01Your lantern is your life.
Your light reveals the danger. Its rim burns the creatures that cross it. Carry wax for power, or bank it at a lantern before the dark takes its share.

A candle-lit survivors-like roguelite

Carry the last light
Your lantern is your life. The weapons you reject arm your rival.
One bearer. One small flame. A night that wants them both.
The light gives. The dark keeps.
Hold a little light against the horde. Choose what it becomes. But nothing you leave behind stays forgotten.
Your light reveals the danger. Its rim burns the creatures that cross it. Carry wax for power, or bank it at a lantern before the dark takes its share.
Take one card. The Hollow Wick gathers the ones you refuse, and when he comes for you at midnight, they are in his hands.
Your last night returns as an Echo: a ghost carrying your old build if you fell, an ally from first light if you made it.

Light is territory
Iron lanterns stand unlit across every parish. Kindle one, and that ground stays lit all night.
A glimpse beyond the lantern
From the first spark to the last stand
Walk out from the Wick-House with a flame kindled from the Everflame. Make room for it in the dark.
Greed burns hot. Keep the power close, or kindle a lantern and bank your wax before the dark takes its share.
The sun always rises. Carry your flame until the hour, and the Night loosens its grip on the ground you hold.
After first light the dark retreats and sheds what it hoarded. Follow it for more wax, without the sun to protect you.
Scenes from the night
Captured in the current build: kindled lanterns, crowns, the Hollow Wick and the Wick-House between nights.









Captured from the current development build.
Four parishes. One light beyond them.
Learn the ground beneath your feet. The dark has already learned it.

01 / Where the lanterns went out
Fog banks drift across the moor and hide the stalkers. Inside them your light shrinks. Kindle the lanterns before the fog closes in.

02 / The tide keeps its dead
Black water slows your steps. Every ninety seconds the tide rises, and the drowned move faster in it.

03 / Count the tolls
When the bell tolls, the horde goes berserk behind stone armour. Count the tolls: in the hush, the stone cracks.

04 / Greed glows red
When the blood moon rises, your light dims and every blow lands harder, but power comes faster. Take what it offers, if you can hold it.

05 / Where every lamp's light went
Beyond the parishes your flame burns down. Catch the drifting Lost Lights to rekindle it, or the dark reaches in.
The Order of the Last Wick
Seventeen wick-bearers, each with a trait, a Wick Surge and a deed that wakes them. Find the one you will carry into the night.

the Lamplighter
Youngest of the Order when the lamps went out. Relit every one by hand. None would stay lit.

the Chandler
Pours the Order's candles. Where his wax falls, the ground remembers the light.

the Bellringer
Rang the Midnight Bell for forty years. Now she makes it ring for her.

the Ashwarden
Digs graves for the Order and makes sure the dead stay in them.

the Moth-Witch
Left the Order to learn what lives outside the light. Came back with wings in her hair.

the Pyre-Keeper
Tends the Order's funeral pyres. The fire listens to her, and never quite lets her go.

the Tinker
Keeps the Belfry clock running. Believes every problem has one more gear in it.

the Pale Nun
Prays through the whole night. Every half minute, the night flinches.

the Rat-Catcher
Caught every rat in Hollowmere. Kept them. They follow him now.

the Glassblower
Blew the lenses of every lantern in the Order. Made himself out of the same glass, it seems.

the Herbalist
Has patched up every member of the Order at least twice. Refuses to stop.

the Lantern Hound
The Order's hound, with a lamp on her collar. Faster than anything in the dark.

the Bell-Knight
Sworn shield of the Belfry. His helm is an old bell; the dead hear it before they break on it.

the Gambler
Won his place in the Order in a card game. Nobody has ever seen him lose one.

the Ferryman
Poled the dead across the chapel waters for a coin each. The water still makes way for him.

the Child of Dawn
Born the night the lamps went out. Grows brighter as the dawn comes closer.

the Rival
A cold green light. A ledger of everything left behind.

The Hollow Wick
He walks the parishes with a green light that gives no warmth. Every card you pass over is another entry in his ledger. Choose carefully what you leave for him.
You build your strength. You build his, too.
A light freely given
Two bearers share the night, on one screen or online by room code. A friend who joins you online does not need to own the game.
Hallowed ground, omens and wax are shared. When one of you falls, the other can stand over them and raise them again.

Leave a light in your inbox
News from the Wick-House: development notes, the first trailer, and word of release.
Only news from the game. No third-party trackers.
Steam for PC, with Steam Deck support targeted, and Android. iOS is planned for later. Steam Deck verification is not yet confirmed.
A one-time purchase on Steam, with a free demo planned. Android will be free to try, with one purchase to unlock the full game. No ads, subscriptions or gacha.
Coming soon. Join the mailing list for release news.
Yes. Gamepad controls are supported, alongside keyboard controls on PC and touch controls on mobile.
Yes. Two players can share a night on one screen, or online by room code. An online guest does not need to own the game.