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Spectrum · Assembly · Game 02 Z80 ● 16 of 16 units live

Shadowkeep

Explore a darkened keep room by room — atmosphere, light and sound, built on Gloaming's engine. The first substantial game in Spectrum assembly.

What you'll build

A keep on a dark hill, and a hooded thief who walks its halls by night. You explore it room by room — the screen flicking from hall to hall as you cross each threshold — lighting the dark, gathering what glints in it, and learning the shape of a place that grows as you go.

Where Gloaming was a single screen, finished and small, Shadowkeep is the first substantial game of the track: a multi-room world with atmosphere, mood and sound. It's in the lineage of Ultimate's flick-screen adventures — Atic Atac, Sabre Wulf, Knight Lore — the 1984 bar for an ambitious bedroom-coded game on the 48K Spectrum.

It builds on Gloaming

Shadowkeep doesn't start from a blank file. It picks up the engine you finished in Gloaming — the cell sprite and its save-and-restore, the wall collision, the frame-locked game loop, the title-to-play-to-end state machine — and grows it into a keep. The early units are deliberately an extension of Gloaming: the same machine, given a new face and a new place. The genuinely new work comes in layers — a multi-room flick-screen world, attribute lighting and mood, then audio depth — each a small step from what you already know.

That's the spiral: you don't relearn the foundations, you build a bigger thing on top of them.

Where it sits

After Gloaming, the tiny first game. Shadowkeep is the first game you don't finish in an afternoon — a place to keep coming back to. It's being built and published unit by unit; the first units are live now, with more arriving as the keep takes shape.

Unit roadmap

Phase 1

Into the keep

Gloaming's engine becomes Shadowkeep — the hooded thief, the first hall, a place to move

Units 1–4 Complete
Phase 2

A keep of rooms

The flick-screen world — many rooms, doorways, a keep you can explore

Units 5–8 Complete
Phase 3

Mood and light

Atmosphere — attribute lighting, furnishings, a sense of place

Units 9–12 Complete
Phase 4

The keep has a voice

Audio depth and the complete first chapter — footsteps, gold, a theme, the loop

Units 13–16 Complete