FROM THE WORKSHOP · DEVELOPMENT JOURNAL 01
A small light.
A world worth keeping.
We’re taking Riftbound into 3D.
The same lantern soul. A new sense of presence.

THE WORLD IS FORGETTING ITSELF
Keep the light.
Keep what matters.
Beyond the village, roads lose their names. Houses become echoes. A lantern remembers what the darkness takes.
You are a Wickkeeper: someone who carries living light into the places the world has forgotten. Last Wick is where that journey begins. At its heart burns the Great Lantern — our vision for a refuge you help restore, with workshops, familiar faces and a place to keep your finds.
Planned hub direction: fuel the Great Lantern, restore town services and return to a shared sense of home. Stash and town upgrades are still in development.
MEET YOUR FIRST BOND
The Wickkeeper.
Weathered cloth. Worn brass. A flame that refuses to go out.
Our first 3D study focuses on one character: readable movement, a lantern with weight, clothing you can change and spells you can feel.
- Visible progression from scraps to found gear
- Modular hair, clothing and colour direction
- Living light at the centre of combat and identity
The painting sets the target. The separate 3D workbench tests movement, camera, equipment and lighting. It is an early model study, not the finished character.

SMALL, PLAYABLE STEPS
The road from here.
A direction we can build and test. Milestones may change as we learn; no release dates are promised.
- 01PLAYABLE NOW
The First Light
The current solo browser chapter: Last Wick, jungle, grotto, gear drops and a guided level 1–10 starter journey. Your first talent point and path choice arrive at level 10.
Enter The First Light → - 02IN DEVELOPMENT · SEPARATE WORKBENCH
A Wickkeeper in three dimensions
One articulated character and a small Last Wick courtyard. Walking, casting, a lantern-shaped resource display, visible equipment and an angled ARPG camera. Testing locally before any public 3D release.
- 03NEXT
Make every step feel right
Refine the character model, animation, materials and combat response. Test performance and touch controls. Bring the hub’s armorer, smith, lanternmaker and Great Lantern systems together.
- 04PLANNED
Carry the journey into 3D
Grow from the courtyard to a connected village, jungle and boss cave. Keep the slower introduction: learn systems, find your first equipment, unlock spells and choose your path before leaving at level 10. Design continuity is the goal; save migration must be tested before a switch.
- 05LONGER-TERM EXPLORATION
Beyond the lantern walls
More regions and Bonds: Bellbound, Threadwalker and Hollowhost. Shared adventures, cross-device progress and downloadable clients are ambitions for later, not features of the current game.
SWEZEEBRA STUDIO · A LITTLE STRANGE BY DESIGN
Dark fantasy.
A mischievous streak.
Of course there’ll be memes, pop-culture nods and the occasional suspiciously important plush zebra. Expect the humour in item names, shopkeepers and little discoveries. The world should feel lived in — and sometimes make you grin.
We’re building toward something special: a world with its own identity, satisfying combat and a village you care about. We’ll share the art, the experiments and the playable milestones as they take shape.
Current release: solo browser prototype, with progress saved in this browser for your Swezeebra player. No co-op or Riftbound cloud saves yet. The 3D workbench is not part of the public game.
Sera, in motion.
Explore the early animated 3D character study and the new Well & Lantern story foundation.