More about Ember & Tide
Ember & Tide is built around one question: who has to be where, and when? Every cavern is a small puzzle about timing and order. One hero holds a plate while the other crosses, a crate gets pushed into a pool to make a step, or a lever is pulled so a lift can carry the partner up. The skill it trains is planning two bodies at once, whether you split the work with a friend or switch between both heroes yourself.
There are 15 caverns, from First Sparks to Heart of the Mountain. Early ones teach one idea at a time: gems, goo, plates, levers, crates. Later ones combine them with wind vents, ice caps, swap pads that flip your element, inverted gates and ferries on their own rhythm.
Scoring and progress
A scored run starts at the first cavern and gives you three lives shared across the whole run. Each cleared cavern is worth 500 points, plus 50 per gem and up to 300 for speed, with the full speed bonus at or under the cavern's par time. Easy multiplies points by 0.8 and Hard by 1.25. The run grade (D up to S) depends on how many caverns you cleared, and S means all 15. Practice and 2 Players are unranked.
Common questions
Can I play Ember & Tide alone?
Yes. In solo mode you control both heroes, switching between them or moving both at once with WASD and the arrow keys. 2 Players mode gives each person one hero.
What happens when I lose all three lives?
The run ends and you get a grade based on how many caverns you cleared. Your score and gems are saved as the result of that run.
Do the Easy, Medium and Hard settings change the puzzles?
They change the par times, how much goo appears on side paths and the points multiplier. Hard also makes gems fade after par time, so it rewards fast, clean play.