Wisp & Wight Lampworks: a wrought-iron hanging sign, a rook made of lamp smoke carrying a lit lantern.
The studio's hanging sign in wrought iron and worn gilt: a storm lantern, its smoke rising into a rook in flight that carries the lamp, above the words Wisp and Wight Lampworks.

Wisp & Wight Lampworks

The wisp is the false light that leads sailors wrong. The wight is what waits where it leads.

We make atmospheric games about tending lights in dark places: puzzle boxes, old paper, and the sea at the door.

The lampworks on its corner at dusk, every window lit, crates stacked by the open door.

The shop is not on any street you can walk to. It is the nearest thing we have to a portrait.

The games

Two games. Nothing else is announced.

How we work

  1. Greybox first

    A game is played end to end in plain text before it earns a single render. If it isn’t worth playing with the lights off, graphics won’t save it.

  2. Documents before code

    The story, the puzzles, and every piece of paper in the world are written and argued over first. The build follows the page.

  3. One keeper per light

    A small team, and no handing work off into the fog. Whoever starts a thing sees it lit.

The Keeper’s List

First word when the Steam pages open.

The occasional page from the keeper’s log, and nothing else. Keepers do not spam; the light is work enough.