Lampfall Keeper

The coast is drowned. The fog is hungry. Keep the light.

The Nightly Storm

One board a night. The sea does not repeat itself.

The Lamp Calendar

The Sea Remembers

Lampfall Keeper

Choose a night.

Lighthouse

Safe harbor.

The Keeper’s Mark
Solved as the old keepers would.
The old keepers never found that road.
New lighthouse earned

Wick sighs.

The Keeper’s Log
Chapter One

First Watch

Tap to continue

Settings

SOUND

70%
80%

LIGHTHOUSE

RESET GAME

Erase all progress and start over from the very first night. Your storm streak goes with it — a true first run has kept nothing yet.

Privacy

 

The Keeper’s Handbook

TONIGHT

CONTROLS

PlaceTap a piece in the kit, then tap the water.
TiltTap a placed mirror to swing it the other way.
Take it backPress and hold any placed piece to salvage it into the kit.
↶ UndoSteps back one placement, tilt or salvage. On a hunt night it returns your glass but not your ground: the shark keeps the cell it took. Reset is the way back to the head of its track.
⟳ ResetClears the board and starts the night over.

ASKING WICK

The first two nightsAsk as often as you like. Nothing is charged for learning which way the light goes.
Every night afterWick will want something for it. Anyone you have pulled out of the water answers first — that debt is already paid.
Either wayA night you were helped on earns no Keeper’s Mark. That has never depended on what the help cost.

THE KIT

THE SEA

RockStops light and boats.
SharkLight passes over. Boats never do.
KrakenAs the shark, but worse. It does not sleep.
FogDrinks the light. A beam survives one bank; a second smothers it. Boats sail through freely.
Pale BoatTrusts only the pure flame. No lens may touch its road — not even one meant for another crew.
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