The first eggs happen once.

    Every Origin dragon carries the gold Origin mark for life, on its card and on its statue. Eggs drip out one-eighth each week, and 70% go first to Nest Ticket holders.

    1. Play Season 0, freeFour weeks, starter dragons, no token.
    2. Collect Nest TicketsBy playing. Not for sale, not transferable.
    3. Pick first in the Origin Nest70% of each weekly drip is held for Ticket holders.

    Common

    $10

    1 trait slot · Hoard rewards from the drake stage

    Uncommon

    $25

    2 trait slots · more looks, same stats

    Rare

    $60

    3 trait slots · a small season cap

    Epic

    $150

    4 trait slots · a tiny season cap

    Tier sets trait slots and looks, never stats. Every egg shows its element before you choose it. Season 1 Purse: $[PURSE], paid out as Cup prizes by the event contract, never held by the team.

    The economy

    Built to hold with zero new players.

    Most game tokens print rewards and hope growth keeps up. Emberwild prints nothing. Rewards come from a vault that only shrinks, and each week's payout is capped by what players actually spent the week before.

    The HoardA vault that only shrinks
    Players spendEggs, evolutions, breeding, cosmetics
    40–70% burnedGone for good; part refills the Hoard
    The TideWeekly release ≤ 1.2× last week's burns
    Drakes and eldersRewarded by Valor, one cap per Keeper

    1,000,000,000

    $EMBER, fixed forever. No mint function.

    350M

    In the Hoard, deposited before a single reward is paid.

    6%

    Of what's left released each 8-week season.

    1.2×

    The Tide: weekly release capped at last week's purchase burns.

    Why it doesn't spiral

    • Spend less, pay less. The release follows real purchase burns, so a quiet week can't drain the vault.
    • Self-dealing loses money. A purchase burns at most 70%, and 1.2 × 0.7 is less than one.
    • More dragons don't mean more pay. Valor is capped per account, never per dragon.
    • The team is paid in USDC from the shop, never by selling your token. Team tokens: 12-month cliff, then 36 months of vesting.
    The game words, in finance terms
    Hoard
    Pre-funded game vault; the only source of token rewards.
    Tide
    Emission governor: weekly release ≤ 1.2× prior week's purchase burns, rise capped at 25% week over week.
    Pyre
    Fee-funded buy-and-burn; does not count toward the Tide.
    Cups
    USDC skill tournaments in per-event escrow.
    Nest Ticket
    Non-transferable Origin allocation, collected by playing Season 0.

    Roadmap

    The order we ship in.

    One egg at a time. The glowing one is where we are now.

    1. Now

      Prototype

      Six elements with full kits, live 3v3 against bots, breeding and hatching. Fun first.

    2. Next

      Season 0

      Four weeks, free. Island, incubation, Expeditions, Flights. Nest Tickets by play.

    3. Then

      Origin Nest

      Weekly egg drips, 70% held for Nest Ticket holders.

    4. Then

      Token launch

      Liquidity locked, the full Hoard funded, contracts audited.

    5. [DATE]

      Season 1

      Cups from week 2, the Hunt in week 4, a Grand Cup in week 8.

    Your egg is warm.

    Join Season 0 and start collecting Nest Tickets on day one. Free, in your browser, on desktop or phone.