Into the night
Night has no bottom here. The Guide’s light reaches a few steps around your champion. Whatever waits in the dark won’t see you until you walk up with fire, and you won’t see it either.
Whatever you carry is yours only once you’re home.
A dark top-down roguelike of night expeditions. Lead the Caravan through a world the Order sold to the dark, strike out by the Guide’s light, and make it back before their false dawn floods the fields.
The run
Night has no bottom here. The Guide’s light reaches a few steps around your champion. Whatever waits in the dark won’t see you until you walk up with fire, and you won’t see it either.
Chests of silver, manors, rituals, wayside lanterns. Everything you pick up is carried, not kept. The longer you stay, the more you risk.
Raid a manor or break a ritual and the Order sends riders after you. Every wave gilds the sky. When their sun stands overhead, they come without pause.


The story
Once, every lantern on the border was lit from the Guide’s fire. Then the Order learned that fear pays better than guarding the border. The opening comic, painted in code like the rest of the game, tells how the night came back.





They guard their walls, sell places behind them, and leave the night alone because the night brings customers. They hunt the Caravan because people with hope stop paying.
The way back
Leave the field by any corner of the map. Out past their glow the dark belongs to the Caravan again, and the Guide’s light is enough to see the road home.


The other enemy

A shepherd who lost everyone and listened to the voice that promised them back. His faithful pray in circles until their faith flows up into the rift. Something old is waiting on the other side.
Free to download
1920 × 1080, for desktops and video calls.






Home
Bring the silver back and the Caravan grows: a smith, wayside lanterns, new champions.
Fall out there and everything you carried stays in the dark.

Whatever you carry is yours only once you’re home.