A dark hex board. Shadow-crystal creatures march toward your last lantern, and you do not build towers. You build light.
Emitters throw a colored beam across the board. Mirrors bend it. Splitters fork it. Combiners merge it. Prisms break it apart again. And wherever two beams of different color cross, they mix into a third with its own effect: red burns, blue slows, red and blue make a magenta that chains between enemies, and all three colors together make a piercing white. Place one mirror and every beam on the board re-traces instantly, so a single change can rewire your whole defense in real time.
Between waves, draft one of three optics or relics and grow your setup. Every run generates a new hex board, and the shape of that board decides which reflections are even possible: no two runs solve the same puzzle.
KEY FEATURES
Route light, not towers. 8 optic types: Emitter, Mirror, Splitter, Amplifier, Combiner, Relay, Prism, and Filter. Each one changes how every beam on the board behaves.
Color is a weapon. Three colors of light, mixed on purpose, are the core of every strategy: burn, slow, chain, and pierce your way through the dark.
A new board, every run. Procedurally generated hex maps mean the beam paths that work today won't exist tomorrow.
Three acts, three bosses, and a Long Vigil for players who don't want the run to end.
A persistent Constellation of dozens of unlocks: new optics, starting relics, and toolkit depth, grown across many runs.
Daily Seed and endless modes with asynchronous leaderboards. No netcode, no matchmaking, just your best run against everyone else's.
Playable entirely with keyboard and mouse — no controller required.
Playable start to finish in grayscale, with a reduced-flash mode. No moment in the game depends on color perception to understand what's happening.
No hand-drawn art, no human-animated characters. Every crystal, beam, and board in Lumenkeep is generated and rendered procedurally.
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