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Devlog1 min readLantern Keep

Lantern Keep devlog: how the light pushes back

A look at the lantern's reach, the waves that test it, and what we changed after the first playtests.

In Lantern Keep, the lantern at the top of the tower is more than a light. It decides what you can see, what you can defend, and how long you can hold out.

The lantern is the map

Everything the light touches is yours to defend. Everything outside it belongs to the dark. Every choice in the game comes back to one question: where do you point the light, and what do you leave in shadow?

What playtests taught us

The first round of playtests showed us three things we had to fix:

  1. The dark arrived at one steady pace. It now comes in waves, with a quiet moment between each one to plan.
  2. Players couldn't tell how far the light reached. Its edge is now sharper and easier to read.
  3. Losing felt sudden. The tower now shows damage in stages, so you can see trouble coming.

What's next

We're working on the tower's upper floors, and on the first new kind of dark that doesn't move in a straight line.

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