Steam release scheduled · App 5326380

A Light in the Gloam

View on Steam ↗Updated Awaiting first sample
  • Single-player
  • Steam Achievements
  • Full controller support
  • Camera Comfort
  • Color Alternatives
  • Custom Volume Controls
  • Adjustable Difficulty
  • Keyboard Only Option
Steam

Store data

Store status
Coming soon
Scheduled release
13 October 2026
Positive reviews
—
Total reviews
0
Release date
13 October 2026
Player tracking—Begins when the game launches
Release date13 October 2026Scheduled by Steam
Store statusComing soonSteam store listing
Steam rating—0 reviews
Steam metadata

Game information

Details supplied by the Steam store
App ID
5326380
App type
Game
Supported systems
Windows
Genres
Adventure, Indie, RPG
Release date
13 October 2026
Last player update
Awaiting first sample
Steam store data

System requirements

Supplied by the developer on Steam

Windows

Minimum
Requirement
Requires a 64-bit processor and operating system
OS
Windows 10 64-bit
Processor
Any x86-64 CPU from 2015 or later
Memory
2048 MB RAM
Graphics
OpenGL 3.3 capable GPU with 512 MB video memory
Storage
300 MB available space
Additional Notes
Keyboard or gamepad.
Recommended
Requirement
Requires a 64-bit processor and operating system
OS
Windows 10 or 11 64-bit
Processor
Any x86-64 CPU from 2018 or later
Memory
4096 MB RAM
Graphics
Any discrete GPU or recent integrated graphics
Storage
300 MB available space
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Player history

Concurrent players

This range will fill as SteamWatch collects more samples.

24-hour and 7-day views use hourly peaks from ten-minute samples. Longer views use retained daily peaks. Up to 24 recent event markers are shown per layer.

Twitch

Twitch stats

Awaiting the first Twitch sample.
Long-term history

Monthly players breakdown

Calculated from SteamWatch samples
Monthly data will appear after the first successful player sample.
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About this game

Description

Supplied by the Steam store

The flame on the hill has burned since before the town had a name.

It is not fire. It is the idea of fire, it has to be fed, and feeding it is what the Lanternguard is actually for.

Eleven days ago your mother went down into the Deepworks to feed it, with the Princess walking behind her as witness. Nobody came back up. The flame is down a hand's width, which it has never done before. And a man who stands where no light touches him has put an offer to the King: he has the Captain and the Princess, they are both alive, and he gives them back on the day Hearthold lets the flame go out.

There is nobody else left who can hold a lantern. There is you, a recruit's lantern, your mother's knife, which is a bad knife, and the key to the Deepworks.

Descend. Fight. Retreat. Save. Shop. Sleep. Descend deeper.

That is the whole shape of it, and it does not get more complicated, only worse.

Ten floors, one square at a time. First person, four directions, no free camera. The mazes are fixed, so the one you learn is the one that is there tomorrow.

Turn-based fights for a party of three. 46 spells and 43 monsters. Nine of those are bosses, and eight of the nine answer a mechanic rather than simply owning more HP.

The walk back up is part of the game. You save in town, not in the dark. Turning around with a full bag and a wounded party is a win, and knowing when to do it is most of the skill.

An automap you have to earn. Without that floor's survey you see only the squares you have personally stood on. Pin the door you could not open and come back for it when the lantern can.

Your lantern is the key ring. Wading a flooded ward, seeing through a false wall, crossing a shaft on a rope: each is something the lantern learns, and each one reopens floors you thought you had finished.

Four endings. The one you get is the one you chose, not the one you unlocked.

Nine floors down to the bottom. How long that takes you depends mostly on how often you decide to walk back up.

Settings that respect your time

Story Mode. The party takes 60% damage. Nothing is locked, nothing is marked, and no ending is closed off by it.

Reduced encounter rate. Fewer fights per corridor. It does not change what anything drops.

Auto-battle on one key , and battle and text speed from slow to instant.

Colourblind aids. Spells name their element and damage numbers carry a sign.

Remappable keys , screen shake off, separate music and sound volume, full gamepad control.

English and Brazilian Portuguese , both complete, changed from the options menu.

A note on how this game was made

A Light in the Gloam is a solo project. The art, the music and the sound effects were generated with AI tools from prompts written by hand, then processed and assembled by the developer. The writing and its Brazilian Portuguese translation were drafted with AI assistance and edited. Nothing is generated while you play. Everything in the game was made before it shipped and is the same for every player.

Steam gallery

Screenshots

9 available
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