Progress
A side project,
built one foundation at a time.
Pbuild is early, and there is no release date. An early build runs on Windows PC, with mouse and keyboard or an Xbox controller: begin from a title that stands on the galaxy, wake aboard Last Lantern, walk its halls as a cloaked Wright under a name of your own, gather what the Vaelin left into your pack, take Ashvek's tasks and wake new halls, mend Elizabeth, quiet the Hushed Menders and grow as you do, step out by the Postern onto the Apron under the stars and walk the ship's hull on a tether, write a world at the Forge and watch the Keepers judge it. Then cross to it, ask for a turn round it, fly Elizabeth out through the Hangar's gate and down to it, set her down and walk its ground, and write the next world under another star. It isn't available to play yet. This page grows with it, and so does Pbuild on GitHub, where you can leave feedback and ideas.
The mood pass is done: the sky is real stars, Last Lantern stands whole outside, its Arc turning, its drive burning, its Hangar shut by a gate, and the title now stands on the galaxy, the world your Wright stands beside rising in its corner as a crescent at dawn. The foundations for play are all in: a settings menu and your own key bindings, a pack, a controller as well as the mouse and keyboard, quests and a quest log, the first fights, Menders that hunt together and give up once you are out of sight and leave what they carried once quieted, levels, a game menu, an account with up to ten named Wrights, the Wright's own sight drawn round all of it, and one chat that keeps Ashvek's words and lets you say your own. The opening act is well under way: nine quests carry you from the Cradle through the Long Hall, where Elizabeth's echo walks ahead of you, and the Loom to the Forge, out through the Hangar onto the Apron, to an empty berth in the Hangar and the few things the Vaelin kept of her, and to Elizabeth herself: quiet the Rimebound Menders at her rusted wing, patch it by your hand, and watch the two you quieted weld it whole so she can fly. Below it all, the Axis rides down the ship's centre line to the Spoken Hall, the Listening Way and the Answering, and you make a light of your own to go down there with, a sliver of the Wellspring set in Vaelin iron at the anvil beside it. At the Axis's very foot, the Bellows, you draw the three Vaelin stays that held the ship's drive for an age, and she can carry you to other stars again; the Bellows breathes, its ribs count her breaths, and twelve tablets of ancient words stand between them. Pbuild's heart has begun: come down to a world and its ground is drawn around you, hills, valleys and crags down to a stride in the colours you saw from orbit, and Elizabeth comes to rest on it. A developer's panel now tests it all at a keypress, jumps you to any place aboard, and places characters, Menders and stores wherever you stand, kept in the game for good; and Elizabeth now has a hyperdrive, her stride, an old Anvari line set into her patched hull that carries her to an orbit round any of your worlds in a few heartbeats, and now brakes in smoothly at the end. Come down within a world's air and its ground now holds still beneath you while the sun and the stars wheel slowly overhead, as they do for anyone standing on a world. Next, on without a break until you can land and stand on a world you spoke. The world you see from orbit is becoming the ground you fly over without a seam: the ground beneath you now wears the texture the world wears from above and meets it as one surface, its mountains at their true height, and over a living world it fades into the world's own haze toward a pale horizon, its seas lying flat at their level, the flight over its mountains smooth and the sky blue overhead with the sun low, and its clouds reaching all the way to you, an overcast above and a whiteout as you fly through them, and its seas reflect the sky and the clouds, with no line left at the horizon; and flying down into it from orbit is smooth, with Elizabeth resting on the water and no ring on the clouds; and now a world’s own air slows Elizabeth, she hovers level over it and sets down on her legs on its land, you hear the air rush past her, and her brake holds her still over the ground; and now you step out onto its ground under its own gravity, and your landing is kept in your save, so you come back where you left her, and you can walk across it for kilometres; and Elizabeth now has a cabin to live in between her cockpit and her wings, inside a round hull that matches the rest of her, with a console for her door, her floodlights and a mast that rises; she is now one hull from her cockpit to her drives, her wings and engines set as an airliner’s, with a cabin twice as long, a cockpit you walk into and beams under her nose for flying in the dark; and now you live in her, with lockers that hold what your pack cannot and a bunk to rest in until dawn; and now she has wings of her own, long and swept, that you walk under, and a bigger Hangar to keep her in, easy to fly in and out of; and now the Postern, a lock of your own beside the Hangar’s mouth, lets you out onto the hull weighing a third of what you do aboard, and the ship now draws only the rooms you can see, so the picture stays smooth everywhere aboard and out on the hull, and round Elizabeth too, even jumping against her; and now, on a tether from the Postern, you walk the hull itself: over the Apron’s edge the stone under your feet is down, and the ship’s north face is a plain of dark plating to cross, trench by trench, all the way down to the drive that burns beneath her; and now you leap the trenches between her slabs, and the Arc shows as a thread of light through the ship's own shadow; and Elizabeth’s thrusters are a matched pair at last, the missing part brought home from the Larder down a line of lanterns on the hull, her drive three times as strong; next, a research bench, and the sea made to look and move like water. Then keeping them alive becomes the loop, with what they need gathered from space and from other worlds, and one day, sharing your worlds with friends. Speaking a world stays free.
