A world to discover.
The First Light: a complete painted origin story, alongside the lorebook, concept gallery and downloadable wallpapers.
DEVELOPMENT · UPDATED 30 OCTOBER 2026
What exists, what we’re working on and what comes next. A clear view of the project as it takes shape.
The First Light: a complete painted origin story, alongside the lorebook, concept gallery and downloadable wallpapers.
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 →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
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 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 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
Milestones are direction, not release dates.
FOUNDATION · AVAILABLE
The covenant story, four painted environments, simple walking, meaningful dialogue and a full ending. Lore, wallpapers and development updates frame the wider universe.
LARGER GAME · NEXT FOUNDATION
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.
PLANNED
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.
PLANNED
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.
LONGER-TERM AMBITION
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
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.