- Indie
- Simulation
- Strategy
- Early Access
Game
Embark
Embark is a base building game where players have to manage a group of colonists in a fight for survival.
Inspired by the deep simulation of Dwarf Fortress, the open world survival of Minecraft, and the social interactions of The Sims. Embark is a colony management game with a focus on complex simulation in a huge living 3D world.
About Embark
- Released
- April 2019
- Engine
- Unity
- Platforms
- PC (Microsoft Windows)
Where to get it
Release, studio and platform data from IGDB. Store links go to the sellers, not to us. We do not sell games and we do not host files.
Browse everything
Sorted, filterable and paged. Every link goes to the author’s own download.
From the developers
Official announcements, newest first. Posted on Steam.
- Community AnnouncementsDevelopment on hiatusI am very sorry, but Embark development will continue next year. I tried to finish Embark last year, and I think with the updates last year the game looks great now but there are still fundamental flaws in the gameplay loop. Development has not been great this year. I haven't been able to make any headway in improving/fixing the gameplay. A lot of the problems stem from the fact that I had no i...
- Community AnnouncementsUpdate 0.930The focus with this update has been to improve the playability of the game, especially for new players. I've probably missed some things, let me know if anything confusing was left out. New in-game help system to explain things in game (will be improved with more images shortly). Includes list of all items in game and their recipes. Improvements to UI for building functions. Added many new tool...
- Community AnnouncementsUpdate 0.924Work on fixing issues with room system. Will reset room temperature when first loading saves. Still trying to track down some annoying bugs with the rendering of room selection areas too.
- Community AnnouncementsUpdate 0.923Added option to restrict worker for building construction to specific colonist. Added option to filter building construction materials based on item (click on an ingredient in the construction panel). Also can filter individual components based on item quality.
- Community AnnouncementsUpdate 0.921Fixed bug with room formation. Fixed room UI not updating when switching rooms. Fixed workshop order filter worker panel overlap. Also added sorting by worker skill. Improved performance of colonist selection UIs. Fixed bug with equipping of items introduced in last update. Tweaks to room lighting calculations.
- Community AnnouncementsUpdate 0.920New building markers to indicate pipe and mechanism connection points. UI tweaks to fix overlapping. Performance improvements for late game slowdowns caused by wild animals breeding out of control. Fixes for animal pen jobs. Forbidden items now show up in the stock panel item finder. New particle effects.
- Mods indexed
- 27
- Versions
- 0
- Newest tracked
- none yet
- Most disruptive update
- No breakage data for this game
Most downloaded
Measured from the source's own counts, summed across every release.
- Plantable Trees Mod1) Plantable trees 2) Farmers harvest logs and seeds from planted trees periodically 3) Herbalists can harvest logs and seeds from wild trees2.4k downloads
- Small balance changesjust a few changes i thought fit the game better 1. planks and poles make 5 instead of 1 2. juice only needs 2 water.1.1k downloads
- EASYmodEASYmod, for a peaceful experience. Good for learning the game before meeting a challenge! Or you can use it for your entertainment. I won't judge! If you want to have longer living Colonists but don't want all the peaceful changes try this one: For the image above I used this image: ------------...806 downloads
- Worker UIWorker UI: Customizable worker panel. updated for embark v0.7 (really just a bug fix) Previously called Villager UI, changed it to match what they are called in game (as far as i could tell) Customizable size, font size, number per row, stat bars on/off Drag bar to move the window, click little +...561 downloads
- Boby's Humans+NOTICE: Update for V 0.8XX __________________________________ Changes to colonists: Changes happiness to always be above -50(instead of -100), Energy of colonist is used up twice as slow. Twice amount of rain to better fill, faster rail, larger inventory sizes and more, barrels included. Check it...498 downloads
- HeatMap / Temperature OverlaySeems to be working fine still in .75 Quickly see the temperature of every room, option to display colored blocks and/or details It displays in celsius or fahrenheit depending on game settings. Minor fps hit while viewing the cubes I don't really notice a change with just the text on.487 downloads
- Boby's Water+Updated for V0.8XX Comment if there are issues. Increases slightly the Chances/Amount of water in biomes during map generation. Also: This mod adds a small chance of cotton plant generation in tundra biome. - Makes normal gameplay easier to start445 downloads
- Thunder's EASYgoing (Slow Aging) [OUTDATED! For v0.707]For a longer lifespan, more embark points and minor tweaks. Version differences: This version increases the maximum age to 210 years. If you'd prefer a version that does all of the following except change the max age (leaving it at the default 100), then see my Thunder's EASYgoing mod. What this...432 downloads
