
Shadow
It has never once opened, and yet nothing in the cellars has escaped its notice.
An independent games studio, founded in 2026.
Emberwick Academy
Year 1 · rolled for you just now
Summer
Autumn
Winter
Spring
Every new game rolls its own weather. Snow comes only in winter.
Open the daybookDev log
Dev log
A class used to be a room with pupils standing in it. Now they sit, and each one chose the seat.
Dev log
A lamp nobody lights. A window that will not shut. You can leave it alone for seven years.
Lantern Goods
Black · Night blossom and a gold moon
Ecru · Our lantern as a workshop drawing
Faded bone · A small lantern, its flame lit amber
Brown · 灯, lamplight, in old goldFounders’ Edition pieces are made until Emberwick Academy launches, and never again.Visit the shop
A game by Low Lantern Games
The letter says to bring nothing you would mind losing.
A single-player school life sim with creature collecting, auto-battles and a dark mystery. Seven years at a castle school of magic, and every duel, friendship and grade carries into the next.
Early AccessComing soonPC
By day the castle looks after its pupils.
What you do at Emberwick
New Game
StorySeven years, as they were written.
SimulationThe same seven years, with the story left out.
Never Known DefeatLose one duel and it is over.
LegacyBegin again, carrying what you kept.Finish the story.From the game








Captured in October 2026. Details will change before launch.
The school year
Year 1
This year’s cupsThe Lantern Moth Cup · The Stag Open
Summer · Day 3 · Lake Night
Lake Night. Lanterns on the water at dusk.
A clear day.
Five lessons this year, each ending in one short duel.
Rolled on this page with the game’s own rules. Every new game rolls a school of its own.
Who you meet

Ember
Came with the letter. Talks only to you.

Pell
“Win or lose, I’ll save you a seat afterwards.”

Corin Ashgrave
Keeps count of who is ahead.

Hesper Lowe
Hums on the stairs, and stops when she sees you.

Professor Marrow
“It watches how you play. Whether you win doesn’t come into it.”

Headmaster Aldric Vane
Reads the names on Founders’ Day.
The school lives without you
Overheard in the corridors
“Word is Merrit Dane has changed their deck to face you. Cairntooth Badger is in.”
Before a Cup match a pupil may change up to three cards to answer the next opponent.
“Tobin Rusk lost 25 Marks on the Cup book. Don’t mention Nell Bracken to them.”
Pupils get 50 Marks each school day, and spend them on packs and on the Cup book.
“Edda Vey beat Celia Penn. I wouldn’t have called that.”
Up to five House Cup duels are played every day, with the pupils’ own decks.
“Did you hear? Tamsin Rook found Candlewick Stray.”
Some cards exist only once in the castle, and the other pupils are searching too.
The game writes lines like these. Every name here belongs to a pupil at the school.
House talents
Four houses, twelve trees, and seven years to spend the points. Try a build.

Thornwick
“Roots hold.”
Earth and Water
Rootward. Your earth and water creatures arrive shielded.
The Old Wall · The Greenhouse · Briar

Vaelstrom
“Nothing stands still.”
Wind and Fire
Second Wind. A wind or fire swing may strike twice.
Gale · Kindling · Kestrel

Halloran
“Be seen.”
Light and Fire
Kindled Heart. The first of yours to fall gets up again.
The Line · The Choir · The Banner

Duskmere
“Look where others won’t.”
Shadow and Water
The Closed Eye. First hits wither and soak. Now and then a rival turns on its own side.
Borrowed Breath · Two Graves · The Drowned Hand

The other pupils spend theirs too.
Every pupil in the four houses earns points with their year and spends them the way their temper and their deck lean. A first-year starts with none. A seventh-year has thirty or more.
Their builds fight in the Cup, in the night’s duels and against you. Open a pupil’s card to read one before you face it.

A deck that ages with you

Bedrock Sovereign
Earth · Legendary
ReportYear 3 · Founders’ Day
Graded A to D, with your place in the year
The four houses
The Old Spirit watches your first duel and names a house. You can refuse it.
The Old Spirit names you
In the game the Old Spirit watches your first duel, and you can refuse the house it names.
Thornwick · Earth and Water
“Roots hold.”
Thornwick keeps the old greenhouse wing and the long memory of the school.
Sigil: a briar, a ring of thorns with three leaves.
The painting over your common-room hearth gains a little more each year you stay.
Creatures and duels
You place your creatures and press GO. After that they fight by their own natures.
They come in six sizes, from a moth to a titan. Join two of yours on the field and one of 54 Ascendants stands where they stood.
In the Greenhouse, vines close the side paths until someone cuts them.
Forty-two are found only in the castle, never in a pack.

