Project · Working title
Lantern Point
Pre-production A small game about keeping an island lighthouse running through one storm season. This page shows what exists today, and says plainly what does not.

Where it stands
Highvale Studios is in pre-production on its first game. Nothing is released, and there is no release date, platform or store page. What exists: a concept, a design document in progress, a low-poly hero model of the island (2,116 vertices) and a rigged keeper character. Everything shown is concept or work in progress.
The idea
You are the keeper of a small light on a rocky island for one season. Ships depend on the light. Storms come in. The work is ordinary and constant: carry oil up the tower, trim the wick, mend what the weather breaks, keep a log, and decide what to fix first when everything is breaking at once. The question the game asks is whether you can keep one promise for a whole season.
The island
Counts are read from the exported file at build time. Drag to turn it; scroll or pinch to zoom.
The island is modelled in Blender as a flat-shaded low-poly diorama: the tower in four painted bands, the gallery and lantern, the keeper's cottage, a jetty, pines and rocks. It is deliberately small. A game this size lives or dies on how one place feels, so we would rather make one island well than a coastline badly.

The keeper

The keeper is a blocky low-poly character, 336 vertices in the exported file, built to read clearly from a distance in a storm. Our low-poly character guide shows how it was blocked out, and the rigging guide how it was given a skeleton.
The core loop, so far
Tend the light, repair what breaks, log the night, and spend what the supply boat brings on tools that make tomorrow's storm survivable. More in what a core game loop is, where this one is the worked example.
What does not exist yet
No release date, no platforms, no store page, no trailer, no price. When those exist, they will be on this page, dated. Until then, the journal is where the work shows up.
