The Gloaming
Saint Hollow
A cliff city built facing the stalled sun, all brass domes and bell towers. Its lantern market never closes, because evening never ends. The Lantern Synod rings its hours from here.
Light Gold, every hour of every day
A concept role playing game
The sun has hung at the edge of the world for three hundred years, chained where it stopped. Tonight the chains begin to slip.
Concept demo. No release date, platform or price.
Gold hour The premise
Three hundred years ago the sun stopped moving. Before anyone understood what had happened, someone climbed the mountains of the west and chained it where it stood.
Since then the world has had three halves. The Ember Reach burns beneath a sun that never moves. The Longnight lies frozen under stars that never fade. Between them runs the Gloaming, a ring of country where it is always evening, and where everyone who wants to live has gone to live.
The Tetherwrights keep the chains. The Lantern Synod keeps the calendar. Ilse Varrow keeps the maps, and she has just found something no map is supposed to show. The shadow line is moving.
Violet hour The party
Every member of the party draws strength from a different hour of the light. Choose who leads, and the Dusk Clock bends around them.
Shadow line cartographer
Ilse walks the edge of the Gloaming with a chain of brass rings and a satchel of star charts, measuring where evening ends. Her charts settle property lines, pilgrim routes and wars. Lately they have stopped agreeing with each other.
Maps are promises. This one is lying to me.
Tetherwright of the western chain
Forty years in the anchor foundries left Odran with burn scars that glow when he works and a habit of checking every link twice. He forged half the chain that holds the sun. He wants to know who is filing it through.
Every link I ever forged is still holding. So who is cutting them?
Lamplighter, thief, liar
Mireille Aubade lights the lamps of Saint Hollow at the first bell and robs whatever they shine on by the last. Three candle spirits named Tallow, Sputter and Gutter follow her everywhere and agree with nothing she says.
I light the lamps. I take what's under them. Fair trade.
Automaton of the Lantern Synod
For three centuries the Ninth Bell rang the hours of a day that never came. Nobody ever asked what it thinks. Ilse is the first, and it has a great deal to say.
I have counted 109,500 evenings. None of them ended.
Violet hour The world
Pick a place on Ilse's map. The paintings shift with your pointer, the way the camera will drift through them in game.
The Gloaming
A cliff city built facing the stalled sun, all brass domes and bell towers. Its lantern market never closes, because evening never ends. The Lantern Synod rings its hours from here.
Light Gold, every hour of every day
Northern Gloaming
Where the nearest chain drives into the earth. The mountain has been hollowed into one enormous anchor foundry, and its furnaces have not cooled in three hundred years.
Light Gold through smoke
The west
Glass dunes under a sun that fills a third of the sky. Bronze giants lie half buried where they fell, and caravans travel only in their shadows.
Light Gold, unbearable at noon
The east
Snowfields under permanent stars and slow aurora. The Synod keeps its oldest records in a cathedral carved from ice, and keeps visitors out of it.
Light Night, with a gold line on the far horizon
Night falls How it plays
Battles are turn based, and every turn moves the light. Each action pushes a shared clock toward gold, violet or night, and every ability in the game reads it.
Steel and fire hit harder. Armor cracks, fuses burn short, and anything that heals by quiet works badly.
Rises Odran breaks armor in one blow. Wick's spirits flare and burn whatever they touch.
Struggles The Ninth Bell's toll mends half as much.
The hour between. Nothing is at full strength and everything is possible, which is when the party works best together.
Rises Ilse's plotted marks resolve. Tether bonds open for every pair in the party.
Struggles Nobody, for one turn. Enemies try hard to push the clock away from here.
Shadows open and the cold comes in. Stealth works, healing runs deep, and the creatures of the Longnight grow bold.
Rises Wick can vanish between turns. The Ninth Bell heals the whole party at once.
Struggles Odran slows down, and he will tell you about it.
Night The art folder
Every painting here began as a prompt in Canva. Canva's own tools then removed the backgrounds and split each image into layers before export at full size.
The key poster and its cuts for stories and feeds, all from one painting.
Full size files, free to use when you write about the concept.
Deep night Stay in touch
If Vespertide goes further than a concept, the Lantern List hears first. One email when there is real news, and nothing else.
Sign ups are not connected on this copy of the site yet, so the form will not send anything.
Questions
Not yet. Vespertide is a concept: a world, a cast and a combat idea, built as a demonstration site. There is no release date, platform or price.
Every painting was generated in Canva, cut out and separated into layers with Canva's own tools, and exported at full resolution. The depth you see when the paintings move comes from depth maps estimated with the open source Depth Anything V2 model.
No. The world, the characters and the Dusk Clock are original to this concept.
The note above the form says where an email goes on the copy of the site you are viewing. Where sign ups are connected, you hear about Vespertide only if the concept moves forward. Where they are not, the form sends nothing.
Alexandria, an unofficial Final Fantasy IX fan storybook, came first. Vespertide carries the same idea, painted scenes that move and live in the browser, into a world of its own.
THATDEVELOPERGUY, a web studio, built it to show what Canva and a modern web stack can produce together.