The lantern of Lumenwick

Lumenwick

Adventure begins at home

A cosy isometric world in your browser. Relight the beacons, furnish a room of your own, and share the harbour with whoever else is online.

Play now

Free to play · nothing to install

In development · 2026
The market of Haven City at dusk, with lit stalls and street lanterns
The market of Haven City, just after sundown.

The story

Once, the Lumen Network tied every island together. At its source stood the Everlight, and while that burned nobody ever lost their way home — however dark the sea got.

Then came The Sundering. The beacons went out, the islands drifted apart, and the sea roads disappeared into the dark.

You are a Lamplighter. You start with nothing but a flame, on an island barely still on the map. From there you sail on: beacon to beacon, harbour to harbour, until the light runs all the way round again.

But the dark did not stay empty. Something moved into the places the Lumen used to reach.

What you'll do

Six things, and none of them is a leaderboard.

A lamplighter beside a lantern he has just lit on the quay of Grand Harbor at night.
Light one — Every lantern is lit by hand, by someone standing next to it. The circle of light it throws is the part of the island that is yours again.
A street in Morrow at dusk: lanterns burning, warm windows, a resident outside his door.
Come back to it — Sweep out a derelict house, hang its shutters back, light the lamp by the door — and a week later the street has people in it again.
The ground floor of a player's house, furnished with a fireplace, sofa, dining table and bookcase.
Make it yours — Your own floor, your own wallpaper, your own furniture, put where you want it. Leave the door open, or don't.
Blackwick at night: boarded-up houses, a few relit lanterns, and a Candlesnuffer on the square.
And the dark pushes back — Some places keep the dark on purpose. Light a lantern in Blackwick and something walks over to put it out again.

Relight the beacons

Every island has its own dead beacon. Light it and the world around it wakes up — and the next sea road opens.

Go where it's dark

Past the last lamp the islands have gone feral. Drowned marshes, ash-covered ruins, wisps that lead you off the path, and things that crawled in when the Lumen died. Bring a blade.

Fight for the light

Some beacons are guarded. Learn to hold a sword in the arena at Haven City, then go and take one back — alone if you must, together if you're wise.

Make a place your own

Rent a room above the inn and furnish it exactly how you want. Invite people over, or keep it your own quiet corner.

Never alone

Talk, trade, dance, fish, and head out together. Lumenwick is meant to be a place you live in, not a race you win.

Come home

Every trip ends the same way: the harbour lights, a warm room, and someone who asks where you've been.

The chain of beacons

Six places, each with its own weather, its own ground underfoot and its own reason to be dark.

The tiny island of Kleinlicht at dusk: one house, one shed, one jetty and one beacon.

where it starts

Kleinlicht

A rock of thirty by twenty-four tiles with one house, one shed, one jetty and one beacon — the smallest light that ever hung on the Lumen Network. Wenna lit it by hand every evening for fifty years, and last night her hands would not do it. She gives you her tinderbox and waves you off from the jetty. Nothing in it is magic. What is special is that it never once stood cold.

The roofs and lanes of Haven City at dusk, seen from above the quay.

the harbour you keep coming back to

Haven City

Grand Harbor still has its lights on. A market that runs till dark, an inn with rooms upstairs, shops, a cathedral, a bath house, a dance hall, an arena, a shipyard and a fishing village on the south flats. This is where you buy your gear, rent your room, take your quests and hear what came back on the evening tide.

The half-drowned village of Willowbrook, with lanterns over dark water.

chapter one · absence

Willow Cove

The village is not destroyed. It emptied out. Old Bramwell still keeps the kettle warm “in case anyone comes back”, and the water wheel of the Old Mill has not turned in years. Beyond the houses the ground gives way: old marsh, sodden woods, the peat diggings, and then open salt flats where the path stops pretending.

The cinder fields of Ember Reach, cracked with glowing lava.

chapter two · work that stopped

Ember Reach

Here everything stopped mid-sentence. On a workbench lies a letter that breaks off halfway through a line. Old Corvin keeps the coals warm because a cold forge cracks. The island runs from cold to hot as you walk it: ash grey shore, ash plain, cinder fields, casting floor, and last the lava gorge.

Drowned houses and wisps on the causeways of the Mistfall Isles at night.

chapter three · depth of time

Mistfall Isles

The stone of the Drowned Observatory is older than the Everlight, and the Tidekeeper answers most questions with “I don't know”. Each island in the chain is smaller and further out than the last, which means the danger is not getting there. It is getting back. The wisps are not there to help you.

The warm shallows and stalls of Sunspire Atoll in the afternoon sun.

and one place with nothing in it

Sunspire Atoll

No beacon, no boss, no chapter. Warm shallows, a market on the sand, palms, and a long way to swim. Every other island is built from safe to dangerous in strips you can read as you walk. Sunspire has no dangerous strip, and that is the entire point of Sunspire.

Haven City, up close

The harbour you sail back to. Click any picture to see it full size.

