Press kit
Everything you need to write about Keeperfall or make a video on it. Use these freely in coverage of the game.
ZIP, 16 MB: logo, key art, store art, screenshots and the six Keepers, all full size.
Fact sheet
- Developer and publisher
- FKT Yazılım, Türkiye
- Platforms
- Windows and Linux on Steam; macOS planned
- Players
- 1 to 6, online co-op
- Genre
- Survival, crafting, co-op
- Languages
- English, Turkish
- Website
- keeperfall.fktyazilim.com
- Press contact
- info@fktyazilim.com
In one sentence
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.
About 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?
Features
- 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.
- Build and tend. Farms, cooking, stores, walls, and fire that can get away from you. A camp is a promise you have to keep every night.
- Go further, go deeper. Cave layers with no sun, a sea with islands worth the crossing, and cold letters that tell what happened here.
- The Stayed. People live here. They carry no ember, and the dark leaves them alone. Their hamlets have needs of their own.
- The land changes. In deep winter the shallows freeze into a road. It does not last. Past its edge is open water.
- A world that remembers. 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.
- Learn by doing. Nothing levels up. What you know is what you carry into the next world.
- Death is real. Prepared Keepers can come back; unprepared ones start again.
- Together, if you like. Open your world as a room for friends or strangers, up to six Keepers, or play alone. It is the same game.
The Keepers
- Tallow. Steady hands and a long-burning lantern. Carried lights burn longer.
- Sable. At home where the light gives out. The Gloam builds at half speed.
- Brand. A wall in a coat. Takes less damage from blows.
- Rue. Knows what grows and what keeps. Sometimes picks extra.
- Tarn (In the store). Quick on the path, loud in the dark. Moves faster; the Gloam takes shape sooner.
- Grist (In the store). Makes a little go a long way. Needs less food; Resolve comes back slowly.
Images
Previews below; the full-size files are in the download.
Screenshots
Questions and interviews
For review copies, interviews or anything else, write to info@fktyazilim.com and tell us where you publish.