Read the fight
Step aside.
Strike back.
Red lanes warn of a charge. Circles warn of a heavy impact. Bow-shaped watchers aim before firing. Dodge through danger, then strike during recovery. A hit gives a brief protective flash.
A small journey through a sleeping world
One lantern. Three lost sanctuaries.
Bring the light home.
Your path
Defeat guardians for XP and sparks. Level-ups pause the fight for your choice.
Read the fight
Red lanes warn of a charge. Circles warn of a heavy impact. Bow-shaped watchers aim before firing. Dodge through danger, then strike during recovery. A hit gives a brief protective flash.
Sparks burst on impact and hit nearby enemies. Each costs one charge; charges recover over time and from defeated guardians. Flasks restore 80 health. Each restored marker grants 35 health and one flask, up to four.
Your exact living position, enemies, resources and upgrades save locally. Reload resumes paused, with no offline gains. Death or Retry area returns to that area's arrival checkpoint: earlier areas and their upgrades remain, but this area's gains reset. Each new area refills health, sparks and three flasks. A new game erases this adventure only.
A short, three-area adventure. Your pace depends on exploration and combat. No account required.