A hooded traveler at lower left holds a small lantern and looks across a dark valley and twin peaks toward a distant point of light

AETHRA: GLOAMWARD

Toward the unseen dark.

Use light and exploration abilities to find new paths in a 2D action adventure.

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A 2D exploration action between light and darkness

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AETHRA: GLOAMWARD / IN DEVELOPMENT

01THE JOURNEY

Not to defeat,
but to reach.

Read the movement of creatures, then make terrain your ally.
Some routes are never found by force.

Development gameplay: lantern and exploration abilities

I

Use the light differently.

Extinguish the lantern to make yourself harder to notice. Even in darkness, throw light to draw an unaware creature's attention to where it lands. But without your barrier, if an attack lands, the expedition ends.

II

Read every route.

Leap over obstacles, take the high ground, or find another way. A hard landing from high ground also requires your barrier to be powered by the lit lantern. Return with a new ability and discover paths through familiar places.

III

The way back is part of the journey.

Decide how far to go and when to turn back. Replenish AETHRA at travelers' rest sites, then retrace your path or press on to the next rest site.

02THE WORLD

A light in the distance.
A reason to set out.

A lantern handed down over many years
bears the patina of long journeys.

One night, an unfamiliar little light
appears beyond the road.

What kind of lantern is burning there?
The traveler sets out to see it firsthand,
following the unknown path toward that distant light.

A traveler with a small lantern overlooking dark cavern water and broken bridgesThere is still a path beyond the silence.
03THE FUEL

One light becomes
possibility for the journey.

Light, abilities, and protection draw from one supply.
How will you use the AETHRA in your lantern?
Read the terrain and your reserves before taking the next step.

I

Light the path

A lit lantern consumes AETHRA to reveal your surroundings. Extinguish it to save the fuel used for light.

II

Jump, cling

Double jumps and wall support. Turn light into force, and move where you could not before.

III

Dive, endure

AETHRA supports breathing underwater and powers your barrier while the lantern is lit. Both draw on the same reserves.

It is consumed when used. That makes every use a choice.
Even with no AETHRA left, you can still walk and make a normal jump.

04YOUR COMPANION

The farther you journey,
the more it becomes yours.

The first time you reach a new region on foot, its experience is etched into your lantern, deepening its patina.
Your AETHRA capacity grows, and unique abilities unfold.
At a safe haven, choose one of the four lights to carry into your next expedition. You cannot switch during an expedition.

The Beginning Lamp

THE FIRST LIGHT

The Beginning Lamp

For the start of the journey

A steady, quiet light. The first companion for stepping into an unknown world.

The Sheltering Lamp

THE SHELTERING LIGHT

The Sheltering Lamp

To cross danger safely

Reduces knockback from hits by 35%, rising to 60% as its patina deepens.

The Everlight Lamp

THE ENDURING LIGHT

The Everlight Lamp

A little farther, a little longer

Reduces AETHRA used for lighting, double jumps, wall cling, and wall kicks by 15%, rising to 25% as its patina deepens.

The Windward Lamp

THE WAYFARING LIGHT

The Windward Lamp

Like wind, to move forward

A lamp that converts a small amount of AETHRA into movement momentum.

Go and see
what lies beyond.

In development.

Steam / Nintendo Switch (after Steam)

We are developing for Steam first. A Nintendo Switch version is planned after the Steam vertical slice is complete. Release timing and price will be announced when finalized.

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