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Brightfall is an open-world survival-craft for 1-4 players where light is your last defence against a living darkness. Explore a cursed Celtic island, craft powerful weapons, build a safe haven, and fight to keep your flame alive - because when it dies, your sanity follows.
Push back a living darkness in Brightfall - an open-world survival-craft for up to 4 players, set on a cursed Celtic island erased from English maps. Brave the dark alone or with your friends as you:
and craft stronger light sources to push deeper into the ever-shifting gloom.
But beware - light fades, monsters grow stronger, and even your friends can fall to madness.
The year is 1666. The Great Plague of London has just ended… **but it seems your troubles are only just beginning. **
You awaken shipwrecked on Brightfall, an island so cursed that they say every plague in history began here. Fog hides it from the world, storms guard its shores… of course the Crown thinks it’s a *perfect *place to send its prisoners.
One of them was you.
On Brightfall, darkness is not just the absence of light. It can physically influence the world - bend trees, poison plants, and corrupt living creatures until nothing human remains.
But you are not powerless.
Every spark of light buys you a minute of sanity.
Use it wisely to carve a circle of safety in the gloom, pushing corruption back one step at a time. When focused,** light can weaken enemies**, stun them, and interrupt their abilities - turning it into one more weapon between you and the dark. But the deeper you dare to go, the stronger that light must become.
Let it fade, and the island will take you back.
You start with nothing but your bare hands. Hunt for scraps, stitch together rags, and raise your first shelter to keep the light shining a little longer.
At the centre of it all is the Brightheart - the crystal that powers your refuge and keeps the dark from swallowing you whole. When it dies, safety starts to unravel rather quickly.
So yes, keeping it alive is considered good practice.
Every expedition into the darkness is a risk - but the good ones change everything. The longer you survive, the more your options grow. Gather resources to unlock new crafting and building blueprints. Upgrade stone to iron. Then put aside your iron blade and craft a musket. Expand your camp with sawmills, quarries, mines, and other tools that help you hold the island back.
Step by step, your base grows from a fragile campfire into a true sanctuary.
To move forward, you must reclaim the island piece by piece.
Cleanse ancient standing stones to create sanctuaries of light where you can gather your courage for the next push into the dark. As you progress, you unlock new ways to extend your reach, and keep vital resources flowing while you explore. Later, special locations let you build facilities that automate part of your resource production, turning survival into something a little more ambitious than desperately hoping your flame lasts another minute.
But Brightfall never gives up ground for free.
Powerful bosses guard the way forward, and only by defeating them can you reach harsher lands beyond: deserts scorched by false suns, icy cliffs where even shadows freeze, and finally, the Heart of Darkness itself.
The more land you reclaim, the harder the island fights back.
One to four survivors can brave the island together. Scavenge and build while your friends argue about who forgot the bandages again.
**Prefer to walk the path alone? **The island won’t let you face it completely unaided. A flicker of ancient will - a Celtic spirit bound to the light - can guide your steps, mend your wounds, and whisper warnings when the dark closes in.
Be kind to your companions - living or spectral. You might need them to drag you out of the grave within the next hour.
Stray too far into the dark, and it will begin to whisper. The longer you linger, the more it takes from you - your thoughts, your name - until nothing human remains.
Those who stray too far become Shydes - mindless hunters drawn by the warmth of the living.
That is where expeditions turn cruel. If a friend starts to slip, your team can still pull them back - if they are willing to pay the price. Every rescue costs precious energy: the same energy that powers your base, fuels your light, and keeps the dark from damaging everything you have built. Heroism, as it turns out, is not free.
Pull your friend toward the firelight… or run before the darkness wears their face.
Jolly good - now try not to die, lad!
*Brightfall *is a story we want to write with you - one mad idea at a time.
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