A towering triangular Anvari monument rising over a frozen citadel, a vast moon behind it

PBUILD

✦

Worlds Remain

Write a world. Then walk on it.

In development · No release date yet

Elizabeth's echo, a Vaelin woman in ice-blue light, turns from the Forge's pedestal beneath a world held in golden rings and two glowing green helices

The Anvarin Spiral

You arrive late.
The tools remain.

Before the stars had names, the Anvari lived among them. They didn't conquer. They wrote. They read the laws of nature as a language and composed planets the way a poet composes verse.

Then, all at once, they stopped. What they left behind are living worlds, fallow stars, silent ruins, and the Forgeholds: worldships the size of mountains, still asleep in orbit. Now one of them is waking for you.

Your People

You are Vaelin.
You wake alone.

The Vaelin have wandered the Scar on patched-together ships since the Long Cold stilled their homeworld, Vesh, eleven centuries ago. They keep no temples. They keep lists: of the lost, of the stilled worlds, of what works. You are one of them, and a Wright: one of the few whose mind can hold the Grammar. You wake in the Cradle of Last Lantern, under the red dwarf Veyl, with a world beyond the Observatory that the Long Cold took long ago. Your people's lanterns are still burning. Your people are gone, and the ship around you is barely awake.

Black stone spires rising from a frozen plain

The Vaelin

Children of Light · Seek. Build. Elevate.

The youngest and shortest-lived people: weathered, ash-eyed, hooded against the cold. They respect the Anvari and do not trust their silence.

Star
Veyl, a red dwarf
System
Cinderlight, in the Scar
Forgehold
Last Lantern
Gold
The one thing never salvaged
Last Lantern's plated stone face and the ring at its waist sweep past a cloud-covered world

Last Lantern

The Forgehold

Every Forgehold is the Delta built to the size of a mountain. Last Lantern is a pyramid of dark stone three kilometres tall, ringed at its waist by the Arc and crowned with light. Inside, its halls are half-frosted, its systems half-dead, and it is lit by lanterns the Vaelin hung themselves. In a stilled system it was the last thing still lit.

A frozen world of jagged ice and broken spires beneath a pale planet

Ashvek

The Warden

Last Lantern's Warden: a quantum mind, blunt and damaged, with holes in his memory the shape of something taken. The Vaelin found him dark and woke him with their own hands. He speaks to you from the moment you wake.

“You're awake. Good. Not much else is.”

The hooded Wright faces Elizabeth, a small patched ship with a glass canopy, resting in the lantern-lit Hangar

Elizabeth

The Wright before you

The last person known to be aboard. Last Lantern woke for her before it woke for you, and the patched ship in its Hangar bears her name, with Dreaming stencilled on its tail. The Forge still remembers her hands, and when the Long Hall's seal lifts, her echo walks it to the Loom in footprints still pressed in the frost. Where she went is the story you will follow.

Last Lantern

A mountain of stone,
still keeping its watch.

Every Forgehold is the Delta built to the size of a mountain. Last Lantern is a pyramid of dark plated stone three kilometres along every edge, gold along its ridges, a third of its seams still burning warm. At its summit is the Lantern, a crown of frosted light that gave the ship its name, and its halls are set into the stone beneath it. Take Elizabeth out through the Hangar's mouth and she flies like a spacecraft: she keeps her momentum, falls toward the world once she is past the gate, and reads her flight out on her own worn screens.

Last Lantern, a dark stone pyramid ringed at its waist by the Arc, crosses in front of the cloud-covered world it watches

The Arc

The ring at the ship's waist turns once in under three quarters of a minute, fast enough to press whatever is inside it outward with twice a world's weight. It touches nothing as it goes: bearings of light hold it. No hall reaches it, and the Vaelin have never been inside.

From beneath the hull, a column of blue-white plasma pours from a gold-ringed throat toward the world below

The drive

Under the hull a column of white-hot plasma burns from a throat ringed in gold. It is not what carries the ship between worlds. It is what holds the ship where it stands.

A vast spiral of seeds carved into a panel of Last Lantern's hull, its edge scoured dark

The figures

Cut into the hull, each one hundreds of metres wide: here, seeds turning at the golden angle, a faint light in every cut. Every figure is scoured away just before its end.

The Hangar's gate open in Last Lantern's sunlit face, the lit hall within and a world hanging in the stars beside it

The gate

Three leaves of pale stone that together make the Delta. They open for whoever comes, Wright or craft, their seams pulsing red as they move, and they are the one Anvari stone aboard the Vaelin never saw frost on.

