A Light in the Gloam
A Light in the Gloam
About the Game


The flame on the hill has burned for nine hundred years, and it has to be fed. Eleven days ago your mother went down into the Deepworks to feed it, and nobody came back. Now a man who hides from the light has the Captain and the Princess, and he'll only give them back when the town lets the flame go out.
Nobody else is left who can hold a lantern, so it's up to you, with a recruit's lantern and the key to the Deepworks. You also have your mother's knife, which isn't a very good one.![]()

A first-person dungeon crawler inspired by the classic RPGs of the old days, plus some new mechanics.
- Mazes that stay the same every playthrough
- An automap that only fills in where you've walked, unless you find that floor's survey
- Can't open a door yet? Pin it on the map and come back later
- Your lantern learns to wade through floods and see through false walls, and that opens new paths on floors you already visited

Turn-based battles for a party of three, inspired by the classic JRPGs.
- 30 spells and 43 monsters
- Bosses usually have a specific way to beat them, try to figure it out before they wipe out your party

Go down and fight, then come back up to town to rest before the next trip down.
- You can only save in town, so knowing when to turn back is half the game
- Four endings, depending on what you choose at the bottom
- A new floor with a secret boss after the ending
- NG+ that keeps your levels and gear

- Story Mode, where the party takes 60% of normal damage and every ending stays open
- Reduced encounter rate and auto-battle on one key
- Battle and text speed up to instant
- Colourblind options
- Remappable keys and full gamepad control
- English and Brazilian Portuguese, both complete
A Light in the Gloam is the first game from Petersen Projects, and I made it alone as a passion project. If you find a bug or have an idea, post it in the forum and I'll answer.
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