SWEZEEBRAPLAY. CREATE. CONNECT.
Last Wick’s great lantern burns above a misty village of stone bridges and jungle-covered rooftops.

SWEZEEBRA STUDIO’S MAIN PROJECT

RIFTBOUND

A world worth
remembering.

Living lanterns. Forgotten roads. A village you help bring back to life. Our original fantasy universe — and the 3D ARPG we’re building around it.

MAIN GAME IN DEVELOPMENT
AI-assisted concept art · Visual direction

A NEW STORY FOUNDATION

The Well remembers.
The Lantern consumes.

To keep the world warm, people burned its brightest memories. The Well was left holding the grief, cruelty and loss they could not bear.

This is the new heart of Riftbound: a world whose light and darkness belong to the same story. Sera’s covenant — and what it must change — is our next writing focus.

An evolving story foundation and an early animated character study. The playable chapter is an earlier telling.

ORIGINAL FANTASY UNIVERSE3D ARPG IN DEVELOPMENTLIGHT, MEMORY & BELONGING

THIS IS OUR BIG ADVENTURE

More than a place
to fight. A home.

Riftbound is the big world we want to build at Swezeebra Studio. A place with its own stories, strange traditions and characters you recognise when you come back through the gate.

We’re starting carefully: one Wickkeeper, a small piece of Last Wick and the feel of moving, casting and carrying light. From there, the aim is a connected ARPG world with the long-term ambition of shared MMO adventures.

Today: an early 3D character study and local workbench, a developing world bible and a playable browser lore chapter. Multiplayer and the full 3D adventure are future work.

THE WORLD COMES FIRST

What holds it together.

Open the lorebook →
01 / LIGHT

Carry what remains.

A lantern holds a place in memory. Link your lights, follow their trails and venture into the spaces the world is losing.

02 / HOME

Last Wick remembers.

The Great Lantern anchors a village of smiths, lanternwrights and familiar faces. Our hub vision connects returning home with restoring it.

03 / IDENTITY

Choose your Bond.

Wickkeepers, Bellbound, Threadwalkers and Hollowhosts answer the Forgetting in different ways. The Wickkeeper is our first focus.

THE FIRST LIGHT-BEARER

The Wickkeeper.

Weathered cloth, worn brass and a flame that refuses to go out. The first character is the foundation for our movement, equipment and spell experiments.

Meet the Bonds ↗Take a little light with you →
Wickkeeper concept with silver braided hair, a teal coat and a brass lantern.
Character direction · AI-assisted concept art

FROM THE WORKSHOP

Building it in the open.

Development & roadmap →

DIRECTION UPDATE · 30 OCTOBER 2026

The promise that lit the world.

Sera’s covenant becomes the first playable origin story: a memory freely given, a flame freely shared and the people who become the first Keepers.

LOCAL PROTOTYPE · 30 OCTOBER 2026

The first steps in 3D.

The 3D workbench remains a separate early study. Our immediate focus is The First Light: a finished small story that gives the larger universe a human beginning.

A SMALL PLAYABLE STORY IN THE UNIVERSE

The First Light.

Before the Keepers, one lamplighter made a covenant with light. Walk with Sera through a village losing its hope, follow a voice into the mist and choose the memory that will kindle the first lantern.

The First Light is a self-contained painted story, told through simple click-to-walk exploration, dialogue and in-game cinematic sequences. Share the flame, guide a child through the dark and witness the birth of the Great Lantern.

Play the lore chapter ↗

About 15 minutes, at your pace · No levels or loot · Separate browser checkpoints for your Swezeebra player. Earlier prototype saves remain untouched.

The First Light’s painted world and story interface.
The First Light · Playable painted origin story

A LITTLE STRANGE BY DESIGN

Dark fantasy.
Swezeebra mischief.

There will be meme energy, pop-culture nods, odd shopkeepers and a suspiciously important plush zebra. The atmosphere stays fantasy; the humour lives in its people and the things you find.