- Boby's Texture PackHi, my first texture pack mod, i made it at first for myself and decided to share with everyone, at the start it was only for making building look better but slowly grow. At the moment almost all textures have been replaced, only a few left. Updated: 22.07.2020 -Added the following: Hemettite tex...326 downloads
- Boby's Difficulty+Compatible with newest version (0.8XX). Please leave a comment if there are any issues. Adds: 1. Peaceful+ - Changes starting points to 100,000.00 and see below. 2. Easy+ - Changes starting points to 100,000.00 and see below. 3. Normal+ - Only changes starting points to 100,000.00 4. Hard+ - Only...312 downloads
- Kovit Rebalance ModPerks, Plants, Faction, Recipes ======================== Perks - cheaper in points, Logs instead Planks, Armor instead clothes, Knife instead Club. Hoe added to tools. Plants - Tree seeds, herb grow in grassland and forest Faction - Cave and Forest Mo255 downloads
- Kovit Seeds ModRecipe to destroy seeds225 downloads
- The Minecraft Texture PackThis mod is a fan mod intended to bring minecraft textures the best i could to EMBARK. Enjoy. -Please feel free to comment your suggestions if you got any idea on how to make the pack better. ____________________________________________ Note that this pack is still incomplete, and due to the fact...218 downloads
- Boby's Easy ResearchNote: not compatible latest update, 0.75 and above ____________________ No artifacts required for research, only 5 points cost per research. __________________ Compatibility: Affected game files: StreamingAssets/ResearchInfo.xml208 downloads
- NQC 2.0Almost, but not quite, creative mode. Events still happen but skilling/crafting/digging are easier and faster.204 downloads
- Boby's Eskimo ModeCompatible with Version 0.8XX -Please leave a comment if there are any issues. Important: Added to this mod- colonists now need less food/water to survive and can now work further away from base without dying. Changes colonists to be comfortable between -15 degrees to 35 degrees, instead of 15 to...202 downloads
- NoFailRemoves fail chance from crafting. I am going to restrain myself upon making unkind comments about this interesting design choice. Also allows crafting research artifacts out of diamonds + blocks/ingots to circumvent the bug with research artifacts not appearing. I made this mod for Envie. She ha...174 downloads
- Boby's Extreme CavesCompatible with version 0.8XX Increases the amount of caves in each map generation. _____________________ Compatibility: Affected game files: StreamingAssets/BiomeInfo.xml147 downloads
- EASYagingEASYaging, for when you can't say goodbye! Not compatible with EASYmod (both mods change the age of the colonist.) For a peaceful experience:146 downloads
- Thunder's EASYgoing [OUTDATED! For v0.707]For more embark points and minor changes. Version differences: This version does not change the lifespan of colonists, leaving the maximum age at the default 100 years. If you'd prefer a version that does all of the following and increase the lifespan to 210, then see my Thunder's EASYgoing (Slow...96 downloads
- Lower Event FrequencyRequested by Alcarnique at the Embark Discord. This will lower event frequency, which means more time will pass between trade and hostile events. The frequency has been halved for each difficulty.84 downloads
- Cheaper ArtifactsReduces the cost of trading an Artifact by 90%. Trying to get your first Artifact but haven't got 10,000+ in value stuff to trade for it that the traders can carry? This will reduce the price of the Artifacts down to about 170 value instead. Made for the game's 0.8.x era and should be forward com...81 downloads
- More Difficulty ChoicesNow, when starting a new game, you will see 10 new difficulty choices. These are mostly identical to the usual, equivalent difficulty settings in terms of the number of enemies, the frequency of enemy attacks, how hard the enemy hits, etc. The main difference is that the new difficulty choices th...65 downloads
- Example ModEmbark example mod for modders, doesn't do anything. See51 downloads
Browse all 27 Embark mods Sortable by downloads, rating and date.
More early access games see all
Why Embark mods break
A mod is compiled against one version of a game. When the game updates, anything that reached into the parts that moved stops working, and it usually stops working silently rather than with a message that explains itself.
That is what the table above counts. It is not a guess: each row is a mod the community has reported as broken by that specific release. The number is a fair measure of how disruptive an update was, and it is the reason people delay updating a game they have modded heavily.
Common questions
Does IndexGG host Embark mods?
No, and it never will. Every download link points at the author's own page on Nexus, GitHub, CurseForge or wherever they published it. We index the ecosystem; the files stay with the people who made them.
Where does the compatibility data come from?
From the communities that maintain it in the open, not from guesswork. Each claim carries how it is known, so a reported breakage is never presented as though the author said it.
Why is a mod listed as broken when it works for me?
Compatibility depends on your exact game version and the rest of your load order. A mod marked as broken in one release may work fine on an older one, which is exactly why the version is recorded next to the claim rather than a bare yes or no.





