Gravenpoint · a village that emptied itself in a single night
You are the new keeper. You have your grandmother's keys,
her unfinished journal, and a lantern.
First duty: reach the lighthouse and bring the light into service.
the tide turns every twenty minutes. read it like a map.
| WASD / arrows | walk · hold shift to run |
| E / Enter | Interact — the prompt above says exactly what it will do |
| R | rest at a bench or chair until the tide turns |
| C | caseboard — questions, evidence, hypotheses, archive |
| K | the keeper's choice, once an ending is within reach |
| F | lantern up / down |
| [ / ] | zoom out / in |
| M | mute / unmute |
| H | this view |
| Esc | close whatever is open |
The tide is the map: the causeway and the caves open only near low water. The HUD tells you minutes to high and low. When a door of the mind sticks, sit somewhere and let the water move.
Three pins. The letters taught you the tune. One of them said she always hummed the last wrong.
The journal has a blank page at the back, and a pin beside it on the wall. Write three short lines — the keeper's log, first entry. They will stay where you leave them.
pinned beside your grandmother's journal, where the tide cannot reach it.