The old records survived.
Maintenance plates recovered from Saltmere's sealed chambers explain the refuge's release sequence.
Below the bells, the windows were real.
A city waits beneath the sea.
Its people have been promised tomorrow for three hundred years.
Vesper's dome still holds. Its windows still glow. But a failing refuge engine has trapped its citizens in fragments of the same evening, guarded by machines that mistake every change for danger.
Share a meal in the Evening Market, rescue a stranded lift keeper, and help a teacher tell the truth about the world outside. Brindle can join you beneath the glass.
Challenge the Brass Magistrate, Archive Leviathan, and First Cartographer. Their portraits and attack patterns change during battle. Careful explorers can also discover peaceful resolutions.
Learn Lantern Flare at the workshop. One charge can interrupt a dangerous enemy response—but the shutter must cool until your next encounter.

Import a completed Chapter 3 save from character setup or Save tools. Your hero, equipment, supplies, companion, and earlier ending choices continue. New players can choose how Chapter 3 ended and begin at level 7.
Maintenance plates recovered from Saltmere's sealed chambers explain the refuge's release sequence.
Your coastal evacuation teams bring equipment and experience to Vesper's pressure passage.
The returning bell keepers bring honest accounts of the surface, helping the citizens face a world that changed without them.
Earlier adventures: Chapter 1 — The Hollow Beacon; Chapter 2 — The Roads Without Dawn; Chapter 3 — The Bells Beneath the Sea. This fourth adventure also supports starting without a previous save.
Three character paths · progression to level 9 · exploration and boss combat · map and journal · automatic saves and downloadable backups.
Begin Chapter IV →Chapter 4 uses a separate save slot. Your earlier adventures stay intact.