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.


Toward the unseen dark.
Use light and exploration abilities to find new paths in a 2D action adventure.
Watch gameplayA 2D exploration action between light and darkness
SCROLL TO EXPLOREAETHRA: GLOAMWARD / IN DEVELOPMENT
Read the movement of creatures, then make terrain your ally.
Some routes are never found by force.
Development gameplay: lantern and exploration abilities
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.
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.
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.
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.
There is still a path beyond the silence.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.
A lit lantern consumes AETHRA to reveal your surroundings. Extinguish it to save the fuel used for light.
Double jumps and wall support. Turn light into force, and move where you could not before.
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.
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 FIRST LIGHT
For the start of the journey
A steady, quiet light. The first companion for stepping into an unknown world.

THE SHELTERING LIGHT
To cross danger safely
Reduces knockback from hits by 35%, rising to 60% as its patina deepens.

THE ENDURING LIGHT
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 WAYFARING LIGHT
Like wind, to move forward
A lamp that converts a small amount of AETHRA into movement momentum.

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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