The beacon is cold
You are Wick, a stubby wax candle in a red scarf who wakes on a beach with a snuffed-out wick. The isle's great beacon has gone dark, and five Sun Embers are hidden around it: behind bells, under brambles, in a thirsty garden and in the paws of a thief.
Light your wick at the campfire, then let the island do the rest. Fire spreads, water douses, wind carries seeds and lifts gliders, and every little critter has opinions. Each ember you bring home turns dusk a step closer to a golden morning.
Relight the beacon and the isle becomes a hub, with gates to four more worlds. Each holds five embers of its own, a dusk to turn into morning, and a cold sconce that teaches Wick a new power.
Four gates, four worlds
Once the beacon burns, four gates wait on the island: on the ruins plaza, on top of the mesa, by the windmill and at the end of the jetty. They open as your Sun Embers add up, at 5, 9, 13 and 17 of the 25. At 22, the beacon's crown wakes.
Mab, a moth who flutters by the lamp on the beach hut, has a hint for each world's sconce. Glints count too: at 100, 200 and 300 Wick gets a wider glint magnet, a second air dash and a longer flame reach.
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Tallow Terraces
Melt C
A terraced wax quarry where heat softens the wax and water sets it hard. Melt lets Wick ooze into a puddle, slip under drip curtains, float across water with his flame still lit and pop back up.
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Vanewhistle Stack
Puff F
A basalt sea stack strung with kites, where striking a vane swings the wind. Puff blows smoke rings that ride that wind to ring bells, stun thieves and smother fires.
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Lampblack Copse
Glow R
An indigo wood where light is solid: lumen pads hold you only while lit, and hushmoths snuff out flames. Glow swells Wick's flame into steady light that firms up pads, grows vines and draws moths.
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Ebbwick Lagoon
Bob V
A plum-dusk lagoon where the tide follows the lamps: each tidewick wears a moon, and lighting one sets the water to ebb, slack or flood. Bob tucks Wick into a foil cup to paddle across deep water, dry and still lit.
Everything talks to everything
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Fire spreads
Anything burning heats what is flammable nearby. Touch one bramble and the whole thicket goes up.
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Lanterns catch
Carry your flame to the pond lanterns. Lit lanterns can relight you if a splash puts you out.
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Water douses and soaks
Wading snuffs fire with a hiss of steam and leaves you wet, and a fire will boil you dry again.
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Sprouts drink
Bring water to the garden sprout three times and it blooms into a bouncy flower that lets its ember go.
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Wind carries
Gusts push anything light: dandelion seeds, the windmill, pinwheels, and you while you glide.
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Updrafts lift
A vent by the ruins lifts gliders straight up to the mesa's hidden glints.
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Bells ring
Dash or ground-pound into a bell to swing it. Ring all three and a shrine wakes up. Critters hate the noise.
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Mushrooms bounce
Anything that lands on a cap gets launched, critters and pebbles included. Pound for a bigger boing.
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Snatchkins steal
Thieving critters chase loose glints and run off with them. Stun one and it drops what it carried.
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Critters fear fire
A lit wick scatters Snatchkins. Useful for herding, awkward when you want to catch one.
How to play
- W A S D
- Move (arrow keys work too)
- Space
- Jump; hold for height, press again in the air to glide
- Shift
- Dash, on the ground or in the air (J works too)
- C
- Ground pound while airborne (K works too)
- C held
- Melt into a puddle while on the ground, once you learn it
- F
- Puff a smoke ring, once you learn it (L works too)
- R held
- Glow while your wick is lit, once you learn it (U works too)
- V held
- Bob in a cup over water, once you learn it (M works too)
- Q E
- Turn the camera, or drag with the mouse
- + -
- Zoom, or use the mouse wheel
- Esc
- Pause, settings and Save and quit (P works too)
The pause menu holds graphics, audio and comfort settings: how the camera turns (cut, dissolve, checker, wipe or a smooth sweep) in 8 or 16 angles, a 60 fps frame cap, reduced motion, camera shake and screen flashes.
Five Sun Embers
- Ring the three bells of the old ruins.
- Light all four lanterns around the pond.
- Burn a way through the bramble hollow.
- Water the garden sprout until it blooms.
- Catch the Snatchkin that ran off with one.
That is the island. Each world past the gates hides five more, twenty-five in all.
Your progress is saved
Every ember, power and gate is saved as it happens, and glints a few seconds after you pick them up.
Pausing, leaving the tab or choosing Save and quit also keeps the exact moment, so Continue on the title screen puts Wick back where he stood.
Postcards
How it is made
- A real 3D island rendered at about 400 pixels wide and scaled up by an exact integer, with the camera snapped to the texel grid so nothing shimmers.
- A hand-picked palette of hue-shifted ramps, ordered dithering only where light actually changes, and one-pixel outlines from depth and normal edges.
- Wick and the critters are pixel sprites authored as text in the code, billboarded into the world with hand-made frames.
- Modern light layered over the pixels: bloom on everything that glows, shadow-map light shafts, tilt-shift blur and scanline water reflections.
- An entity-component world where fire, water, wind, wax, light, bells and critters interact through shared components, not special cases.
- Every level is baked at build time into one binary file of grid, spawns, triggers, terrain mesh and grass, which the game checks and reads in place. The island is about 510 KB (62 KB with brotli); each world is 0.8 to 1.2 MB (90 to 140 KB). The first frame waits for the island alone; the worlds stream in after it and stay on the GPU, so a gate only swaps a height texture behind a pixel dissolve.
- Saving on the spot is a raw snapshot of the whole simulation: every component array, the entity index, the random generator, particles and camera. The island's snapshot is 169 KB raw and 17 KB deflated, and a test checks that a restored game carries on bit for bit like one that never stopped.
- Original chiptune music and effects synthesised live in an AudioWorklet, with spatial sound and a reverb for every corner of the isle.