Path 1 • Whisperwood
The Rotwood
A haunted wood with bog pools that slow everything down, and something old rooted at its heart.

The night is endless. Your lantern is not.
A pixel-art survival roguelite. Your hero fights on their own: you move, dodge and choose how to grow. Alone, or with up to three friends.
An endless night has fallen
Every level-up offers new weapons and relics. Max a weapon, find its relic and open a chest to Awaken it. Fuse two Awakened weapons into something new, or Ascend your hero with their Sigil. Then do it all again, faster, on a harder night.
How a run works
Weapons fire on their own. You steer, dodge and pull the horde where you want it.
Every level-up deals new weapons and relics. Six weapon slots, six relic slots (a merchant's Satchel adds one of each), endless builds.
Max a weapon, hold its relic, crack a chest: it Awakens. Fuse two Awakened weapons into one legend.
Find your hero's Sigil and they take their final form, signature weapon and all.
Choose your bearer
Tap a hero to see them Ascended.
Topple the tyrants
Every path is its own night with its own ground: open fields with hazards, a causeway, islands, bone halls and a climb. Each has its own monsters and two mini-bosses you won't meet anywhere else, and a boss waits at the end.
Path 1 • Whisperwood
A haunted wood with bog pools that slow everything down, and something old rooted at its heart.
Path 2 • Sunken Crypt
Flooded halls full of the restless dead. Vael rises from the deep to finish the job.
Path 3 • Ember Peaks
Lava rivers burn heroes and monsters alike: lure the horde in. Then Ashmaw descends.
Path 4 • Frostfang Tundra
Thin ice makes every turn a slide. Rimefang stirs beneath it.
Path 5 • Ashen Causeway
A stone road over a sea of embers, with hordes pouring in from both ends. Cindral bursts up out of the sea.
Path 6 • The Drowned Isles
Islands joined by plank bridges over black water. Walkers hunt for the bridges; ghosts fly straight across.
Path 7 • Hollow Ossuary
Halls of bone walls, doorways and dead ends. Walls stop enemy shots, so use them as cover.
Path 8 • Frostspire Climb
A path that only goes up, with an avalanche fog climbing behind you. Keep moving.
Ways to play
Host a room, share the code, and up to three friends drop in. Offline, AI companions fight at your side.
Open regions with side quests: light beacons, escort a child, break seals. Three quests open the Heart and its guardian.
No finish line. Survival time is the score, kept for solo and for every party size.
Beat the boss, then stay the night. It only gets worse, and the boss keeps coming back.
One seeded run a day with two twists and the same kit for everyone.
A wandering merchant, a cursed shrine that pays if you survive its curse, a lantern vigil to hold while the horde closes in.
76 monsters and 24 bosses, each logged in your Journal the first time you meet it, with a line of lore.
Every region hides its Chart, Sigils and a gilded cache off the beaten path. And there's one secret nobody will tell you.
Lantern flames, trails and hero outfits to wear. Your friends see them in co-op too.
Screenshots
Play now in your browser
Free on CrazyGames now, in any browser. Coming to Android (free, with optional purchases) and Steam (a one-time purchase, no ads).
Find a co-op party, share your builds and get the patch notes first: join the Last Lantern community on Discord.