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Luminaria

A 3D light-puzzle descent into a hollow mountain. Bend beams with mirrors, split white light with prisms, strip colours with stained glass and mix them back into magenta, cyan, yellow and white to wake the Sigil Locks — six chambers deep, down to the Heart of the Mountain.

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Updated Oct 7, 20261 launch
puzzlelightopticsprism3Dfantasycavecolourmirrors

You are the Lightbearer, a small hooded wanderer with a lantern-staff, descending through the drowned dark of a hollow mountain. The long-gone Lumenkeepers left behind an ancient optical machine of brass mirrors, glass prisms and stained-glass gates. Every chamber is a light puzzle.

Catch the beam that falls from a crystal fissure, bend it, split it, filter it and recombine it. When every Sigil Lock in a chamber blazes with exactly the colour it demands, the Descent Seal in the floor turns open and you go deeper.

The descent

  1. The Fissure — mirrors and reflection.
  2. The Prism Gallery — one light is many: a prism disperses white into red, green and blue.
  3. The Stained Gate — beam splitters, coloured glass and a rotating colour wheel. There is no green glass; find another way.
  4. The Confluence — combiner lenses add light back together into magenta, cyan and yellow.
  5. The Shadowed Vault — an obsidian monolith casts a shadow; carry light crystals between sockets to get around it.
  6. Heart of the Mountain — bring red, green and blue home by three separate routes so they meet as white.

Light follows real additive colour rules: red + blue = magenta, red + green = yellow, green + blue = cyan, all three = white. A filter passes only its own colour. A lock struck by the wrong colour just flickers.

Controls

KeyAction
WASDWalk
MouseOrbit the camera (wheel zooms)
E / QTurn the nearest device
FTake or place a lantern crystal
RReset the chamber
Space / EnterBegin from the title

Gamepad and touch are supported too.

No death, no timer — just light, glass and the dark.

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