SWEZEEBRAPLAY. CREATE. CONNECT.

DEVELOPMENT · UPDATED 30 OCTOBER 2026

From a small light
to a living world.

What exists, what we’re working on and what comes next. A clear view of the project as it takes shape.

PUBLIC NOW

A world to discover.

The First Light: a complete painted origin story, alongside the lorebook, concept gallery and downloadable wallpapers.

PUBLIC CHARACTER STUDY

Sera, in motion.

A rotatable 3D concept with breathing, blinking, walking and a lantern pose. The earlier courtyard workbench remains a separate local prototype.

Open Sera’s study →
NEXT FOCUS

The Well & the Lantern.

Develop the memory cycle, the cause of corruption, Sera’s covenant and a shared visual language for the game and chess collection. Voice-over production is paused.

WORKSHOP NOTES

What did we burn to stay warm?

A new foundation connects the Well and the lanterns: memories feed the warmth that keeps people alive, until the Well is left with grief, cruelty and loss. The darkness now has a cause rooted in the world’s own habits.

We are working through Sera’s place in that history before revising the playable script. In parallel, an early real-time Sera study explores her silhouette, movement and lantern. It is a concept model, not final game-quality character art.

Voice-over production is paused. The chapter keeps its text, music and environmental sounds.

Read the new story foundation →Turn and inspect Sera →

The First Light finds its own form.

The First Light is now a standalone origin story. Sera, a village lamplighter, makes the first covenant with living light. You walk, listen, choose a memory and help carry the flame home. Levels, equipment drops and talent points are absent from this chapter.

The larger project is a 3D fantasy ARPG, with an ambition to grow into shared MMO adventures. Our immediate priority is making this short painted story feel complete. The separate 3D workbench continues to inform the longer-term game.

The first Wickkeeper in 3D.

The separate local workbench tests movement, camera distance, clothing changes and lantern magic. A small loop lets you recover a coat, strike a practice target and return an ember to the Great Lantern.

That proves a starting interaction loop. It does not yet represent our final character quality, a full starter region or multiplayer. The new story has its own browser checkpoint. Earlier prototype save data remains untouched.

Read the first concept journal →

ROADMAP · ORDER OF WORK

Earn the next step.

Milestones are direction, not release dates.

  1. 01

    FOUNDATION · AVAILABLE

    A complete first telling.

    The covenant story, four painted environments, simple walking, meaningful dialogue and a full ending. Lore, wallpapers and development updates frame the wider universe.

  2. 02

    LARGER GAME · NEXT FOUNDATION

    One excellent Wickkeeper.

    Refine the model, modular hair and clothing, walking transitions, casting poses and impact. Test the angled camera and touch controls at the distance people will actually play.

  3. 03

    PLANNED

    A village worth returning to.

    Develop Last Wick’s armorer, weapon smith and lanternmaker. Connect the Great Lantern to restoration, a stash and town services. Give the village residents stories and routines.

  4. 04

    PLANNED

    The full first journey in 3D.

    Village → jungle → boss grotto. For the larger ARPG, retain the planned slower level 1–10 introduction, visible gear acquisition, gradual spell learning and first path choice at level 10. These systems belong to that future game, not The First Light.

  5. 05

    LONGER-TERM AMBITION

    Open the world beyond the gate.

    More regions, more Bonds and shared adventures. Multiplayer, account-backed inventories, cross-device progress and downloadable clients each need dedicated development and testing.

THE DESIGN WE’RE KEEPING

Slow enough
to belong.

Start in worn scraps. Find something worth wearing. Learn a spell through a situation that makes it useful. Get to know the village before the wider world asks you to leave it.

The larger ARPG’s first talent point is still planned for level 10, with Hearthkeeper and Trailweaver as initial paths. The First Light stands on its own as a story without levels or loot.

The local 3D study and The First Light use separate state. The story keeps a browser checkpoint for your Swezeebra player; it does not grant ARPG gear, levels or account rewards.