Aster remains bound.
A speaking lantern carries the voices of other captive lights. Aster’s knowledge of the locks may help you reach them.
A wagon returns without its driver.
Its lanterns are burning. Its journal describes a village where sunrise never came.
And the light remembers what you chose.
Follow a missing caravan through flooded causeways and forgotten sanctuaries. In Meridian, an engineer has saved thousands by drawing warmth from the settlements outside its walls. Now the emergency has become a way of life.
Help stranded passengers, rescue a missing driver, and hear a living light speak for itself. Your kindness changes what becomes possible.
Cross the flooded causeway or follow the orchard to the Star House. Discover evidence for a peaceful resolution—or face the Meridian Guard.
Reach the Dawn Engine with more than a weapon. Bring a plan, willing allies, and a promise you can keep.

Import your completed Hollow Beacon save from the game’s Save tools, or choose a past and start here. Your name, path, equipment, supplies, crowns, and rescued companion can all continue.
A speaking lantern carries the voices of other captive lights. Aster’s knowledge of the locks may help you reach them.
Greyhaven depends on ordinary watchfires and reliable supplies. A wandering amber light marks a path through the flood.
Aster keeps its promise at home. Beyond the valley, another light needs someone who understands the right to refuse.
Three character paths. New tactical abilities. Brindle at your side. Automatic saves and downloadable backups.
Begin Chapter II →Chapter 1 is optional. This chapter uses its own save slot.