Skip to content

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.

A small rocky island with a red and white striped lighthouse at dusk
AI-assisted concept art.

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

Lantern Point diorama, our own Blender render
Work in progress
Vertices
2,116
Triangles
1,086
Meshes
53
File
111 KB GLB
Exported by
Blender glTF exporter v5.2.40

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.

Lantern Point diorama, greybox
Our own Blender render: Lantern Point diorama, greybox.

The keeper

The keeper, low-poly, coloured
Our own Blender render: The keeper, low-poly, coloured.

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.

Interior of a tiny lighthouse keeper's cottage at night
AI-assisted concept art.