Survive the clock
Days, nights and four seasons, each with its own weather and its own Warden. When the light goes, the Gloam rises, and it takes shape around anyone who stays in the dark too long.
Keep your ember. Beware the Gloam.
When the light goes, the Gloam rises. Gather, craft and keep your fire burning in a sunken valley under a dying sun, through four seasons, down into the dark below and out across the Still Water.
The game
Someone who carries an ember inside. The valley has no quests and no mercy: food rots, winter freezes, and the dark itself takes shape around anyone who stays in it too long.
Light is the only thing that holds it back, and every night asks the same questions: where is your fire, how long will it last, and what will you do when it goes out?
Survival is an economy. Every bite, every log and every step out of the light is a trade between these and time.
Health
Teeth, fire and frost all take their share. Lose it all and the valley keeps going without you.
Hunger
Always falling. Food rots, so a full store is a race against the clock.
Resolve
The dark wears it down and light holds it up. Keep it, and keep your head.
Warmth
Winter freezes and summer burns. Dress for the season and keep a fire near.
Features
Days, nights and four seasons, each with its own weather and its own Warden. When the light goes, the Gloam rises, and it takes shape around anyone who stays in the dark too long.
Farms, cooking, stores, walls, and fire that can get away from you. A camp is a promise you have to keep every night.
Cave layers with no sun, a sea with islands worth the crossing, and cold letters that tell what happened here.
People live here. They carry no ember, and the dark leaves them alone. Their hamlets have needs of their own.
In deep winter the shallows freeze into a road. It does not last. Past its edge is open water.
A chronicle of what happened in it, Wardens that come back angrier if you let them go, one night a year when the Gloam comes looking, and a Cold Keeper that keeps walking toward you until someone lays it to rest.
Nothing levels up. What you know is what you carry into the next world.
Prepared Keepers can come back; unprepared ones start again.
Open your world as a room for friends or strangers, up to six Keepers, or play alone. It is the same game.
The Keepers
Six Keepers, each with their own way through the dark. Four come with the game; Tarn and Grist join from the in-game store.
Steady hands and a long-burning lantern.
Carried lights burn longer.
At home where the light gives out.
The Gloam builds at half speed.
A wall in a coat.
Takes less damage from blows.
Knows what grows and what keeps.
Sometimes picks extra.
Quick on the path, loud in the dark.
Moves faster; the Gloam takes shape sooner.
Makes a little go a long way.
Needs less food; Resolve comes back slowly.
Together
Open your world as a room and up to five friends can join from the room list. The world, its fires and its dangers are shared; every Keeper carries their own pack.
Host from the menu, or join a friend's world from the room list.
Everyone gathers and carries for themselves, then you decide together what goes into the shared chests.
A fallen Keeper lingers as a ghost while a friend lives, and the living can bring them back.
Alone, it is the same game.
Keeperfall
Gather what you can before dark. Alone or with friends, the valley is ready when you are.
FAQ
Yes. Open your world as a room for up to six players, or play alone; it is the same game either way.
Windows and Linux, on Steam. A macOS version is on the way.
At least: 64-bit Windows 10 (21H1 or newer) or Ubuntu 22.04, 4 GB of memory, integrated graphics such as Intel UHD at 720p, and 1 GB of free disk space. For 1080p we recommend 8 GB of memory and a dedicated graphics card.
English and Turkish.
FKT Yazılım, a software company from Türkiye.
Contact
Press, creators, playtests, business or just a question: every message is read by the people making the game.
Company website: fktyazilim.com