The game

A roguelite of lanterns and living fog.

Short runs along a coast the fog has taken over. Keep your light up, choose your road and see how far a build can carry you.

The last Lantern Keeper

Every night a living fog rolls in from the Saltmere and takes what it touches: first sound, then warmth, then memory. The lights along the coast have gone out, and the old keeper who looked after them has rowed off into the dark. You are Maren Holt, the last Lantern Keeper of Saltmere. Carry the light down the cliff road, relight the old braziers, pick your way through the fog and face the Drowned, one short run at a time.

The Hush
A living fog that rolls in from the Saltmere each night. It takes sound first, then warmth, then memory.
The Hollowed
The people it took. They wander the fog repeating the habits of their old lives. Light does not kill them. It lets them go.
The Drowned
What waits at the heart of each chapter. Every one of them was once someone Maren knew.

How it plays

Each stage is a 4–7 minute run: three segments and a finale. Your weapon fires on its own; you move, dash, and decide.

  1. In-game: Maren fights a crowd of Hollowed around a brazier in the flooded chapel, her light ring drawn on the stones

    Hold the light

    Your lantern is your armour. Outside its glow the Hollowed are only shapes in the fog, silent until they reach the light. Step into the dark and you fight half blind.

  2. In-game: two relit braziers throw rings of warm light across the Long Pier while Maren fires a spread of shots

    Relight the braziers

    Relight the beacon braziers of the old chain to claim safe ground. Inside their warmth you hit harder and the fog pulls back for a while, until the Hush returns.

  3. In-game: a crossroads on the pier, three doors marked Shrine, Treasure and Elite

    Choose the road

    Each stage is a 4–7 minute run of three segments and a finale. At every crossroads you pick the next door: a merchant, a shrine, a relic, a campfire or a fight.

  4. In-game: the level-up choice between three skill cards: Heavy Rounds, Piercing Light and Orbiting Lanterns

    Evolve your kit

    Level up mid-run and pick one of three skills. Pair the right two and they evolve into something far brighter. No two runs ever build the same way.

Keyboard & mouse

  • WASD to move
  • The mouse aims
  • Space to dash
  • Esc to pause

Touch

  • Left thumb moves
  • Your rifle fires on its own
  • Tap Dash on the right
  • Portrait or landscape

Four keepers

Each hero has a weapon style, a passive and an ultimate, and a free way to unlock. More walk out of the fog as the season goes on.

  • Maren Holt, full figure: a long teal keeper’s coat, lantern cells on her harness and a brass lantern rifle

    Lantern Keeper

    Maren Holt

    Balanced gunner

    The last keeper of Saltmere, with a brass lantern rifle and three cells of kept flame. Says less than she means.

  • Isolde Vane, full figure: a whaler’s coat, a red scarf and a harpoon crossbow

    Hunter

    Isolde Vane

    Pierce, pull, mark

    A whaler’s daughter from Gannet’s Reach, with a harpoon crossbow and an old debt to settle with the fog.

  • Brother Tallow, full figure: a wax-stained robe, candles on his shoulders and a great bronze bell on a haft

    Bruiser

    Brother Tallow

    Bell shockwaves

    The candle-maker of Saint Wick. He kept a marsh village alive for nine nights with nothing but a hand-bell.

  • Sable, full figure: a torn hooded cloak, a longbow, and a left arm of swirling teal fog

    Fog-touched ranger

    Sable

    Crits, shroud

    She walked out of the fog with no name and an arm made of it. The Hush never attacks her. It seems to know her.

Season 1: What the Sea Keeps

Three chapters at launch, ten stages each, with a mini-boss, a boss and a memory to bring back from every one.

  1. Chapter 1

    Saltmere Harbor

    “The Night the Light Went Out”

    Quays, net lofts and a breakwater swallowed by fog. Rescue the survivors who rebuild the Lighthouse.

    Maren faces a giant drowned figure draped in fishing nets as it rises from the harbor below the lighthouse
  2. Chapter 2

    Weeping Marsh

    “Six Cups”

    Stilt huts and dead willows over black water, where cold lights drift between the lamps at night.

    Maren faces a towering drowned woman crowned with reeds, rising from the black water of the marsh
  3. Chapter 3

    Sunken Chapel

    “The Unringing”

    A tidal isle and a half-drowned chapel, whose cracked old bells should never be rung backwards.

    Maren faces a hooded giant wearing a cracked bronze bell and wrapped in chains inside the flooded chapel

The Lighthouse

Your home between runs. The survivors you rescue move in, open their workshops and teach you their trades.

  • Forge & Armory Temper your weapons and gear. Sets change how a build plays.
  • Library Talents, the codex of the Hollowed and the memories you keep.
  • Roost Familiars at your side: a lantern owl, a crab, an ember fox.
  • Watchtower Patrols and expeditions bring supplies while you are away.

Other ways to play

  • Lantern Tower

    A hundred floors of fog, climbed one short fight at a time. A boss waits on every tenth floor, and the tower never resets.

  • Daily Tide

    One card a day for the whole world: the same arena, hero, weapon and twists for all, and a board for who went furthest.

  • Events

    Seasonal festivals on the coast, like the Harvest and the Harbor Lights, each with its own pass, boards and new looks.

Free, in your browser

No install and no account needed to start. The first load is about 20 MB, and your browser keeps it for next time.

Play free