**Your light is three things at once: your health, how far you can see, and how far your weapons can reach.** It drains every second. At zero, the run ends.

That one rule is the whole game. Kill things and you get scraps of light back — never enough. The real supply is lanterns, and lanterns spawn *away* from you, out in the dark where you can't see what's waiting. Every run is the same argument with yourself: stay in the lit circle where you're strong, or go out to the lantern and be briefly, badly exposed.

Twelve minutes to survive. Most runs don't.

### What's in it

- **6 vessels**, each starting you somewhere different — wider light, faster drain, more fragile, more reach

- **7 weapons with 7 evolutions**, found and levelled mid-run

- **7 passives** that change how the light behaves, not just the numbers

- **10 Descent tiers** that unlock as you clear them, each meaner than the last

- **20 trials** to chase

- **Dread** — a difficulty dial that climbs as you take upgrades. Declining a power you don't need pushes it back down. Turning down strength to stay alive is a real strategy.

- Permanent **emberdust** upgrades between runs, so a bad run still moves you forward

### Controls

Drag anywhere to move. That's it — weapons fire themselves. Works with mouse or touch.

### A note on the browser build

This is the full game, running in your browser. **No ads, no sign-up, no account.** Progress saves locally to your browser.

There's an Android version on Google Play if you'd rather have it on your phone — same game, with optional ads you can ignore entirely (every one of them is a button you choose to press).

Also available on