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Last Lantern

Last Lantern

You are the last lantern keeper in a world swallowed by the Black Mist: walk, let your weapons strike on their own, and hold out 12 minutes until dawn.

Action · 1 player

How to play

The Black Mist has swallowed the world; only your lantern is left. Shadow creatures pour in from beyond your ring of light. You only walk, while your lantern and the weapons you find attack on their own. Collect the light shards they drop, pick a new power every level, topple two great beasts and live to see the dawn.

  1. 1You only walk; your weapons attack the nearest creatures on their own.
  2. 2Collect the light shards dropped by fallen creatures. When the bar fills the game pauses and you pick one of three powers: a new weapon, a weapon level or a charm.
  3. 3Creatures inside your lantern light slow down. Blue-eyed Dimmers shrink the light; clear them first.
  4. 4Each weapon goes up to level 5. A maxed weapon plus its matching charm turns into an Awakening card and grows far stronger.
  5. 5The Ash Mother arrives at minute 5 and the Night Eater at minute 10. At minute 12 dawn breaks and you win the run.
  6. 6Dying still moves you forward: every run earns embers. At camp, spend embers in the workshop on permanent upgrades and unlock new keepers and the Silent Temple.

Keyboard

Walk with W A S D or the arrow keys. While choosing powers and at camp, move with the arrow keys and pick with Space or Enter; Z rerolls, Backspace leaves the workshop. Esc or P pauses.

Touch screen

Touch the left half of the screen and slide your finger: a large stick appears and you walk with it. Tap cards and buttons to choose.

Controller

On a controller the left stick or D-pad walks and moves through cards and camp menus; A selects, Y rerolls the cards, B backs out of the workshop and Start pauses.

Your high scores and progress are stored only in this browser; clearing browser data resets them.

About Last Lantern

Last Lantern is a survival game where a single ring of light is all that stands between you and shadow hordes pouring in from every edge of the screen. There is no aiming and no attack button; your attention goes entirely into where you walk and which power you pick. Learning the controls takes a minute, while learning to build a strong run takes far longer.

Every run tells its own story. The three cards offered on each level-up push your weapons and charms in a different direction, so one dawn might be reached with sweeping fire and the next with rapid single-target shots. When a maxed weapon meets its matching charm, an Awakening card appears and the whole run can turn on that moment.

Even defeat pays off: embers earned at the end of a run become permanent upgrades in the camp workshop, and the same savings unlock new keepers and the Silent Temple. It suits anyone who likes tight twelve-minute sessions backed by long-term progression.

Strategy and tips

  • Keep moving, but in loops rather than straight lines. Running in one direction pins you against the swarm, while wide circles gather enemies behind you and stack them inside your weapons' reach.
  • Make the blue-eyed Dimmers your top priority the moment they appear. When your light ring shrinks, the slowing aura it gives you shrinks with it.
  • Favour new weapons early, then push the ones you own to level five in the middle of the run. A scattered arsenal will not last until sunrise.
  • Keep Awakening pairs in mind while choosing cards. If the matching charm for a nearly maxed weapon shows up, it is usually worth passing on a flashier option.
  • If none of the three cards helps, use a reroll. One poor pick can drag down the rest of the run.
  • The Ash Mother arrives at minute five and the Night Eater at minute ten. Having just levelled up before each arrival makes those fights much easier.
  • Spend your first embers in camp on upgrades that help every run, such as movement speed and health, and add specialised boosts later.

Frequently asked questions

How long is a run?
Twelve minutes if you survive, at which point dawn breaks and you win. Fall earlier and the run ends there, but the embers you gathered stay with you.
Is there permanent progression?
Yes. Embers, workshop upgrades and unlocked keepers are stored in your browser, so each new run starts a little stronger.
Can I play on a touchscreen?
Yes. Slide a finger on the left half of the screen to summon a large stick for walking, and tap cards and camp buttons directly.
Why is there no attack button?
Your lantern and weapons fire at the nearest creatures on their own. Your job is positioning and growing your power through the right cards.