Roots of Embervault: The Launch You Don't Want to Miss
Roots of Embervault is now live on Abstract Chain - a top-down pixel-art RPG with meaningful progression, skill-based gameplay, and a player-driven economy.
There's a specific kind of launch that feels different: not a teaser, not a "check back later," but a world that's already moving. Roots of Embervault (RoE) is now live on @AbstractChain, and @RuyuiStudios is shipping it with a clear thesis from day one: progression should matter, combat should reward skill, and the economy should be more than a decorative inventory screen.
RoE is a top-down pixel-art RPG set in the Ruyui Universe. The pitch is straightforward: build your character, explore Embervault's surrounding lands, fight monsters in real time, gather resources, craft gear, and level through choices that shape your build. Ruyui frames the game around three pillars: meaningful progression, skill-based gameplay, and a player-driven economy.
A launch built for distribution: referrals are on from Day 1
Ruyui didn't wait to flip the growth switch. The referral system is live immediately: players earn a 10% fee on what their referrals spend, including new player signups, Guild Pass purchases, and all in-game shop purchases. The docs also state the 10% rate is subject to change.
refCode=ABS_HZN
Mechanically it's simple: you grab your referral link (or share your username), and earnings start when someone joins through it.
Verifiable fairness: Proof of Play is part of the stack
RoE also leans into a direction that's becoming a real differentiator for onchain games: verifiable RNG. Ruyui says that for systems like battle passes and chests, RoE uses Proof of Play's verifiable RNG, designed so outcomes are transparent and provable onchain.
What the game loop actually looks like
If you strip away the buzzwords, RoE is built around a set of loops that feed each other: you explore for NPCs and quests, fight for runes and loot, collect wood/ores/herbs, then brew/cook for temporary advantages, smith to repair/craft/upgrade, and finally level up to lock in the build you're becoming.
That "lock in" is important: Ruyui positions leveling as a choice-driven system, and the docs emphasize that your progression defines your character.
Guild Pass: what it unlocks, and why it matters
Ruyui splits the experience into "Civilians" and "Guild Members." Civilians can play core systems (combat, leveling, story quests), but the docs position Guild membership as the unlock for the broader competitive and economic game: full world map access, full item/enemy availability, global leaderboard eligibility, and access to the online marketplace for rare items.
Guild Pass is purchased via the in-game shop.
Marketplace note: ETH trading is coming, but not instantly
One detail that matters for expectations: the docs describe the PvP Marketplace as an integrated onchain market where players trade items using ETH, with civilians limited to common-rarity trading while Guild Pass holders get full access and they explicitly state it will go live a few days after mainnet launch.
NFT perks: the "start small" philosophy
Ruyui's NFT perks page is unusually explicit about strategy: start with modest benefits and scale over time, arguing that over-promising perks early can break balance and expectations. Current benefits include global leaderboard multipliers (tie-break style ranking boosts that scale by tier/holdings), with shop discounts marked as "coming soon."
What's next: Death Mode is designed as the competitive backbone
Season 0 introduces Death Mode, described as a competitive speedrun challenge: same arena, same waves, same monsters, performance depends on build and execution. Players choose a supply pack (health, stamina, mixed), carry in their level/gear/buffs, and the mode has no durability loss.
The Day-1 learning curve (and how to avoid the early pain)
A veteran playtester who spent months in RoE's playtests shared a first-wave guide aimed at preventing the most common Day-1 mistakes: messy hotkeys, under-leveled fights, ignoring block timing, and losing runes to avoidable deaths. The details read like someone who has already done the hard part—the "why did I do that?" moments so new players don't have to.
Conclusion
RoE isn't trying to be everything on day one. It's trying to be playable, learnable, and deep enough to master, with distribution (referrals) and trust (verifiable RNG) baked into the foundation. If the early playerbase leans into buildcraft, market dynamics, and Death Mode competition, Embervault can become one of those worlds where "starting early" isn't marketing, it's an advantage.
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This article is for informational purposes only and should not be considered financial advice. Always do your own research before making any investment or onchain decisions.
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