The Hushed

The ship's own makers,
turned by the cold.

Last Lantern was never meant to be kept by one mind alone. The Anvari built her Menders: small makers of pale stone and dark glass with a heart of the ship's own light, which keep the halls and mend what the cold cracks. Some of them the Long Cold has got into. A Hushed Mender still mends, but toward stillness, and anything warm and moving near it is a fault to be put right. That includes you. Keep your distance and it lets you be. Come close and its heart flares, and it comes for you.

A Wright answers with the Deep Grammar. Throw Kindle, a spark of the Wellspring's light, or speak Unbind at the one you have chosen, and loosen the cold's hold until the Mender settles to the deck, rises, and drifts home to its work. They hunt together, closing in round you from every side, but get out of their sight and after a few seconds they let you be and drift home the way they came. The warmth each word takes rises in gold where it lands; what the cold takes from you rises in frost, and frost gathers at the edges of your sight. You never destroy one. Each one quieted teaches you a little more of the Grammar, and a Wright can grow from the first level to the ninetieth, their Grasp, Bearing and Clarity growing together. Near the Cradle the cold's hold is thin and the Hushed are slow. The farther out you go, the deeper it runs. “Those are mine. Were mine. The Cold's in them. Don't hate them for it.”

The hooded Wright at a doorway as a Hushed Mender, a floating double cone of dark glass with a ring of white light at its heart, drifts toward them down a frosted passage

It notices you

A Mender that has seen you flares white at its heart, a mark shows what is hunting you, and its card comes up beside your own.

A strand of warm light runs from the Wright's raised hand to the heart of a Hushed Mender in the passage ahead

Unbind lands

A word spoken at the one you chose. It takes a moment to say and it cannot miss: a strand of warm light from your hand to its heart.

A quieted Mender lies tipped on the deck beside the Wright, its light gone soft

Quieted

The cold lets go, the Mender settles to the deck for a breath, and then it rights itself and goes back to work.

The Forge

Making a world is easy.
What it becomes is up to physics.

At the Forge's console you set a handful of things: orbit, mass, composition, spin, tilt, air and water, and the world turns on the hologram above you as you work. Gravity, temperature, seasons, day length, and whether the world can hold its air all follow from real relationships. The Anvari called these laws the Deep Grammar. A world whose parameters balance is said to rhyme.

Rhyming is only the first verse. A world that is losing its balance, its air thinning or its seas boiling away, is slipping, and the Warden will notice before you do. Speaking a world never costs you anything. Keeping it alive is the craft: gather what it lacks from the air of other worlds, from rings, moons and comets, bring it back to the Forge and tend it, until it keeps its air, its seas and its seasons in balance without you. Then it remains.

The Forge doesn't wait a billion years to find out. It asks the Keepers of Time, and they answer with the ages. The moment a world rhymes, the chamber's light turns a living green. Speak it and that light runs out through the whole ship, and while it waits at the ship's ends the world lives its first thousand million years on the hologram. Watch closely: a world that remains barely changes. Then the light comes home, steady green for a world that remains, flickering amber for one that is slipping.

The Forge's console: dials for distance, mass, iron, ice, water, air, day and tilt, with what follows listed beside them and the words It rhymes
I

Set the dials

Distance, mass, iron and ice, water, air, the day and the tilt. Gravity, warmth, seas and seasons follow as you turn them, and the console tells you the moment the world rhymes.

The Forge Chamber from above as the rite begins: the floor's crown of triangles and the Wright's mark on the pedestal burn green beneath the world in its golden rings, as Ashvek says: Hold still. They're listening.
II

Speak it

The chamber burns green, the light runs out through the whole ship, and the world lives its first thousand million years above the pedestal while the Keepers weigh it.

The console after the rite: A billion years on, It remains, with the reasons and the lines of the world's warmth, air and water over its first age
III

The Keepers answer

It remains, it is slipping, or it is unspoken, with the reasons and the lines of its warmth, air and water across the ages. A world that lives takes its place out there.

The Worlds Spoken

A world you speak
is really out there.

It takes its place on the orbit you gave it, and Last Lantern lets go of the stilled world it was left watching and crosses to yours. Walk out to the Observatory and your world fills the open side, nearly its whole face in its own star's light: coasts and ranges raised from its own ground, forests and deserts where its rain and warmth put them, ice at its poles, and weather that lives. Storms form, travel and fade, each band of cloud rides its own wind, and lightning flashes in them at night.

