
Lantern Isle
Keep the lighthouse lit for ten nights, then call the rescue ship.
Co-op survivalPlayers
1–6 playersSession
30-minute runs
The world of Lantern Isle
The steamer Marigold has wrecked on the reef of Lantern Isle, an island in a gray-green sea where a living fog called the Hush rolls in every night. In the old lighthouse you find the journal of the last keeper, Wren Halloway, who vanished thirty years ago. Her pages hold the only way home.
By day, chop driftwood, salvage scrap, harvest glowing kelp and hunt for radio beacon parts that wash up in dangerous spots. By night, load the lamp, steer its beam into the fog and drive back the creatures crawling ashore. When lightning cuts the power, someone has to reach the fuse box, fast.
Survive ten nights, face the giant Wreckshell on the last one and repair the beacon to call the rescue ship Dawnrunner. It’s eerie, never gory, and a lighthouse cat named Pilchard keeps solo players company.
Your first five minutes
Pick your class
At the Camp Board, choose Castaway, Engineer, Medic, Diver, Cook or Harpooner, and vote for Calm Seas, Normal or Black Tide.
Gather by day
Chop wood, salvage scrap, harvest glowkelp, fish and open crates. Craft torches, spears, bandages and flares at the workbench.
Keep the light burning
Load glowkelp into the lamp’s hopper and take the lamp wheel to steer the beam. Creatures caught in the light are stunned and flee.
Survive the night
Fight back, reset the power after lightning strikes, stay warm by the fire and revive crewmates who go down.
Call the rescue ship
Install all five beacon parts and survive night ten, and the Dawnrunner sails in to take you home.
Why you’ll love it
The Keeper’s Light
Take the lamp wheel and steer the beam yourself. Creatures caught in it are stunned and flee, and lens upgrades push it deeper into the fog.
Day and night
Ninety seconds to scavenge and craft, then the bell rings, the Hush rolls in and the creatures come ashore.
Storms and blackouts
Lightning can knock the power out at any moment. Race to the fuse box on the gallery or the generator at the base to bring the light back.
Creatures of the Hush
Swarming Brinelings, armored Shellbacks with a glowing weak spot and Fogwalkers you can only see in the light.
Six classes
Engineers repair twice as fast, Medics revive in two seconds, Divers double their glowkelp, Cooks make hearty stews and Harpooners hit hard from range.
Boss night
On night ten, the Wreckshell, a giant hermit crab wearing a ship’s hull, surfaces and heads straight for the tower.
Ways to play
Calm Seas
Gentler creatures and fewer storms. A great choice for your first run.
Normal
The full challenge, with your nights and rescues counting toward the leaderboards.
Black Tide
Harder hits, more creatures and more storms, with 1.5× gems for the brave.
Meet the cast
Pilchard
A gray cat with one white paw and a red scarf. Follows solo players, hisses at nearby creatures and revives you once a night.
Wren Halloway
Vanished thirty years ago. Her journal pages, one for every dawn you survive, tell the island’s story.
The Wreckshell
A giant hermit crab that sleeps under the reef, wearing a dead ship as its shell.
Straight from the game
Good questions
Can I play solo?
Yes. Pilchard the lighthouse cat follows you around, hisses when creatures get close and revives you once a night. Solo players harvest glowkelp a little faster, too.
How scary is it?
It’s eerie, not gory. The creatures are shells, fog and glow with no blood, and a Reduced Flash setting softens the lightning.
How long is a run?
About 30 minutes for all ten nights. Each day-and-night cycle takes three minutes.
Does it work on phone or console?
It’s built for both, with ATTACK, LIGHT and PING touch buttons, auto-aim on touch and controllers, and a tappable hotbar. We’re finishing tests on real devices before launch.


