SEVEN NIGHTS. ONE LIGHT. On the night of the 14th of November, every light on the coast went out, and the barque Hesper went down with all hands. The Board of Coastal Lights has sent you to Brennan's Isle to relight its lamp and hold it until relieved. The last keeper is gone. His diary is not. By day, search the islan…
SEVEN NIGHTS. ONE LIGHT.
On the night of the 14th of November, every light on the coast went out, and the barque Hesper went down with all hands. The Board of Coastal Lights has sent you to Brennan's Isle to relight its lamp and hold it until relieved. The last keeper is gone. His diary is not.
By day, search the island. Salvage oil, planks and parts from the wreckage, repair the broken lamp, patch the tower and build barricades on the paths up the hill. At the workbench, turn parts into a wider lens, a faster crank or a foghorn.
By night, climb to the lamp and take the beam. Ships feel their way through three gates in the reef, and only your light brings them through. Out of the surf come the Drowned, the Hesper's dead, walking home to the tower. They only move in the dark. Hold the light on them and they sink back into the sea.
Every dawn, sign one entry in the Keeper's Log. Each one changes the rest of your run, price and all. From the third dawn, swear an oath: Mercy for the living, or Vigil for the light.
On the seventh night, the Great Fog rolls in. Somewhere in it is the relief boat.
A short, replayable run of seven day and night cycles, about 40 minutes
Beam aiming with the mouse or a gamepad stick, and full controller support
Ships to guide, false lights to ignore, and Drowned that come from more than one shore
Pages, letters and keepsakes washed up around the island that tell what happened to the keeper before you
Upgrades at the workbench and a Keeper's Log with two oaths that pull your run in different directions
Closed beta: Brennan's Light is in development. Press Request Access to join the playtest, and tell us what you find in the Steam discussions.
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