After your first world, the Forge offers a fallow star with every seed: an old sun the Anvari prepared and never wrote into. Speak a world there and the ship takes you to it on the long crossing, while the sky goes out and comes back with other stars in it. The console keeps every world you have spoken, and takes you back to any of them.

A new world hangs beyond the Observatory's lantern-lit columns, framed by the ship's trusses against the Milky Way

The crossing

The lanterns dip, the sky swings past the sill, and the world you made rises until it fills the opening.

The hooded Wright stands on the Observatory deck as a cloud-wrapped world fills the sky between the pillars

The near watch

Speak to the voice-stone in the sill and Ashvek brings the ship nearer, until your world stands across half the sky.

A world seen from far off on its night side, its star burning blue-white beside it, as Ashvek says: Its night side. Watch the storms.

The turn

Ask for a turn and the ship falls once round your world: into its shadow, where the storms flash, and out into dawn.

Found, not told

The galaxy is full of
beautiful unfinished things.

A cloaked figure before a colossal broken ring of Anvari stone above waterfalls

Anvari Ruins

Pale stone and dark glass, always aligned to something in the sky. Their glyphs are really diagrams: orbits, spectra, pressure curves.

A Forgehold seen from far off: a pyramid of dark plated stone ringed at its waist, against the Milky Way

Forgeholds

Worlds in waiting, each the Delta built to the size of a mountain. Each carries a Warden, a quantum mind the Anvari built to reach the Keepers of Time. A Forgehold does not orbit. It holds.

Abandoned towers standing on a grey plain

The Hush

Work set down mid-stroke. Forges cold, doors open, verses half-written.

Ice cliffs and a frozen sea under a pale planet

The Long Cold

Not a monster. A frontier that advances, stilling worlds under blue ice.

Green mountains and waterfalls beneath a huge moon

Living Worlds

Finished long ago, now old and wild, their makers forgotten by the life that grew there.

The Keepers of Time

Not the Anvari, and not gone. They keep the long ages a world is written through, and the Wardens were made to reach them. The Wardens speak of them rarely, and as something listening, never as something seen.

Three, Six and Nine

The Anvari were strangely fond of three, six and nine, and so were the peoples before them. Triangles in every ceiling, thirty-six Deltas round the Forge's rose, a rite that lasts nine heartbeats. No ruin says why.

Gold

Every Forgehold is traced with it, used where nothing needed it and never where anything did. Gold is made only when stars die, and every grain is older than the world it was found in.

The Forbidden Figures

Cut into Last Lantern's hull, each figure hundreds of metres wide: seeds turning at the golden angle, one cell becoming many, the double helix. Each goes further than anything inside the ship, and the end of every one is scoured away. No Warden will read them aloud.

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

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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
  7. 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.

  8. 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.

  9. 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.

  10. 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.

  11. Living Worlds

    Moons and seasons, and seeding life that changes the world it lives on.

  12. The Spiral's Story

    Ruins, Ashvek's missing memory, the stilled world Rime under the Observatory's light, and what the Long Cold wants.

From the build

The title screen: the Delta and the word PBUILD over Worlds Remain, a log-in panel beneath, the Milky Way faint behind and a rust-coloured world rising as a crescent in the lower left corner
The title, the galaxy behind it and Rime rising in the corner
A glowing ice-blue figure in a cloak walks away down a ribbed stone hall, leaving a trail of footprints in the frost
Elizabeth's echo, walking the Long Hall in her own footprints
The ice-blue echo reaches a tall gold-lintelled door off the frosted hall, a lantern glowing beside it
The echo at the Loom's door
The hooded Wright faces a Hushed Mender down the Long Hall, its heart flaring white, a gold number rising where a word struck it
A fight in the Long Hall, each word's warmth shown where it lands
Three slate posts strung with threads of white light in a frosted stone chamber, under the words The Loom
The Loom, woken, its threads carrying the ship's light again
The Wright walks between dark pillars into the Forge Chamber, its floor ringed in green and gold figures beneath a world held in golden rings
Into the Forge Chamber by the new way from the Loom
A deck of pale blue stone with a gold edge, open to a black sky full of stars, under the words The Hangar
Out on the Apron, under the stars
Elizabeth seen from behind in open space, her three engines burning gold
Elizabeth under thrust

Work-in-progress captures from the current build. Not final art.