Lanternhold
Lanternhold mockup

Lanternhold

A cozy-dread automation game: every machine you build brings the dark a little closer.

Design in progress — iteration 5. This page is the living design dossier, redeployed at each milestone.

You keep a small floating island drifting through an endless night. There's a warm house, a hearth, a pond where wisps rise, a lantern tree, and a cat named Wick. Below the grass is soil, then the bones of earlier keepers, then the crystal that holds the island up, then roots that move at night, then the thing the roots grow from.

You research what the world is made of, then build machines so you no longer have to do the chores yourself. Every machine leaks flux. Flux sinks into the soil, rides the rain and pools in low caverns, and it calls the things that live in the dark. They never attack. They take, rearrange and whisper. Your only wall is light. The crystal that powers your deepest lamps is the same crystal that keeps the island floating.

One line: a cozy-dread automation game where every machine you build brings the dark a little closer.

Genre: 2D side-view simulation/automation, building and digging (Terraria-style cross-section), no combat. Session target: 15–20 hours to a first ending, then endless play. Audience: players of Thaumcraft, Create, Factorio, Noita, Caves of Qud, Dwarf Fortress, Against the Storm and Outer Wilds.

Read

Game Design Document

docs/GDD.md

Art Bible

docs/ART_BIBLE.md

State & Scores

docs/STATE.md

Iteration Log

docs/ITERATIONS.md

Decisions

docs/DECISIONS.md

Open Questions

docs/OPEN_QUESTIONS.md

Simulations

4 sims with results

Mockups

1 code-generated visual tests

Rubric scores (iteration 5)

# Rubric item Score Evidence (one line) Last touched
1 First hour cozy, clear, hooky 3 Flux timings now support §14 (broken shed tinged at 6.5 min, so the first-Deep-watch gleaner is reachable); no pacing sim or playtest proxy yet i1
2 Automation satisfying, clear progression 3 AE unit makes factory sizing legible ("this lamp keeps 6 alembics clean", S01 §3b); unlock timing (S06) unproven i1
3 Emergence is real, with sim evidence 4 S09: tipping point at 13 AE with hysteresis; rain return at each front; the same factory fails three different ways by site; flux sinks the island 44 fathoms without mining; roots loop and acting entities not yet modelled i2
4 Vertical tension drives decisions 3 New: deep factories cost buoyancy via crystal taint (S09 E3); the log buoyancy curve and tide are still unsimulated (S03) i1
5 10+ recurring decisions with real tradeoffs 3 16 decisions; K2 (vent/scrub/none) and K4 (siting) now shown real with costs and the dominant scrubber fixed (D35); others unchecked i1
6 Dread without combat, systemic and fair 3 Gleaner-eligible territory is now a measured function of layout (S09); the V formula is rescaled but entity behavior is unsimulated (S07) i1
7 Research is a satisfying puzzle that replays 4 S05: with pools shown and a partial Prism, thinking needs 49% fewer failed tests than guessing; 69% aha; a 3-currency frontier (flux, warp, clues); stable difficulty (p90 16 vs median 12); worked example; whisperer and arranger clues not modelled, no playtest i3
8 Endings earned; the arc lands 3 Three mutually exclusive sustained-state accumulators; thresholds untested i1
9 Replay value across seeds 3 S05: 400/400 distinct recipe graphs, 25% overlap between seeds, gate ancestry varies (Metal needs Hush in 15% of seeds, Breath in 14%); island shape, keeper and charter variety still unmeasured i3
10 Art bible cohesive, matches reference, readable 3 m01 palette; new trace-haze band and poisoned-cloud signal; LUT untested (m02) i2
11 Art production plan realistic, no purchases 3 Asset list now split per milestone (S10: 76 code / 27 procedural / 125 AI, 18 hand); D41 removes the dependency on an image model with placeholders and an owner drop folder; still no lanternforge prototype i4
12 Scope realistic, first slice small 4 S10 audit (228 assets, about 33 kLOC, within the 25–45 kLOC band); 1.0 core vs layers vs cuts decided; exact M1 manifest (79 assets, about 12 kLOC) with a not-in list; 3 deployable checkpoints, the first tiny i4
13 Build-ready, no questions needed 4 docs/data/ canonical JSON (176 records, validator: 0 problems, S01 and S05 parity); GDD §20.6–20.12 specify worldgen, controls, UI flows, entity navigation, save format, physics and M1 state machines; M2+ machine behaviours are still table prose i5

Latest iteration

Iteration 5: #13 Build-ready

Focus: remove the questions a developer would ask before starting M0/M1.

Evidence: canonical data + validator.

Changes

Critique

Scores: 1:3 · 2:3 · 3:4 · 4:3 · 5:3 · 6:3 · 7:4 · 8:3 · 9:3 · 10:3 · 11:3 · 12:4 · 13:4

Next focus: #1 First hour (S06 pacing).