Last updated November 2026
Design
Concept, lore, the Vaelin and their star, and a technical design that stays precise from a footstep to a light-year.
Complete · September 2026
Foundations
Wake in the Forgehold, walk its halls, see your star and its first world on real orbits, and fly out into space. Then Last Lantern at final quality, the hooded Wright, Ashvek's voice, and one shared foundation underneath it all: everything in the world and everyone in it described as data and built by one system. Played and fixed.
Complete · September 2026
The Forge
Write a world at the console and watch its physics follow every dial. Speak it, and the Forge's light runs through the whole ship while the world lives its first thousand million years on the hologram, until the Keepers answer: it remains, it is slipping, or it is unspoken. A world that lives is really out there, and the ship crosses to it. Games save and continue.
Complete · September 2026
Worlds Seen From Space
Your world given a face by its own physics: coasts, ranges, seas and ice from its seed, an air that scatters its star by the gases you gave it, forests and deserts where its climate puts them, cyclones with a clear eye and weather that lives, under a real star.
Complete · September 2026
One People, Many Stars
A new direction: one people, the Vaelin, and a story that follows Elizabeth. A title screen, and music that follows you from room to room. A turn round your world on command, fallow stars to write under, and a console that remembers every world you have spoken.
Complete · September 2026
The Mood Pass
Every place made to feel the way it should: a night sky of real stars, Last Lantern whole outside with its Arc turning and its drive burning, its halls set into the stone behind the Hangar's gate, and Elizabeth flying like a spacecraft, braking hard and coming home without a crash. And a title that stands on the galaxy: its stars glimmering and now and then flaring, the Delta breathing, and the world your Wright stands beside rising as a crescent, ready in a second and a half.
Complete · November 2026
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Foundations for Play
What the game will stand on, built before the game itself.
- A settings menu on Escape and on the title, and a console for testing
- A pack to carry iron, rock and ice, and the Vaelin's stores in the Hangar to gather from
- Mouse and keyboard or an Xbox controller, switching whenever you like, the cursor free whenever a screen is open, and the speed of time shown as you change it
- The pack's icon in the corner, dropping, discarding and picking up again, and stores that fill again a day after you take them
- Quests from Ashvek at his voice-stones, what each asks shown in the corner of your sight, and a quest log that names every quest, found or still to find
- A window you can size, every screen fitted to it, and a Controls page to bind every key and button
- The first fights: Hushed Menders that come at you when you get close, words you aim or speak, levels to ninety, and fights that look, sound and read alive
- Fights you can read and get away from: Menders that close in together and give up once you are out of sight, the warmth each word takes shown where it lands, and names over what you look at
- A game menu that pauses, and your own account with up to ten named Wrights
- The Wright's own sight: a strip of what matters along the top, the pack beside the action bar, and everything but your card fading when you are quiet
- One chat for everything: Ashvek's words kept as he speaks, what happens to you, your own words on Enter, and commands
- A frame-rate readout in Settings, and a name shown only over what you are looking straight at
- Levels beside the names of the Menders you can fight, and a smoother ship, every lantern aboard the same lantern
- Menders that leave what they carried when quieted, and Wellspring Embers you use from the pack to take back warmth
Complete · November 2026
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Waking Last Lantern
The opening act, and the start of Elizabeth's story. You wake with the ship barely alive and its Forge half asleep, and quests wake it piece by piece.
