A hundred years ago, a light rose at the edge of the world. It was so white that everything it touched was erased. Then, one night, it broke, and its shards fell into six worlds.
The White Light is a dark co-op roguelike for 1-4 hunters. Go down through the Gate after the shards, world after world, carve through endless hordes, build your hunter from 300 cards and bring back what is left of the light. Stay together. Alone, the dark will eat you.
The trailer
A legend that lies by omission
Where the shards fell, they woke what sleeps beneath the six worlds. Now the last hunters of the Guild go down through the Gate to gather them, guided by the voice of the Master who built the Light. Everything he tells you is true. It is what he leaves out that keeps breaking through.
Inspired by the Romanian legend of Master Manole, the builder whose walls would only stand at a terrible price, the story unfolds in fully voiced, ink-drawn films, with a new chapter for every lord you bring down.
300 cards, no two alike
Every run grows from a Root you choose at the start: the Embers, the Rime, the Venom, the Abyss, the Thunder, the Light, the Moroi or the Thicket. It decides what rises from every kill, and the cards you draw grow out of it like branches. They are not just numbers: storm clouds follow you and strike, coffins fall from the sky, wolves and serpents hunt at your side, a firebird flies with you. Gather enough cards of one sign and its Seal breaks open.
Some camps keep a stranger instead of the merchant. The Whisper, the voice that once told Manole the price of his wall, bargains in hearts and turns your light black. Ana's Angel keeps a gift for each of you, and your light burns gold.
Stay together
Hunters who stay close are bound by threads of light. Every thread makes your blows hit harder and slowly mends your wounds, and the monsters that cross it burn. Stray too far and the thread snaps: in co-op, the dark closes in on whoever is left alone and starts taking hearts.
From the depths
Features
- Online co-op for 1-4 players. Invite your friends with a lobby code, or descend alone.
- Hunters of the Guild. The Knight, the Gunslinger, the Arcanist and the Lightbearer, each with their own weapon, ability, cards and ultimate.
- Builds that break the game. Roots and their branches, class cards, team cards that empower the whole group, Forms that change how you attack, duos, fusions, curses and pacts.
- A guardian and a lord in every world. Every world the Gate leads into is torn from a different myth, with its own monsters and ruins.
- Bosses that fight on the beat. Every boss has its own dark score, and its attacks strike in time with the music.
- Blood that flows. It splashes, pools and dries on the stone, and soaks into your hunters' clothes.
- The Hunters' Guild. Spend the Essence you bring back on lasting Gifts of the Light, rise in rank, and piece the true story together from inscriptions hidden deep below.
Six worlds. Four hunters. One light.
And the way down is only the first road.







