It keeps going while you're away
Close the game and your work carries on at half speed for up to 24 hours. When you come back, a short summary shows what you gained.
An idle almanac of the last light
The stars are going out. Keep a lighthouse at the edge of the dark, learn 25 trades, and guide the lost home by your beam. The lamp keeps burning while you're away.
I.
The stars are going out.
No one knows why. One by one they fade, and where they vanish the dark comes down to the sea and spreads. Ships sail into it and are not seen again.
You woke on a rock at the edge of that dark, beside a lighthouse with a cold lamp and an empty keeper’s chair. On the desk: a logbook, half-filled, in a hand that is not yours.
The last entry reads: “Keep it burning. Whatever happens, keep it burning. They are still out there, and they can only find you by the light.”
There is driftwood on the shore. There is oil in the lamp. Light it.
II.
An idle game should respect your time. Lumen plays on while you sleep, tells you plainly what happened, and never asks for your attention.
Close the game and your work carries on at half speed for up to 24 hours. When you come back, a short summary shows what you gained.
Fighting? The Vigil forecast plays out your fight ahead of time, so you know whether you'll hold the line overnight, and what you'll bring home.
Progress is saved on your own device. Copy it out as a save string at any time to back it up or move it to another computer.
There are no ads. Anonymous play statistics are off unless you switch them on, and you can change your mind in Settings. Read the privacy note.
III.
Everything happens on the rock around the lighthouse. Each place holds the trades that belong there, and shows what's running at a glance.
The heart of the lighthouse. Keep the flame, write the stars, bind the wisps.

Wood, fish, stone and wrecks: whatever the sea brings in.

Forge, glass furnace, rope walk and galley.

Warm under the beam. Things still grow here.

Beyond the rocks, the shades are waiting.

The village your travellers built, and the ships that trade with it.

IV.
Every trade runs from level 1 to 99, with mastery for each recipe and a mastery pool that rewards you for sticking with it. They all feed each other: driftwood for the flame, glass for the lens, ore for the clockwork.
What the island and the sea give you.
Gather wood the sea brings ashore, and stranger woods from further out.
Cast into the dark water. Things still swim here.
Hold your breath and go down: kelp, coral, pearls, and the wrecks the sea swallowed whole.
Break the island’s rock for ore, sand, gems and starsand.
Search the wrecks around the island. Some still hold letters.
Stairs, cliffs and rigging. Each level makes all non-combat work 0.1% faster.
What you make of it.
Feed the lamp. Burning fuel makes Light: the lighthouse runs on it.
Feed yourself and everyone you pull from the dark.
Smelt metal, forge gear and build the lamp’s clockwork.
Handwork for the lamp and the people: glass and lenses, cut gems, jewellery and leather.
Make spearguns and bolts for Harpoonry.
Inscribe starsand with glyphs that power Lumomancy.
Unmake spare gear into glimmering dust, then bind that light into scrolls that strengthen what you wear.
Brew tinctures from the greenhouse herbs.
Bind motes of light into wisps that help you.
Against the shades that the dark brings in.
Your accuracy with blades and blunt weapons.
How hard your blows land.
Turning aside the claws of the dark.
Your health. Grows as you fight.
Spearguns and bolts. Bolts are lost when fired.
Weave light into spells using glyphs, and transmute matter with it.
Light candles for the lost. Their memory steadies you in battle.
Hunt the shades your beam reveals, on bounties from the Haven.
Things that grow while you rest.
Tend the greenhouse at the foot of the tower. Plants grow even while you rest.
The settlement your rescued travellers build on the island.
V.
42 travellers are lost out there. As your skills grow and your beam reaches further, they find their way in. Help them with what they need and they settle in the Haven, become friends, and some trust you with quests.
A rowboat scrapes onto the shingle. The woman in it has rowed for three nights toward the only light she could see. "I thought I’d imagined it," she says. "There hasn’t been a light out here in a year."
A fishing smack limps in, its sails in rags. The old man at the tiller has charted these waters for fifty years. "Your beam reached the reef," he says. "First time I’ve seen the reef in a long while."
They find him in the Kraken’s wreckage, half-starved, clinging to a mast. "Three years," Jonah whispers. "Three years in its belly. And then a light."
VI.
Burn fuel for Light, grind lenses and build clockwork. Every lamp you raise pushes the beam further into the dark, where stranger shades, travellers and voyages wait.
Barely enough to see the rocks. It is all you have.
IA mirror behind the flame throws the light out past the reef.
IIRings of glass bend the light into a true beam, strong enough to pierce the fog.
IIIThe beam sweeps the sea. Far out, things flinch from it.
IVLight like a fallen star. It reaches the Edge itself.
VVII.
30 small companions to find. Each trade has one that may turn up while you work; the rest wait at the end of voyages and bounties.
VIII.
What Lumen is, and what it isn't. Yet.
IX.
An idle game in the tradition of Melvor Idle and RuneScape's skilling: you choose what to work on, and it ticks along on its own. There's combat, crafting, gathering, a village to build and a story to uncover, but nothing needs fast reflexes.
Yes. Whatever you were doing (gathering, crafting or fighting) carries on at half speed for up to 24 hours. The greenhouse grows at full speed. When you return, you see a summary of everything that happened.
On your own device: in the browser on the web, or in a file in the app's folder on desktop. In Settings you can copy the whole save as a string and paste it back in, to back it up or move it.
The fight ends and you lose one random piece of the gear you're wearing. Everything in your storeroom is safe. Pray to Keepsake (Remembrance level 25) before a risky fight and you keep your gear too.
English, Norsk (bokmål), Français, Italiano and Español. It picks your system language by default, and you can change it in Settings.
Only if you allow it. When you first start, you can choose to share anonymous play statistics (for example, which level people reach and how long it takes). It's off unless you tick the box. The privacy note lists exactly what is sent.