Lightkeepers

Race bottled light home across a moonlit porcelain town. Most glimmers banked at the bell wins.

Quick Play uses computer-controlled rivals; invite a friend for a human duel.

or play a friend

Your room

Waiting for an opponent…

Jade
Amber

Send the link to your opponent. Anyone on the same Wi-Fi or tunnel can open it. The match starts by itself once both crews are here.

Rival0
–:––
0You

5Spark
0/4

Join a friend

5 letters or numbers, or just open the invite link your friend sends you.

How to play

  1. Pick a card, then tap a lane. You can also drag a card onto a lane. Carriers walk to the glowing well in the middle, pick up glimmers and bring them home.
  2. Cards cost Spark. You start with 5 and gain 1 every 2 s, up to 10. For the last 30 s it’s Double Spark: +1 every second, for both players.
  3. One Spark short? Play the card anyway. It waits on the lane and goes out once the Spark arrives, if the play is still possible. Tap the lane again, pick another card or press Esc to cancel it.
  4. Couriers are quick and carry 1: home about 10 s after you play them. Haulers carry 3 but take about 17 s. Up to 4 carriers can be out at once. A ⏱ on a card means a carrier played now can’t get home before the bell.
  5. Hook snags the rival’s loaded carrier in that lane after a 1.2 s warning. The glimmers spill onto the lane and the carrier is stunned. Carriers in the lit zone by each gate are safe. A Hook still in the air at the bell does nothing.
  6. Cover puts a glass bell dome over your carriers in that lane for 4 s. It blocks one Hook each.
  7. A snagged carrier fades out and shows a crossed-out glimmer. It walks home empty and can’t pick anything up on that trip.
  8. Every glimmer you bank lights a window on your side. The match lasts 1:00: most glimmers banked at the bell wins, and a tie is a draw.

Keys: 1–4 choose a card, Q/W/E or ←/↓/→ pick a lane, Esc cancels.

Progress is kept for this browser only: there are no accounts yet, and clearing site data starts over unless you saved your private code (Journey → Keep your progress).

Style explorations: four concept boards →

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