EPIBDA
About the Game
You came north to stand in for the old keeper for one week. The village says the light is "a mark", not a tower, and that you should keep it on the mark. On the first night you see why. Something enormous stands in the sea, and each time the beam leaves it, it is a little closer. Ships call on the radio and need your light to reach the harbour. The dynamo holds a charge for barely a minute. Every second the beam spends on a trawler is a second the giant spends in the dark.
Key Features:
Do not look away: EPIBDA moves only in darkness. Hold the heavy lens on it, listen for the water and the creak of joints, and feel the tower shake when it takes a step.
One beam, two jobs: Ships need light to clear the reef. Every one you guide costs you time with the light away from the giant. Every one you lose stays on the rocks until the end of the game.
A lamp that runs dry: A full charge lasts about a minute. Turn the light off, turn your back to the window and crank the dynamo, knowing it gets closer while you work.
The flash: Save enough charge for one blinding flash that pushes it back. Then eight seconds of total darkness.
Seven nights, one village: By day, talk to the people of a small Icelandic fishing village who all know more than they say. A story of 1911, a lost French schooner and the reason the light must never go out.
PS1 horror at the edge of the world: Low-poly visuals, VHS grain, fog, storm and lightning. A short, dense horror game you can finish in one evening, with 30 achievements to earn.
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