Progress
A side project,
built one foundation at a time.
Pbuild is early, and there is no release date. An early build runs on Windows PC, with mouse and keyboard or an Xbox controller: begin from a title that stands on the galaxy, wake aboard Last Lantern, walk its halls as a cloaked Wright under a name of your own, gather what the Vaelin left into your pack, take Ashvek's tasks and wake new halls, quiet the Hushed Menders and grow as you do, step out onto the Apron under the stars, write a world at the Forge and watch the Keepers judge it. Then cross to it, ask for a turn round it, fly Elizabeth out through the Hangar's gate, and write the next world under another star. It isn't available to play yet. This page grows with it.
The mood pass is done: the sky is real stars, Last Lantern stands whole outside, its Arc turning, its drive burning, its Hangar shut by a gate, and the title now stands on the galaxy, the world your Wright stands beside rising in its corner as a crescent at dawn. The foundations for play are nearly all in: a settings menu and your own key bindings, a pack, a controller as well as the mouse and keyboard, quests and a quest log, the first fights, Menders that hunt together and give up once you are out of sight, levels, a game menu, an account with up to ten named Wrights, and the Wright's own sight drawn round all of it. One chat for everything is the last. The opening act has begun too: seven quests carry you from the Cradle through the Long Hall, where Elizabeth's echo walks ahead of you, and the Loom to the Forge, and out through the Hangar onto the Apron. Then comes the game itself. Speaking a world stays free. Keeping it alive becomes the loop, with what it needs gathered from space and from other worlds. Then the opening act, waking a half-dead Last Lantern quest by quest on the trail of Elizabeth's story, and one day, sharing your worlds with friends.
Last updated November 2026
Design
Concept, lore, the Vaelin and their star, and a technical design that stays precise from a footstep to a light-year.
Complete · September 2026
Foundations
Wake in the Forgehold, walk its halls, see your star and its first world on real orbits, and fly out into space. Then Last Lantern at final quality, the hooded Wright, Ashvek's voice, and one shared foundation underneath it all: everything in the world and everyone in it described as data and built by one system. Played and fixed.
Complete · September 2026
The Forge
Write a world at the console and watch its physics follow every dial. Speak it, and the Forge's light runs through the whole ship while the world lives its first thousand million years on the hologram, until the Keepers answer: it remains, it is slipping, or it is unspoken. A world that lives is really out there, and the ship crosses to it. Games save and continue.
Complete · September 2026
Worlds Seen From Space
Your world given a face by its own physics: coasts, ranges, seas and ice from its seed, an air that scatters its star by the gases you gave it, forests and deserts where its climate puts them, cyclones with a clear eye and weather that lives, under a real star.
Complete · September 2026
One People, Many Stars
A new direction: one people, the Vaelin, and a story that follows Elizabeth. A title screen, and music that follows you from room to room. A turn round your world on command, fallow stars to write under, and a console that remembers every world you have spoken.
Complete · September 2026
The Mood Pass
Every place made to feel the way it should: a night sky of real stars, Last Lantern whole outside with its Arc turning and its drive burning, its halls set into the stone behind the Hangar's gate, and Elizabeth flying like a spacecraft, braking hard and coming home without a crash. And a title that stands on the galaxy: its stars glimmering and now and then flaring, the Delta breathing, and the world your Wright stands beside rising as a crescent, ready in a second and a half.
Complete · November 2026
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Foundations for Play
What the game will stand on, built before the game itself.
- A settings menu on Escape and on the title, and a console for testing
- A pack to carry iron, rock and ice, and the Vaelin's stores in the Hangar to gather from
- Mouse and keyboard or an Xbox controller, switching whenever you like, the cursor free whenever a screen is open, and the speed of time shown as you change it
- The pack's icon in the corner, dropping, discarding and picking up again, and stores that fill again a day after you take them
- Quests from Ashvek at his voice-stones, what each asks shown in the corner of your sight, and a quest log that names every quest, found or still to find
- A window you can size, every screen fitted to it, and a Controls page to bind every key and button
- The first fights: Hushed Menders that come at you when you get close, words you aim or speak, levels to ninety, and fights that look, sound and read alive
- Fights you can read and get away from: Menders that close in together and give up once you are out of sight, the warmth each word takes shown where it lands, and names over what you look at
- A game menu that pauses, and your own account with up to ten named Wrights
- The Wright's own sight: a strip of what matters along the top, the pack beside the action bar, and everything but your card fading when you are quiet
- One chat for everything
In progress · November 2026
Tending Seeds
The heart of the game. Every world you speak takes its place, even one that is slipping, and it declines slowly. Gather what it lacks from the air of other worlds, from rings, moons and comets, bring it home to the Forge and tend it, and watch the world itself change. Keep as many alive as you can.
Waking Last Lantern
The opening act, and the start of Elizabeth's story. You wake with the ship barely alive and its Forge half asleep. Quests wake it piece by piece: power to the dark halls, the Forge's full voice, the Hangar, Elizabeth mended so you can fly her, and at last the drive, and with it the way to other worlds. New halls to explore, and quicker ways through the ship than walking. It has begun: seven quests wake the Long Hall, the Wellspring where the ship's own light comes from, the Loom that sends that light out again, and the Forge itself, by a new way through to a hearth beside it. As the Long Hall's seal lifts, Elizabeth's echo walks it ahead of you, in her own footprints, to the Loom.
Together
Play with friends: accounts, private lobbies, worlds shared from the console so everyone in the lobby can travel to them, and messages between players wherever they are.
Worlds You Can Walk
Descend from orbit and land on any world you made, its ground, air and seas at your feet, and gather from the ground of the worlds that hold. Walk Last Lantern's hull too. The first step is in: out through the Hangar onto the Apron, a deck of stone open to the stars, wrapped in a veil of the ship's field that thins while you are out.
Living Worlds
Moons and seasons, and seeding life that changes the world it lives on.
The Spiral's Story
Ruins, Ashvek's missing memory, the stilled world Rime under the Observatory's light, and what the Long Cold wants.