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Spectrum · Assembly · Game 01Z80● 10 of 10 units live

The Long Night

The night fights back. Pools of claimed light, a tendril of creeping dark, a grudge-bearing hunter and a five-watch night with a dawn at the end — built by upgrading the finished Gloaming, byte for byte, exactly as it happened.

What you’ll build

Gloaming ends with a game you can win — and the moment you’ve won it twice, you can feel what it’s missing. The draught hunts you and nothing else; your lamps, once lit, are safe forever; the night has no ground of its own and no answer to a patient player. This module is the answer. The dark learns to seek the light instead of the lamplighter, to snuff your lamps and carry the prize home, to pool where you’ve claimed ground and creep where it has. It learns to hold a grudge. And the game grows a shape worth surviving: five watches, each deeper than the last, with a real dawn at the end — because a night that never ends isn’t a challenge, it’s a chore.

You’re not starting a new game. Unit 1 opens the exact file unit 20 of Gloaming converged on — the same bytes — and every unit upgrades a game that is finished, working and yours.

The playtest sheet

This module has a secret curriculum, and it’s iteration itself. Gloaming’s redesign really happened, in fifteen playtest rounds across two days, and this module retells those rounds as its arc — with the failures kept in. A machine can prove a game is winnable: scripts in this course walk a build from title to win screen and check every byte. What a machine cannot tell you is that the relentless hunter is “a pain in the bum”, that the wisp’s old bounce was “not very menacing”, that pace 8 is a wall and pace 9 is a climax, or that a greedy hunter camping your two nearest lamps is optimal for the AI and boring for you. Only hands on keys find those — so each unit here starts from something that works, plays it, names what’s wrong, and fixes the design, exactly as the playtests did. You’ll build the wrong-but-working version first more than once. That’s not a detour from real development. It is real development.

How it’s taught

Ten units in three phases. First the dark comes alive: the hunt generalises to the nearest light, gains a rhythm of modes — hunt, snuff, withdraw, rest — and the world answers with pools of claimed light and a tendril of taken ground; the phase ends with the module’s sharpest design lesson, the grudge. Then the deepening: escalation moves out of the code and into data tables, the win screen becomes an interstitial, and the fifth watch earns a true ending. Finally make it sing: the title learns a tune that has to give the keyboard back, the score learns to survive a lost run, and the dawn gets its phrase.

As in Gloaming, every unit’s final build is checked against the real game — and the last unit’s build matches the shipped Long Night byte for byte.

Where it sits

After Gloaming, on Gloaming — the first module in the course where you redesign a game you already own. It’s also a signpost, because the night you deepen here is taken further twice. Shadowkeep extends the design: the same cell engine, grown into a many-roomed keep with places and moods. Lamplight, further up the ladder, returns to this exact lamp-and-dark fiction at a new presentation bar — masked sprites drawn cleanly over the background, where Gloaming’s movers swap whole cells. Design and presentation are different axes, and the course climbs both. This is where you can first see the whole ladder from where you stand.

Unit roadmap

Phase 1

The dark comes alive

The hunt generalises — seeking, rhythm, pools, the tendril, and the grudge

Units 1–5Complete
Phase 2

The deepening

Escalation as data — five watches, and a dawn you can reach

Units 6–7Complete
Phase 3

Make it sing

The dusk bells, your longest night, and the dawn phrase

Units 8–10Complete