Lit market stalls on the quay of Haven City just after sundown.
The market — Stalls on the quay, open till the lanterns win.
The common room of the inn: long tables, a bar and warm lamps.
The inn — The First Lamp — warm, busy, rooms upstairs.
The dance floor of the Golden Hall, with a compass rose inlaid in the boards.
The Golden Hall — Dancing, in a hall built for nothing else.
The Cathedral of the Everlight at dusk, its windows lit from inside.
The cathedral — The Cathedral of the Everlight, windows lit.
The bath house square in the East Quarter, with an open pool.
The East Quarter — Bath house, bank, salon — the newer side of town.
The Old Lighthouse on the harbour mole at night, its lamp lit.
The Old Lighthouse — One small flickering light. For now.

The lighthouse is the progress bar

There is no percentage anywhere in Lumenwick.

The Old Lighthouse stands on the head of the west mole from your very first evening, and it is deliberately unimpressive: one small, flickering light. Every beacon you bring back makes it reach further, until it throws a full beam out into the night.

Light all three, and something out on the water answers — from a direction where no chart has an island. It blinks twice, then settles into the slow rhythm of a real sea light. There is no quest attached. You just see it.

How to play

Everything you need for your first evening. Nothing to install, nothing to pay, and it plays on a phone just as well.

Your first ten minutes

  • Walk around. Click the ground and you go there. The market square, the harbour, the shops.
  • Say hello. Press T, type something, press Enter. Anyone nearby sees it above your head.
  • Talk to somebody who lives there. Click a townsperson. They are the ones who tell you what went wrong with the light.
  • Take a small job. Fetch, deliver, sweep, catch a fish. It pays, and it is where your first coins come from.
  • Go and fish. Stand at the water, press H, and press H again the moment something bites.
  • Open your journal. Press J. It keeps what you have found and what is still waiting.
  • Find a house with a FOR SALE sign. You will not be able to afford it yet. That is rather the point.

Walking and looking

Click the ground and you walk there, or use WASD and the arrow keys. Turn the scroll wheel to zoom in and out; on a phone, pinch with two fingers. Walk through a doorway and you are inside.

Talking and emotions

Press T and type your message; Enter sends it. Above the text box are five little faces — click one and your own face joins in, and a smiley in your sentence does the same. Start with /w to whisper or /s to shout.

Fighting and levelling

Click a slime to attack it. Key 1 is your strike, key 2 drinks a potion. In trouble? Resting in bed slowly brings your health back. Fighting and doing jobs both raise your level.

Fishing

Press H near the water to cast your rod, and press H again the moment something bites. Every spot has its own fish, and some of them only bite at night.

A home of your own

Walk into a house with a FOR SALE sign to buy it. Press B to build: furniture, walls, floors and wallpaper. Click an inner door to open or close it. Other players can ring your doorbell — you decide whether to answer.

Playing together

Press V to find friends and send messages. Click somebody standing nearby to trade. Right-click anyone for their card — on a phone, press and hold — and you can ask to be friends, trade, block or report from there.

Your companion

On faraway islands a little creature sometimes follows you home. Click it to tuck it into your bag, and click yourself to let it back out.

If somebody is unpleasant

Children play here, so this is worth saying plainly. Every player has a card — right-click them, or press and hold on a phone — and that card has Block and Report on it. Blocking is yours alone and you can undo it later. Reporting brings a moderator in, so it asks you once whether you are sure. And if something frightens or upsets you, tell someone at home about it as well.

Keys, and what to do on a phone

  • I — backpack
  • J — journal
  • M — map
  • U — appearance
  • T — talk
  • V — friends
  • B — build
  • H — fishing rod
  • 1 — strike
  • 2 — drink a potion
  • Esc — the menu, and the manual inside the game
  • On a phone — tap to walk, pinch to zoom, press and hold for somebody's card. The bar along the bottom does what the keys do, and it plays best held sideways.

The practical bit

What is it?

A cosy isometric world you play in the browser. Walk, talk, trade, fish, fight when you have to, and furnish a room of your own.

What does it cost?

Nothing to try. There is no launcher, no installer and no download — you open a page and you are standing in it.

Is it finished?

No, and it says so. Seven places are walkable, the beacons work, the lighthouse answers and you can live in a house of your own. The rest arrives without announcement.

Who makes it?

One person, in the Netherlands, in the evenings. That is also why it is taking a while.

Where Lumenwick is right now

In development, and already a world you can walk around in. This is what that means, exactly. What comes after it, you will find out when you walk into it.

You can play this today

  • Seven places to walk: Kleinlicht, Haven City, Willow Cove, Ember Reach, the Mistfall Isles, Sunspire Atoll and Dawnhold
  • Beacons to relight — and the Old Lighthouse that reaches further with every one
  • A room above the inn, a house to buy, or a derelict one to bring back
  • Furniture, walls, floors, wallpaper and stairs you place yourself
  • Other people: chat, friends, trading, day work from the guild board
  • Fishing, the arena, a companion that follows you, and a face of your own
  • Day and night, four seasons, and weather that changes what your lamps are worth

Come and light one

Lumenwick runs straight in your browser. No install, no download — you click, and you're there.

Play now

The world is already playable, and it keeps growing — one evening at a time.

[email protected]

Want to help build it? Send a message.