Shadow
It has never once opened, and yet nothing in the cellars has escaped its notice.

Wind
Eight are Mythic. Three exist once in the whole world, and the other pupils are hunting them too.
Reading a duel
After GO, give orders only if you want to.
A card you have carried into many duels listens more often.
Some fields are courtyards that hold four creatures a side. The largest are nine times the size.
Water puts out fire, and every element has one it beats.
Two on one hits harder.
Strike first from the mist.
Take their home stone and strike them directly.
The Cups
| Year | Junior Cup | Open Cup |
|---|---|---|
| 1 | The Lantern Moth Cup | The Stag Open |
| 2 | The Moon Hare Cup | The Falcon Open |
| 3 | The Otter Cup | The Serpent Open |
| 4 | The Kestrel Cup | The Raven Open |
| 5 | The Fox Cup | The Wolf Open |
| 6 | The Heron Cup | The Griffin Open |
| 7 | The Owlet Cup | The Dragon Open |
Each year has two cups with their own names. The winner keeps the pin for good, and wears it on their robe.
Pupils bet their own Marks on Cup matches, and a bad loss can start a grudge.
After curfew
After curfew a league meets in the Undercroft. You stake a card to sit down.
From your third year there is a pillar at the bottom of the stair. Any pupil can pin a card to it, and every house bids.
From your fourth, three rare cards lie on a cloth under the benches, priced in candle-ends. Whoever gets down the stair first has them.
Professors walk their rounds with lanterns. Get caught and your house loses five points.
Release
Price to be announced.
Coming soon to Steam
Dev log
Notes from the workshop on Emberwick Academy.
The Lecture Hall has eight banks of desks, and each pupil picks a place by their own nature. Nobody is placed by hand.
Each of the four houses now has something in its rooms that is not right. Touch it, and you can ask a housemate to come with you.
The catalogue grew to 433 creatures this month. They come in six sizes now, and size counts.
The Junior Cup is played at Orchard Court and the Open Cup final in the Great Hall. Each year’s cups have names of their own.
Your common room has a painting that is not done yet. It gains a little more each year you reach.
The castle keeps four holidays, and each one changes it. This month we dressed the rooms for two of them.
NewsDev log
Until this month a class at Emberwick was a room with pupils standing in it. Now they sit.
The Lecture Hall has eight banks of desks, and each pupil picks a place by their own nature. The bold go forward. The wary take the back. Friends find each other, and one pupil who was up too late comes in last and takes the end of a row by the door.
The other rooms each got their own scene. In the Chalk Room pairs face off on the chalk circles while the rest watch from the walls. The greenhouse has a work table between the beds. In the library it is heads down at the reading tables, with one latecomer still hunting a shelf.
Nobody is placed by hand. Who sits beside whom depends on who has made friends in that game.
NewsDev log
Each of the four houses now has something in its rooms that is not right.
You can leave it alone for seven years. If you touch it, you can ask one of your housemates to look into it with you, and it takes a step each year. They answer by their own temper. Some refuse the first time.
In the fourth year it ends with two great creatures in the room, and you keep one. Your housemate takes the other into their own deck. You will see it again.
NewsDev log
The catalogue grew to 433 creatures this month, and every one of the new ones is painted.
They come in six sizes now, and size counts. A big creature crushes a small one. One big enough will pick up what it hits and throw it. When a colossus walks, the small things beside its feet stagger.
Each card also shows a small inked mark for what its creature strikes with and what it is made of, because that counts too. A mace bites stone.
Lessons are fought by the same rules. The professor does the sums on the slate, and they come out the way the duel does.

NewsDev log
A Cup duel should not feel like any other duel. Before the first creature reaches the field, you should know where you are and who is watching.
So the two Cups at Emberwick each have an arena of their own.
The Junior Cup is played at Orchard Court, a round brick court reached through the arcade beside the school shop. It sits under the orchard trees, and in autumn the leaves come down across the brick. The house stands ring the court, and on a Cup day they fill with pupils in their house colours. It is a small arena, made for younger players.
The Open Cup final is played in the Great Hall. The candles are lit and the house tables line the walls beneath the banners. Every house is in the room. Reaching the final should feel like walking into a room that has been waiting for you all year.
Each year’s cups have names of their own. In your first year they are the Lantern Moth Cup and the Stag Open. By your seventh they are the Owlet Cup and the Dragon Open. Whoever wins keeps the pin for good, pupil or player, and a pupil’s pins are shown beside their name.
A book opens for every posted round. Pupils bet their own Marks on it, and a bad loss can start a grudge the school talks about.
NewsDev log
Your common room at Emberwick has a painting on its wall, and in your first year it is barely begun.
There is a figure in a hooded cloak of the house colour, a patch of lake, a little sky, and all around them bare brown ground where the paint has not arrived yet.
The painting finishes itself a little more each year you reach. By your fourth year the world has started to come in around the figure, with a shore and a lantern burning at their side. By your seventh it is whole.


