A lone traveler on a cliff watches a burning sun held at the horizon by colossal iron chains. Below, a terraced city of brass domes and bell towers glows in endless violet dusk.

A concept role playing game

Vespertide

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

A world held at dusk

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.

The three halves of the world Seen from above, the world is a ring around an inland sea. The sun side in the west is the Ember Reach, the dark side in the east is the Longnight, and the band of evening between them is the Gloaming, where the shadow line runs. Ember Gloaming Longnight Inland sea
The shadow line, as the Tetherwrights draw it. It is supposed to stay still.

Violet hour The party

Four people the light is not finished with

Every member of the party draws strength from a different hour of the light. Choose who leads, and the Dusk Clock bends around them.

Ilse Varrow, a young woman with short black hair and a navy longcoat, holds up a glowing brass astrolabe on a chain.

Shadow line cartographer

Ilse Varrow

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.

Carries
The Orrery, a brass astrolabe swung on a chain
Signature
Plot. Marks a foe on her chart, so the party's next strikes land at the hour that hurts it most.
Tether bond
Survey and Strike, with Odran
Gold Violet Night

Maps are promises. This one is lying to me.

Odran Kett, a towering grey bearded knight in blackened plate wrapped with iron chain, rests an anchor shaped war hammer on his shoulder.

Tetherwright of the western chain

Odran Kett

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.

Carries
Holdfast, a war hammer cast from a broken link
Signature
Bear the Weight. Takes the blows meant for the party, and hits harder for every one he takes.
Tether bond
Anvil and Toll, with the Ninth Bell
Gold Violet Night

Every link I ever forged is still holding. So who is cutting them?

Wick, a grinning young woman with curly dark hair and a charcoal hooded cloak, holds a long brass lamplighter's pole while three small candle flame spirits float around her.

Lamplighter, thief, liar

Wick

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.

Carries
A brass lamplighter's pole with a hooked tip
Signature
Snuff. Steals the light from a foe and pushes the Dusk Clock one step toward night.
Tether bond
Dark Room, with Ilse
Gold Violet Night

I light the lamps. I take what's under them. Fair trade.

The Ninth Bell, a slender bronze automaton with a bell for a head and a glowing slit for eyes, stands with hands pressed together in saffron monastic robes.

Automaton of the Lantern Synod

The Ninth Bell

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.

Carries
Its own voice, a bronze bell that mends the party when it tolls
Signature
Toll. Restores the party and turns the Dusk Clock back to violet.
Tether bond
Last Light, with Wick
Gold Violet Night

I have counted 109,500 evenings. None of them ended.

Violet hour The world

Four places on the shadow line

Pick a place on Ilse's map. The paintings shift with your pointer, the way the camera will drift through them in game.

Ilse's map of the world: a ring shaped continent around a dark inland sea, gold desert in the west, green valleys and cliff cities in the middle, snow and ice spires in the east.
Ilse's working map. The chains are drawn where the Tetherwrights say they run.
A steep street of Saint Hollow at dusk, lined with lantern stalls, brass domes and bell towers, the chained sun glowing at its far end.

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 colossal iron chain plunges from a burning sky into a mountain carved into a foundry, with rivers of molten metal and tiny workers on scaffolds.

Northern Gloaming

The Tether Mounts

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

Amber glass dunes beneath an enormous stalled sun, with half buried bronze statues and a small caravan casting long shadows.

The west

The Ember Reach

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

A frozen plain under stars and green aurora, with a cathedral of glowing blue ice and a line of lantern bearers crossing the snow.

The east

The Longnight Reach

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

The Dusk Clock

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.

Set the clock

Gold

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.

Violet

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.

Night

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.

Living cartography
The world map starts blank. Ilse draws it as you walk, and what she gets wrong, enemies and players can both exploit.
Tether bonds
Pairs who fight side by side at violet learn joint moves, like Odran bracing a ledge while Ilse plots exactly where it will fall.

Deep night Stay in touch

Join the Lantern List

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.

Who would you play first? optional

Questions

Before the sun moves

Is Vespertide a real game?

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.

How was the art made?

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.

Is it based on another game?

No. The world, the characters and the Dusk Clock are original to this concept.

What happens when I join the Lantern List?

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.

What came before Vespertide?

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.

Who made this site?

THATDEVELOPERGUY, a web studio, built it to show what Canva and a modern web stack can produce together.