Designing a light meter you cannot ignore
Our first lantern was a number in the corner of the screen. Nobody looked at it. Here is how it became the heart of the game.
By Tomas Reyhan


Carry the last light across a broken sky.
The sun has sunk beneath the clouds. The last light in the world fits in one lantern, and it is yours to carry.
Aurvane is a slow, hand-painted journey across hundreds of drifting islands. Read the wind, climb ruined towers and decide where to spend a light that never quite lasts.
Hundreds of floating islands shift with the wind. Every crossing is a route you read, plan and risk.
Light opens paths, wakes old machines and keeps the hollow things away. Spend it, and the dark comes closer.
Every island is painted by hand and lit in real time, so no two sunsets on the archipelago look the same.
No cutscenes and no walls of text. The past is told through ruins, music and the strangers you meet.


01 / The lantern-bearer
A courier from the lowest island, sent up with the last working lantern because nobody else would go. Wren travels light: a patched coat, a coil of rope and a pole long enough to reach the next ledge.

02 / The cartographer
Bram has mapped the archipelago for forty years and trusts none of the maps. His mechanical bird, Pip, flies ahead to find the wind before you need it.

03 / The creature
Water that remembers being a sea, held together by shards of the broken sky. It does not hunt. It follows light, and it is always thirsty.






Our first lantern was a number in the corner of the screen. Nobody looked at it. Here is how it became the heart of the game.
By Tomas Reyhan

Every island in Aurvane is painted by hand, but the light that falls on it is not. Here is how the two meet.
By Mira Okonedo

After three years in an attic, we are finally ready to show the world the game we have been quietly building.
By Ilse Varga

| When | Milestone | Status |
|---|---|---|
| Spring 2026 | Vertical sliceOne island, one storm, one lantern. The core loop finally clicked. | Done |
| Autumn 2026 | AnnouncementTrailer, store page and the first public devlog. | Done |
| Winter 2026 | Closed playtestTwo hundred players from the Discord explore the first chapter. | In progress |
| Spring 2027 | Free demoThe first chapter as a free demo, ready for the spring festival season. | Planned |
| Autumn 2027 | LaunchFull release on PC and Mac, with consoles to follow. | Planned |
We are aiming for autumn 2027 on PC and Mac. Wishlist the game and you will hear the moment we set a date.
Windows, macOS and Steam Deck at launch. Console versions are planned after release.
Yes. A free demo with the whole first chapter is planned for spring 2027.
Around twelve hours for the story, closer to twenty if you want to find every lost bell.
There is danger and you can fall, but Aurvane is about exploring, not punishing. An assist mode lets you tune the challenge.
Absolutely. You may stream and monetise videos of Aurvane without asking first.
Wishlisting is the single biggest thing you can do for a small studio. It tells the store we exist.
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