
Two arenas, and the whole school watching
The Junior Cup is fought at Orchard Court. The Open Cup final is fought in the Great Hall, with the whole school watching.
Low Lantern Games presents
Seven years in a castle that remembers you.
You arrive by a dark lake with one plain card, and the card talks.
Early AccessWinter 2026PC
Wishlist on SteamSteam page coming soon
From the workshop
A card battler in an old castle school by a dark lake.
Explore the gameFurther off
More lanterns are being lit.
Nothing to announce yet. When there is, you will find it here.
Dev log

The Junior Cup is fought at Orchard Court. The Open Cup final is fought in the Great Hall, with the whole school watching.
Every common room has a painting that is not done yet. It finishes itself a little more each year you reach.

The castle keeps four holidays, and each one changes it. This month we dressed the rooms for the first two.
A game by Low Lantern Games
A castle school by a dark lake. One plain card, and the card talks.
Early AccessWinter 2026PC · Steam
Wishlist on SteamSteam page coming soon
The game
A card battler in an old castle school by a dark lake. Collect creature cards, send them onto painted battlefields, and rise through seven years of classes, rivals and House Cups, while the spirits in your deck quietly ask what the school is really for.
You arrive at Emberwick as a first-year with one plain card, and the card talks. Over seven school years you attend classes, sit exams, duel your rivals and chase rare cards through towers, cellars and the forest’s edge.
The other pupils collect too. They win cards, rebuild their decks and remember what happened between you.

Arrival
A single card with a voice of its own. Its name is Ember.

The castle and the lake
Classes, exams and rivals, from your first year to graduation.
Creatures and duels
Place them on a painted battlefield and watch them fight by their own temperaments.
See eight of themThe Cups
The House Cup race runs all year.
At night, the Undercroft keeps a league of its own.

The other pupils
They win cards, change their decks and remember what happened between you.

Something under the school
The lessons are simple in the first year. By the fifth, the same lessons mean something else.
The holidays
304 creatures · eight elements
Eight of the rarest, one for each element. Choose a card to look closer.
Mythic

Fire
One of six. A piece of her got away, two centuries ago, and has been keeping someone company.

Water
One of six. She sang under the lake before there was a lake, and the founders built the boathouse over her mouth.

Wind
One of six. The tower was built to hold him and he has been leaning on it, patiently, ever since.

Light
One of six. The founder who bound him kept the hour for himself, and has been keeping it a very long time.
Legendary

Earth
The oldest maps mark it as a hill, and no one who corrected them was ever seen again.

Shadow
It has never once opened, and yet nothing in the cellars has escaped its notice.

Frost
One winter the shore woke on the wrong side of the water.

Lightning
It lives in the moment between the flash and the sound.
The four houses
Four houses race for the House Cup all year. Each common room holds a painting that finishes itself a little more every year you reach.
Thornwick · the house motto
“Roots hold.”
Loyal, stubborn, patient.
Thornwick keeps the old greenhouse wing and the long memory of the school.
Sigil: a briar, a ring of thorns with three leaves.
Seven years. One painting.
Painted screens
Halls, courts, common rooms and shores from the game. Choose one to see it large.
Coming to Steam
All seven school years are playable from day one, start to graduation. Early Access is for what grows around them.
Price to be announced.
Wishlist on SteamSteam page coming soon

From the castle
Notes from the workshop on Emberwick Academy: what we built, and why.

The Junior Cup is fought at Orchard Court. The Open Cup final is fought in the Great Hall, with the whole school watching.
Every common room has a painting that is not done yet. It finishes itself a little more each year you reach.

The castle keeps four holidays, and each one changes it. This month we dressed the rooms for the first two.

NewsDev log
A Cup duel should not feel like any other duel. Before the first creature reaches the field, you should know where you are and who is watching.
So the two Cups at Emberwick each have an arena of their own.
The Junior Cup is fought at Orchard Court, a round brick court reached through the arcade beside the school shop. It sits under the orchard trees, and in autumn the leaves come down across the brick. The house stands ring the court, and on a Cup day they fill with pupils in their house colours. It is a small arena, made for younger players, and it is where you first learn what it feels like to lose in front of people you know.
The Open Cup final is fought in the Great Hall. The house tables line the walls beneath the banners, the candles are lit, and the whole school is there to see it. Reaching the final should feel like walking into a room that has been waiting for you all year.
An empty arena tells you a duel does not matter. A full one tells you it will be remembered, and at Emberwick it is. The other pupils collect too. They win cards, change their decks, and remember what happened between you.
Around the two Cups, the House Cup race runs all year, whether you are winning it or not. And at night, down in the Undercroft, there is a league of its own.
None of this changes how a duel is fought. You still place your creatures on a painted battlefield and watch them fight. What changes is who is watching.

