The beacon.
The stolen dawn.
At Greyhaven, a flame carries a promise. At Meridian, the missing morning has a cause. Meet the people who first taught your traveler what light can cost.
Five roads brought you here.
Now an army marches to erase them.
Carry the light. Bring your people home.
First Light promised to restore a world lost to disaster. When the living refused its plan, it sent an army. From a burning fort to the heart of the First Kiln, lead the coalition that stands between five communities and a perfect past that leaves no room for them.
Hold the breach, evacuate the families, and secure an independent signal. Your campaign begins with a defense worth surviving.
Fight on chained bridges, silence the aerial command, and recruit the crews who will answer your field orders.
Stop the next mechanical army, free the workers’ families, and discover who knowingly ordered the harvest.
Face the Ash Regent. Confront the intelligence inside the Kiln. Choose a complete ending—and take the road home.


Protect supply lines and field hospitals. Accept a surrender. Preserve the memories taken from their owners. Side missions improve allied support and change the account of the war you leave behind.
Seven enemies have ready, wounded, and defeated portraits. Six major encounters test your preparation; four demand battle, while two offer difficult alternatives. Recruit five regional support units and coordinate them with your own powers.
Three character paths, advancement from level 11 to 15, chapter maps, automatic saves, and a downloadable final Chronicle keep the campaign yours.
The opening introduces your allies, enemy, and mission. Begin with a new hero, choose earlier histories if you wish, or import your completed Chapter 5 save. Returning outcomes change allied bonuses and appear separately in the final Chronicle. The finale preserves the futures you already chose.
At Greyhaven, a flame carries a promise. At Meridian, the missing morning has a cause. Meet the people who first taught your traveler what light can cost.
Follow the coast’s ancient warning into a city beneath the sea. Discover why some doors should open in both directions.
Every glass star belongs to someone. Follow their missing stories to the command that sets the final campaign in motion.
Find the earlier adventures at Deskatur. Each chapter has its own conclusion. This sixth adventure ends the series.
Your save slot is separate from Chapters 1–5. Export backups whenever you wish, and keep the complete Chronicle after the ending.
Begin The Last Light →