Shadowkeep
Explore a darkened keep room by room — a place of many rooms, built on the engine you finish in The Long Night. The first game in Spectrum assembly you don't finish in an afternoon.
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.
Gloaming was a single screen — and across The Long Night you made that screen deep: light and mood, a hunting dark that bore grudges, a five-watch night with a voice. Shadowkeep makes the leap the night couldn’t from inside one square: from a screen to a place. A multi-room keep you explore, 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 The Long Night
Shadowkeep doesn’t start from a blank file. It picks up the engine you finished in The Long Night — 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 what you have: the same machine, given a new face and a new place.
The genuinely new work is scale — a world of many rooms you flick between, a keep too big for one screen. Light, mood and sound return too, but you meet them fresh, as new instruments for skills you already own: where The Long Night lit its ground by recolouring attributes into glow pools, the keep lights by dither density, chosen by distance from a flame; where the night sang in musical phrases — the dusk bells, the dawn — the keep speaks in place — footsteps on stone, the groan of a door. Old confidence, new instruments, a room at a time.
That’s the spiral: you don’t relearn the foundations, you build a bigger thing on top of them.
Where it sits
After Gloaming and The Long Night — one game you built, then deepened, across two modules. Shadowkeep is the next, and the first 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
Into the keep
Gloaming's engine becomes Shadowkeep — the hooded thief, the first hall, a place to move
A keep of rooms
The flick-screen world — many rooms, doorways, a keep you can explore
The keep is a game
Want, threat and fail — gold to steal, a Warden that patrols it, a way to lose, a guard for every room
Mood and light
Atmosphere over the finished game — attribute lighting, furnishings, a sense of place
The keep's voice
Audio and the sealed chapter — footsteps, doors, a theme, and both endings proven