A lone lantern bearer crosses a misty moor, following a trail of small flames.

A candle-lit survivors-like roguelite

Hollowtaper

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.

  • 17 wick-bearers
  • Four parishes and the Last Lamp
  • Online and local co-op
Steam · PC / Steam DeckAndroid · iOS later

The light gives. The dark keeps.

Every flame has a price.

Hold a little light against the horde. Choose what it becomes. But nothing you leave behind stays forgotten.

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.

02Your choices arm the dark.

Take one card. The Hollow Wick gathers the ones you refuse, and when he comes for you at midnight, they are in his hands.

03The night remembers you.

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.

A lantern bearer raises a light against a horde of creatures beneath tolling bells.

Light is territory

The light you make stays.

Iron lanterns stand unlit across every parish. Kindle one, and that ground stays lit all night.

See what waits in the dark.

A glimpse beyond the lantern

From the first spark to the last stand

Keep the flame. Reach the morning.

01 /

Carry the light

Walk out from the Wick-House with a flame kindled from the Everflame. Make room for it in the dark.

02 /

Bank your wax

Greed burns hot. Keep the power close, or kindle a lantern and bank your wax before the dark takes its share.

03 /

Reach first light

The sun always rises. Carry your flame until the hour, and the Night loosens its grip on the ground you hold.

04 /

Dare the Deep Night

After first light the dark retreats and sheds what it hoarded. Follow it for more wax, without the sun to protect you.

Four parishes. One light beyond them.

No two nights ask the same.

Learn the ground beneath your feet. The dark has already learned it.

A fogbound moor with crooked trees, gravestones and distant ruins.

01 / Where the lanterns went out

Hollowmere Moor

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

The ruined chapel and its flooded, moonlit nave.

02 / The tide keeps its dead

The Drowned Chapel

Black water slows your steps. Every ninety seconds the tide rises, and the drowned move faster in it.

Great bells hang above the clockwork floor of the Midnight Belfry.

03 / Count the tolls

Midnight Belfry

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

Bone-strewn barrens beneath a blood-red moon.

04 / Greed glows red

Blood Moon Barrens

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.

Broken stone floating in the Outer Dark around the Last Lamp.

05 / Where every lamp's light went

The Last Lamp

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

Different hands. The same flame.

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.

Portrait of Wren

Wren

the Lamplighter

Their story

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

Portrait of Brother Aldous

Brother Aldous

the Chandler

Their story

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

Portrait of Mireille

Mireille

the Bellringer

Their story

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

Portrait of Corvin

Corvin

the Ashwarden

Their story

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

Portrait of Isolde

Isolde

the Moth-Witch

Their story

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

Portrait of Brigid

Brigid

the Pyre-Keeper

Their story

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

Portrait of Tobias

Tobias

the Tinker

Their story

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

Portrait of Sister Vesper

Sister Vesper

the Pale Nun

Their story

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

Portrait of Grimsby

Grimsby

the Rat-Catcher

Their story

Caught every rat in Hollowmere. Kept them. They follow him now.

Portrait of Oswin

Oswin

the Glassblower

Their story

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

Portrait of Mother Hollis

Mother Hollis

the Herbalist

Their story

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

Portrait of Ember

Ember

the Lantern Hound

Their story

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

Portrait of Ser Ulric

Ser Ulric

the Bell-Knight

Their story

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

Portrait of Silas

Silas

the Gambler

Their story

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

Portrait of Ferris

Ferris

the Ferryman

Their story

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

Portrait of Lumen

Lumen

the Child of Dawn

Their story

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

Portrait of The Hollow Wick

The Hollow Wick

the Rival

Their story

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

The Hollow Wick carrying a cold green lantern among ruined arches.

The Hollow Wick

What you leave behind
will find you.

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

Carry a wick together.

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.

Gameplay: Wren and Ember fight side by side near a lit lantern on the moor.
Captured from the current development build.

Before you take the watch.

Where will I be able to play?

Steam for PC, with Steam Deck support targeted, and Android. iOS is planned for later. Steam Deck verification is not yet confirmed.

How will the game be priced?

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.

When does it release?

Coming soon. Join the mailing list for release news.

Can I use a controller?

Yes. Gamepad controls are supported, alongside keyboard controls on PC and touch controls on mobile.

Can we play together?

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.

A closer look