
Strike or save
Swinging without a pause loses fights. You choose between hitting now and keeping enough to dodge.
A dark fantasy RPG in first person, played with one thumb. Choose your road, light the bonfires and face what lives in the dark.
The sun of this land did not go out.
The king broke it into as many pieces as there are bonfires, to keep it all for himself.
The embers are what is left of that sun. And the torch in your hand is the last one that left the village.
Nobody tells the whole story. It comes in pieces, from the people on the road, and what they say depends on what you have done.
The first steps of the old road, with the game's own rules, pictures and sounds. There is nothing to install.
Tap to strike
Hold to block
Swipe sideways to dodge
Swipe up for the specialWith a keyboard: Space strikes, Shift blocks, the left and right arrows dodge and the up arrow is the special.
This demo needs a browser with WebGL 2.
Striking, dodging and blocking all spend stamina, and it only comes back when you stop. The last of it can always be spent, and that is the trap.

Swinging without a pause loses fights. You choose between hitting now and keeping enough to dodge.

Every enemy shows its attack before it lands. A red edge tells you the side it comes from.

Dodge or block just in time and the enemy is left open, and the third cut is the strongest.

At zero you can't act for almost two seconds and you take more damage. The enemy knows it.

The map shows the whole land from the start, as a sketch, and what you have walked stays inked in. The further north, the harder it gets. A hard place can be tried early: the signpost warns you, but nobody stops you.

Every bonfire you light is where you will come back to. Fall on the road and your bag stays there, with your embers and your loot. Reach it and it is yours again. Fall first, and it is gone.
Sword, torch and stamina. Blows that land at once, and blades that burn, freeze or crackle with lightning for a while.
Staff, flame and mana. Spells that hit far harder but must be charged: a dodge pauses them, a block loses them and a blow cuts them.
Levels, attribute points, skills that improve with no ceiling and gear you can see in your hand.

Help him and he will wait at a bonfire, give you his amulet and come to your aid against a chief. Rob him and his men will ambush you.

Five strangers on the road ask you for something. Help them, leave them for later or kill them, but every death raises prices and brings bounty hunters.

Burn the forest bridge and the pack will never reach you again, but you will wade the freezing stream every time.

The Old Woman of the Fire, the Knight, the Pilgrim and the Peddler tell the story by instalments. Each one waits until you have walked a road and come back.
Every place has its owner. Beat a chief and it returns the next day, with its whole zone harder and better paid.
Every floor of the Tower of Trials is a fight with one rule: no potions, no blocking, no dodging, half your stamina, two enemies at a time. Every fifth floor there is a chief.

Short mazes with an owner at the end. They appear beside the roads, different every day.

Harder and far better paid, with an archdemon at the bottom. They open from floor 10 of the tower.

Five places that aren't on the list until they open, and two of them only at night.

Three jobs a day rated in skulls, and a daily gift with its streak.

Every level of your weapon or armour costs more than the last, and there is no limit.

One enemy after another with no pause, and the same bar to get through them all.
Dawn, day, sunset, night. Mist, rain, storms and snow that really settles on the ground. At night the enemies are stronger and faster, and they pay more.
Change the hour of the world around you:
Last Torch is coming soon to iPhone and Android.
Coming soon to the App Store and Google Play