NewsDev log
Every common room at Emberwick has a painting on its wall, and in your first year it is barely begun.
There is a figure in a hooded cloak of the house colour, a patch of lake, a little sky, and all around them bare brown ground where the paint has not arrived yet.
The painting finishes itself a little more each year you reach. By your fourth year the world has started to come in around the figure: stone, a shore, a lantern burning at their side. By your seventh it is whole.



Each house has its own painting, and each one ends somewhere different. The Thornwick figure sits on a rocky shore under willow branches as the light breaks over the lake. The Vaelstrom figure waits on a stone terrace, mountains behind and a storm coming in. The Halloran figure sits beneath an ivy arch in gold evening light, with the castle across the water. The Duskmere figure sits in the mouth of a cave with a lantern beside it, looking out at the lake under a thin moon.




We wanted one thing in the game that you cannot hurry. A painting changes only as the years pass, and the only way to see it whole is to reach your seventh year.
It is also the quietest way we have of showing you that time has gone by. You come back to your common room and the painting has changed a little. You might notice at once. You might not, until one evening you do.

NewsDev log
Emberwick keeps four holidays through the school year: Ghost Night, the Midwinter Feast, Lake Night and Founders’ Day. When one comes round, the castle changes for it.
This month we dressed the rooms for the first two.
Ghost Night comes in autumn. The Great Hall and its entrance fill with carved pumpkins, in piles and in rows, and clusters of candles. Among them stand ghost lanterns, which burn a cold, pale blue instead of gold. The courtyard gets its pumpkins and candles too, and each of the four common rooms is hung with autumn garlands. Duskmere, which keeps the rooms under the lake, gets a ghost lantern of its own. It seemed right.
The Midwinter Feast is the warm one. Evergreens strung with small lights go up in the Great Hall, and gifts pile up around them. Candles stand in holly, wreaths are hung, and every common room gets a garland, a small tree and gifts of its own.
A school year has a shape, and the holidays are how you feel it. You walk into a room you have walked through a hundred times, and overnight it has changed. That small surprise does more to make the castle feel lived in than anything we could write on a screen.
Lake Night and Founders’ Day will get a log of their own.

Small lights in dark places.
A small independent game studio in Nevada, founded in 2026. Emberwick Academy is our first game.
Why the lantern
A lantern hung low, close to the ground, in the dark. One small light kept burning.
That is the whole idea. A low lantern does not light the valley. It lights the path in front of you, and whatever stands close enough to see.
We want to make games like that: dark places with one small light in them, and enough of it to find your way by. Soft, eerie, mystical games that are tragic and beautiful at once.
We would rather show you a thing than tell you about it. A room that changes while you are away. A painting that finishes itself. A rival who remembers.
How we work
A small studio on purpose. We make few things, and we look after each one.
Every room, card and line is checked at the size you will see it, and made again when it falls short.
We would rather be quiet and haunting than loud. The dread is soft, and the beauty is the point.
What comes next
Further off
More lanterns are being lit.
Nothing to announce yet. When there is, you will find it here.
Contact
All under one name, @lowlanterngames: YouTube, TikTok, Discord, X and Bluesky. None of them are open yet. They will be soon.
For press and creators
Facts, descriptions and contact for Emberwick Academy and Low Lantern Games. Logos, key art and screens are available on request.
Fact sheet
A card battler in an old castle school by a dark lake. Collect creature cards, send them onto painted battlefields, and rise through seven years of classes, rivals and House Cups, while the spirits in your deck quietly ask what the school is really for.
The studio logo kit, the game’s key art and painted screens are available on request. Write to the press address once it opens and we will send what you need.
Long description
You arrive at Emberwick as a first-year with one plain card, and the card talks. Over seven school years you attend classes, sit exams, duel your rivals and chase rare cards through towers, cellars and the forest’s edge. The other pupils collect too. They win cards, rebuild their decks and remember what happened between you.
Every duel is fought on a painted battlefield: a courtyard, a river crossing, a castle with a drawbridge, a grove where portals open, a causeway the tide covers and uncovers. Place your creatures, choose who guards and who presses the attack, then watch them fight by their own temperaments. Where they stand decides the fight.
The lessons are simple in the first year. By the fifth, the same lessons mean something else. The creatures on the cards are older than the castle, and every year one more of them wants to tell you why they are there.
All seven school years are playable from day one, start to graduation. Early Access is for what grows around them: new battlefields, new creatures, weather over the castle, and a return to the school after the ending.
Key facts
The studio shop
The first studio goods are coming: premium garments with the lantern embroidered on them.
The first run
Heavyweight cotton · Embroidered lantern
Heavyweight cotton · Embroidered lantern
Embroidered lantern
Embroidered lantern
Embroidered lantern
Channels opening soon
Our channels open soon, all under one name: @lowlanterngames