
Lastlight
The last town, lit by its own lamps. The Keeper, Wren the Cartographer and Hesk the Smith have work for anyone with a lantern, and every task they give you leads somewhere you haven't been.
The sun is gone. Carry the light.
A free online world in your browser. Be a Lamplighter: take your lantern into an endless dark, and come back with what you find. Alone, or with friends.
No one alive saw the sun go out.
It went slowly, and then all at once.
What it left was lumen: old daylight in the ground, still warm.
The survivors gathered where it pooled, and called the place Lastlight.
Then the dark began to walk.
Three kinds, one lantern each. Any of them can walk into the dark alone. Together they are more than three.

The last town, lit by its own lamps. The Keeper, Wren the Cartographer and Hesk the Smith have work for anyone with a lantern, and every task they give you leads somewhere you haven't been.
Beyond the lamps the land goes on, and gets stranger the farther you walk: the Glimmerwood, the Hollow Fen, the Basalt Steps. Every region has a name, and what roams it grows stronger with the distance.

Tattered cloaks with nobody in them, drifting a hand's breadth off the ground. They come for your light. Strike them down and they leave lumen behind, and now and then a shard of starglass from where their heart should be.

Every so often one comes down out in the dark: a pillar of light you can see from far off, rich lumen where it landed, and something of the dark already on its way there. Your first comes within a minute of your first night.

Thirty levels, each harder won than the last, and a new ability as you rise. A flare thrown far into the dark to see what's waiting. The light you carry is the only thing between you and it.
Lumen, ironwood from the silver groves, basalt from the black columns, starglass from the Gloam. Three charges a day for those who ask, deeds kept for good, and Embers for the Lantern Market, which sells only looks: never strength.
Your lantern is lit again at Lastlight a few breaths later, and you keep everything you carried. The dark takes nothing of yours but the walk back.
That chart is real: the land around Lastlight in this season's world, grown from the same seed the server uses. The world is made as people walk into it, ridge by ridge, so there is always somewhere no one has been.
Your own map starts black. It fills in where you go, and where your friends have been.
The dark is big enough for everyone, and harder alone.
The Warden turns the shades onto itself. The Seeker brings them down from afar. The Kindler wards and mends everyone near it. Each is whole alone; together they hold ground none of them could.
Up to eight Lamplighters under one banner. A Circle shares its stores and its maps, earns more for playing at the same time, and has a channel of its own to talk on.
Every Hold has a link. A friend who follows it sets out beside you, already sharing your light, and you both earn Embers when they find their feet. Bring three and your lantern burns a colour no one can buy.
One world, always running, shared by everyone in it. The star you saw fall, someone else saw too.
Somewhere out there a lantern is moving through the dark, and a star is about to fall.