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
- The Fissure — mirrors and reflection.
- The Prism Gallery — one light is many: a prism disperses white into red, green and blue.
- The Stained Gate — beam splitters, coloured glass and a rotating colour wheel. There is no green glass; find another way.
- The Confluence — combiner lenses add light back together into magenta, cyan and yellow.
- The Shadowed Vault — an obsidian monolith casts a shadow; carry light crystals between sockets to get around it.
- 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
| Key | Action |
|---|---|
| WASD | Walk |
| Mouse | Orbit the camera (wheel zooms) |
| E / Q | Turn the nearest device |
| F | Take or place a lantern crystal |
| R | Reset the chamber |
| Space / Enter | Begin from the title |
Gamepad and touch are supported too.
No death, no timer — just light, glass and the dark.
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