We wanted one thing in the game that you cannot hurry. A painting changes only as the years pass, and the only way to see it whole is to reach your seventh year.
It is also the quietest way we have of showing you that time has gone by. You come back to your common room and the painting has changed a little. You might not notice until one evening you do.

NewsDev log
Emberwick keeps four holidays through the school year: Lake Night, Ghost Night, the Midwinter Feast and Founders’ Day. When one comes round, the castle changes for it.
This month we dressed the rooms for two of them, Ghost Night and the Midwinter Feast.
Ghost Night comes in autumn. The Great Hall and its entrance fill with carved pumpkins, in piles and in rows, and clusters of candles. Among them stand ghost lanterns, which burn a cold, pale blue instead of gold. The courtyard gets its pumpkins and candles too, and each of the four common rooms is hung with autumn garlands. Duskmere, which keeps the rooms under the lake, gets a ghost lantern of its own.
From your second year, something else happens on Ghost Night. At dusk a pale figure stands at the far end of the east corridor, facing the window, and then it is gone. You may know the face.
The Midwinter Feast is the warm one. Evergreens strung with small lights go up in the Great Hall, and gifts pile up around them. Candles stand in holly and wreaths are hung. Every common room gets a garland and a small tree with gifts of its own.
Each holiday has its own line in the morning’s daybook.
Lake Night and Founders’ Day will get a log of their own.
Small lights in dark places.
Low Lantern Games is an independent studio, founded in 2026. Emberwick Academy is our first game.
Drawing No. 001
Printed on the Drawing No. 001 long sleeveA lantern hung low, close to the ground, in the dark. One small light kept burning.
Our work
Low Lantern Games is founded.
Emberwick Academy enters Early Access on Steam.
Further off
More lanterns are being lit.
Nothing to announce yet. When there is, you will find it here.
Contact
Or sit with us: the Discord · YouTube · r/LowLanternGames
For press and creators
Fact sheet and press kit for Emberwick Academy and Low Lantern Games.
Fact sheet
Logos and art at full size, for coverage of Emberwick Academy.
Download the press kit (ZIP, 9.9 MB)


Emberwick Academy is a school life sim at a castle school of magic, seven years from first day to graduation, with 453 creatures to collect and duels you set up and then watch. You arrive with one plain card that talks only to you. The other pupils keep their own timetables, build their own decks and sell their spare cards, and most House Cup duels are played without you. Every spring the headmaster reads one name in the Great Hall, and that pupil has gone home early.
You arrive at Emberwick as a first-year with one plain card. It talks only to you. Over seven school years you take lessons and sit an exam at the end of each one, until graduation at the end of the seventh. A school year runs from summer to spring, one week for each season, and every new game rolls its own weather. A day has sixteen candles, and classes and duels burn them down.
Every duel is fought on a painted battlefield with a trick of its own. Mist hides creatures at the Forest Edge, and in the Greenhouse vines close the side paths until someone cuts them. You place your creatures and press GO, and they fight by their own natures. Size matters, and so does what a creature is made of: a mace bites stone, and a giant’s step staggers the small things beside it. After each round the game draws the moment that decided it back in chalk.
The other pupils get an allowance each school day, buy packs, rebuild their decks, spend their own talent points and bet on the Cup. Up to five House Cup duels are played every day with their own decks, most of them in rooms you are not in. At the end of each year the seventh-years graduate, and each leaves one card to the pupil they duelled most, with their name scratched into the corner. A lesson is a room of pupils who each chose their seat. From the second year the houses trade spare cards at a table in the common room; from the third, every house bids on cards pinned to a pillar after curfew; from the fourth, three rare cards are sold each week for candle-ends to whoever gets down the stair first.
Each house has a trait, three talent trees and a quest of its own, offered by a thing in the room and never by a menu. It takes four years and one housemate. At the end there are two great creatures, and the player keeps one.
All seven school years are playable from the first day, from arrival to graduation, in four modes and with four endings. While the game is in Early Access we plan to add battlefields, creatures, a painted back and walk for every creature, and Japanese, Simplified Chinese and Korean.
Key facts
The studio shop
Heavy cotton, embroidered marks and a little light to take with you.
Made to order, one at a time.
Founders’ Edition
Four pieces, available until Emberwick Academy launches. Then never made again.
Every day
Made to order and fulfilled by Printful. Checkout, sizes and size guides are on our store at lowlanterngames.printful.me. Shipping and taxes are worked out at checkout. Prices in USD.