The Last Wick

A Chronicle of the Long Night

A turn-based chronicle in five chapters

Free to play · no download · no account

The sun went out three hundred and twelve years ago. Not set, not died — went out, the way a candle goes out when somebody leans over it. What is left of the world is a ring of hearths and the road between them, and you have just woken at a waystation beside a dead woman, holding a lantern that is not burning oil.

Eleven Keepers have carried this wick before you. All eleven are still inside the flame, and none of them agree about what light is for.

Lighting the wick…

About The Last Wick

A free, text-driven, turn-based fantasy RPG that runs entirely in your browser. No download, no account, no cost.

The Last Wick is a single-player role-playing game about carrying a light through a world that lost its sun three centuries ago. You are the twelfth Keeper: the person holding one of the last matches in existence. The wick has been carried by eleven people before you, and every one of them is still inside the flame, arguing about what the light is for.

One pool for everything

Most role-playing games give you two numbers: health to survive with, and mana to act with. Separate pools mean spending mana is never really a decision — you simply spend what you have. The Last Wick gives you one. Ember is your health, your fuel and your ammunition at the same time, so every spell you cast shortens your life. There is no free action and no safe turn.

Around that single pool sit four systems, each of which turns a number into a choice:

The eleven Keepers

Every dead Keeper leaves behind two workings and one doctrine, and you can carry only two to four of them at a time. That is the entire build system, and it is also the story: choosing who to listen to is choosing what kind of Keeper you become. The Kindler says burn it. The Tally says count it. The Vigil says stand still. The Cartographer spent four hundred years drawing a road around the truth, and the Ninth is still alive.

Five chapters

  1. The Wick Changes Hands — a waystation, three bodies, and one lantern that chose the nearest warm one.
  2. Coldwater — a town that never went dark, in a world where light has to come from somewhere, and two hundred years of arithmetic nobody wants to say out loud.
  3. The Cartographer's Road — the only road through the Dim, four hundred years old and wrong in places on purpose.
  4. The Ninth — a city of permanent noon, lit by draining the hearths of everybody else, kept by the only Keeper who never put the wick down.
  5. The Long Night — a ring of standing stones, a hole in the ground with a hand's width of light coming out of it, and the first Keeper, who put it out and has been sitting there ever since wondering whether he was right.

Four endings

What you did with the wick, and what you were carrying when you got there, decides how the chronicle closes. There is no correct answer and no way to see all four in one playthrough.

Frequently asked

Is it free?
Yes — free to play and free to finish. Reviving after death is currently free as well, while the chronicle is in its first printing.
Do I need to install or sign up for anything?
No. It runs in any modern browser on desktop, tablet or phone. Progress is saved automatically, so you can close the tab and pick it up later.
How long is it?
Five chapters, 61 scenes, twelve scripted battles and four endings — roughly two to three hours for a first playthrough.
Is it suitable for younger players?
Yes. It is PG throughout. People die and it matters, but nothing is depicted that a fourteen-year-old should not read.
Does it work without JavaScript?
You are reading this page, so yes — the story and systems above are described in plain HTML. Playing the game itself needs JavaScript enabled.