- The Long Hall unsealed with the Vaelin's iron, the Wellspring where the ship's own light comes from, and the Loom that sends that light out again
- The Forge woken with rock and with rime cut from the hull, by a new way from the Loom to a hearth beside it
- Elizabeth's echo walking the Long Hall ahead of you, in her own footprints, to the Loom
- The empty berth: a stone cradle in the Hangar, what the Vaelin's camp kept of Elizabeth, and her echo one last time
- Elizabeth mended: quiet the Rimebound Menders waiting at her rusted wing, patch it with iron and a sliver of gold, and watch the two you quieted weld it whole in warm sparks, fin and gold and all, before they walk home down the Hangar's road
- Names over the Hushed and the voice-stones near you, the star kept out of the sealed halls, and the glare gone from the empty cradle
- The Axis, a lift down the ship's centre line, and the Spoken Hall far below it, columns of gold words none repeated, where a new line of quests will begin
- The Listening Way and the Answering, where every world the Anvari spoke still answers as light in the dark, with ancient figures on the walls and whispers that carry only inward
- A light of your own: ask the Wellspring for a splinter of itself, set it in iron quenched in rime, and carry it down the Axis to the Answering, where Elizabeth's echo shows you what happened when she went down
- The drive woken: down the Axis to its very foot, the Bellows over the ship's own drive, where three Vaelin stays have held her for an age; until you draw them, the Forge can name other stars and not reach them
- The Bellows breathing: a way up and a way down on the Axis, her heart burning down into a mouth of light, nine ribs that count her breaths and six flues her light climbs
- The Bellows finished: twelve tablets of ancient words between its ribs and its own warm air, the rime the stays want glimmering, and a Wright who saves on the Axis standing safe when they come back
- A Matched Pair: down the hull by a line of lanterns to the Larder, and Elizabeth's thrusters matched, her drive three times as strong
- Ashvek speaking every task
- The rest of the ship woken hall by hall, on the trail of Elizabeth's story
In progress · November 2026
Worlds You Can Walk
Descend from orbit and land on any world you made, its ground, air and seas at your feet, and gather from the ground of the worlds that hold. Walk Last Lantern's hull too, and leap across its trenches under the Arc's thread of light. The first steps are in: out by the Postern onto the Apron, a deck of stone open to the stars, wrapped in a veil of the ship's field that thins while you are out; and a world's ground, drawn as you come down to it, with Elizabeth coming to rest on it.
- A world's ground drawn as you come down to it, and Elizabeth coming to rest on it
- A developer's panel of buttons, switches and sliders to test everything quickly
- Teleports on the panel to every place aboard Last Lantern
- Placing characters, Menders and stores from the panel
- Elizabeth’s hyperdrive, to reach your worlds quickly
- The ground holding still beneath you near a world, the sky turning over it
- The ground and the world seen from orbit one surface, through the world’s own haze, its seas flat at their level
- The sky staying blue with the sun low, and no flicker over the mountains
- Clouds reaching all the way to you: a deck below, an overcast above, a whiteout as you fly through
- Seas that reflect the sky and the clouds, and an overcast that runs on to the horizon
- No line left where the near clouds meet the far ones at the horizon
- A smooth flight down from orbit, Elizabeth resting on the water, and no wedge of space in the sky
- Vertical sync in the settings, and no bright line sweeping across the clouds coming down
- A steady picture in flight: no flicker from orbit down to the sea
- A world’s own air slowing Elizabeth, lift thrusters to hover level, and setting her down on her legs on any land
- The air heard rushing past Elizabeth, and a brake that holds her still over the ground
- Stepping out of Elizabeth onto a world’s own ground, under its gravity, its days and nights turning over you
- Your landing and your steps on a world kept in your save, and a flight low over a world coming back hovering there
- Calling Elizabeth home from the Hangar, a world’s name as you arrive in its air, and her cockpit’s screens rebuilt
- Walking far across a world, the ground solid under you for kilometres
- Elizabeth as a base, a first build: a cabin to walk and live in, walls that slide out when she stands, a console, floodlights on a mast, and her seat taken from inside
- Her cabin made better: a round hull over it, floodlights apart from a mast that rises, and a door shut from her console
- Elizabeth as one hull, like an airliner: a longer cabin with a workroom, a cockpit you walk into, and beams for flying in the dark
- Living in her: lockers for what you gather and a bunk to rest in until dawn; wings of her own, and a bigger Hangar to keep her in
- The Postern, your own lock out onto Last Lantern’s hull, where you weigh a third of what you do aboard
- The Apron lit as space all over, the last flicker at the Postern gone, and a steady picture round Elizabeth even pressed against her hull
- A lighter frame everywhere you walk aboard, and a light of your own that cannot be put away or thrown out by mistake
- What a quieted Mender leaves fading away after six minutes of play, unless a quest wants it
- Walking Last Lantern’s hull on a tether: the stone underfoot is down, across its plating and into its trenches, down any face to the drive beneath her, 2.7 km from the Postern
- Leaping the trenches between her slabs, and the Arc traced by a thread of light through the ship’s own shadow
- A research bench, and the sea made to look and move like water
In progress · November 2026
Tending Seeds
The heart of the game. Every world you speak takes its place, even one that is slipping, and it declines slowly. Gather what it lacks from the air of other worlds, from rings, moons and comets, bring it home to the Forge and tend it, and watch the world itself change. Keep as many alive as you can.
Together
Play with friends: accounts, private lobbies, worlds shared from the console so everyone in the lobby can travel to them, and messages between players wherever they are.
Living Worlds
Moons and seasons, and seeding life that changes the world it lives on.
The Spiral's Story
Ruins, Ashvek's missing memory, the stilled world Rime under the Observatory's light, and what the Long Cold wants.