Fanlight · Press kit
Fanlight title screen: a striped lighthouse on a cliff in a moonlit storm, Lucie holding a lantern, and the FANLIGHT logo with a fan of three beams.

A lighthouse puzzle about bending lamplight, one crank at a time.

The night the great lens shatters, apprentice keeper Lucie climbs the tower alone. Place shards of glass, turn them with the crank, and bend, split and join the light until every wick on the floor is burning.

A hundred floors. Ten rooms. One storm, and a ship out on the rocks.

I · Fact sheet

Fact sheet

Title
Fanlight
Platform
Playdate
Developer
Vincent (solo)
Release
Coming soon
Price
To be announced
Genre
Puzzle, with a story
Floors
100, in 10 rooms
Play time
About 8–12 hours (estimate)
Controls
Crank, D-pad, A, B
Crank docked
Hold B, press left/right
Players
1
Language
English
Setting
Cape Fresnel, 3 Nov 1893
Press
hey.vincent@icloud.com
II · Trailer

Trailer

71 seconds · 1920×1080, 50 fps · captured from the game running in the Playdate Simulator, shown at 4× with the Playdate screen’s own grey tones · trailer.mp4

III · The game

The game

Short description

Fanlight is a lighthouse puzzle for Playdate. The night the great lens shatters, apprentice keeper Lucie climbs the tower alone. Place shards of glass, turn them with the crank, and bend, split and join the lamplight until every wick on the floor is burning.

Long description

Cape Fresnel, 3 November 1893. A gale from the west. Lightning strikes the lantern, and the great lens falls down the lighthouse stairs in a hundred pieces, one prism on every floor. Out in the storm, ships are looking for the light.

Old Amos, the head keeper, can’t make the climb. So his apprentice Lucie goes up alone, with his voice following her up the speaking tube.

Every floor is a small, quiet puzzle. A lantern throws a beam across a dark stone room. Set a shard of the broken lens in its path and it splits the light into a fan of three. Brass mirrors bend it. Turn any glass with the crank, one degree at a time, and watch the beams sweep the room. When every wick burns at once, the floor’s prism lights up and Lucie carries it to the next.

Ten rooms, a hundred floors, and each room adds one idea: gulls that must stay asleep, oil lamps that only catch from full-strength light, signal lanterns that pass the beam on, moonlight that moves with the clock, geared mounts, shutters, sea fog, and red and green sector lamps. At the top waits the lantern room, and the great lens itself.

Features

  • The crank is a dial. Glasses turn in 1° steps, with a soft tick every degree and a firmer click every 15°, like the dial of a safe.
  • Real optics, drawn in 1-bit. Mirrors reflect at twice the angle you turn them. Lens shards split one beam into three. Every split makes a beam weaker, and beam strength is drawn as line thickness: 3, 2, then 1 pixel.
  • 100 floors in 10 rooms. Each room adds one new idea on top of the last, from sleeping gulls to moonlight, clockwork, shutters, fog and colored sector light.
  • A story told up a speaking tube. Lucie and Amos talk between floors, about the storm, the light, and a night two years ago that Amos won’t talk about.
  • The Keeper’s Log. A field guide of 18 items, 27 journal entries, the keepers’ bios, a map of the tower that lights up as you climb, 20 achievements and 13 how-to-play lessons.
  • Lamplight in the dark. Rooms are black until a lamp or beam lights them; light pools and soft shadows are dithered straight onto the 400×240 screen.
IV · How it plays

How it plays

A lens shard is placed in the lantern beam and cranked until its fan of three beams lights three wicks.
Aim the fanA shard splits the lantern beam into three. Crank it until all three wicks catch.
A brass mirror is cranked to swing a downward beam across the room.
Bend itTurn a mirror by one degree and the beam swings by two.
A beam wakes a roosting gull; a mirror placed in the beam shields it and relights a wick.
Let the gulls sleepLight wakes the gulls, and awake gulls blow out every flame. Shield them.
Two split beams are joined on a big oil lamp, which catches.
Feed the big lampsAn oil lamp needs full-strength light. Join two thin beams to make one.
Cranking slides the moonlight along the watch room window until the beams line up.
Catch the moonIn the watch room the crank moves the moonlight along the window.
Cranking one gear turns two linked mirrors in opposite directions.
Wind the clockworkGeared mounts turn together, in opposite directions.
Cranking the clock opens and closes the lens shutters until the right beams pass.
Time the shuttersThe crank winds the clock, and the clock opens and closes the shutters.
The animated title screen: rain, a moonlit sea, lightning over the lighthouse.
Title screenThe storm over Cape Fresnel, animated in 96 frames.
V · Screenshots

Screenshots

Floor 1, First Shard: a shard's fan of three beams lights three wicks.
Floor 1 · Store Room
Amos speaks through the speaking tube: the storm knocked the big lens down the stairs.
Amos, on the speaking tube
Floor 10, The Long Hall: six wicks lit by split and re-split beams.
Floor 10 · The Long Hall
Floor 11, Hush: a mirror shields a sleeping gull from the beam.
Floor 11 · Gull Loft
Floor 21, Heavy Flame: two beams joined on a big oil lamp.
Floor 21 · Oil Room
Floor 32, Relay: a lit signal lantern re-aims the beam.
Floor 32 · Keeper’s Quarters
Floor 41, Moonrise: moonlight through a wide shard.
Floor 41 · Watch Room
Floor 51, Gears: two geared mirrors turned by one crank.
Floor 51 · Clockwork Room
Floor 61, Shutters: the clock set so the right shutters are open.
Floor 61 · Shutter Gallery
Floor 81, Red and Green: a prism splits light into dashed and dotted beams.
Floor 81 · Sector Room
Floor 100: beams gathered through the rings of the great lens.
Floor 100 · Lantern Room
Lucie: a full moon, and a ship out there heading for the rocks.
Lucie, in the watch room
Keeper's Log, the keepers: Lucie and Amos with their bios.
Keeper’s Log · The Keepers
Keeper's Log, field guide: lamp, mirror, splitter, torch, brazier, beacon, sleeper and the great lens.
Keeper’s Log · Field Guide
Keeper's Log, the tower: ten rooms and the great lens.
Keeper’s Log · The Tower
Choose floor: the ten floors of the lantern room.
Choose floor

All 20 screenshots are in screenshots/1x (native 400×240, pure black and white, exactly as the device draws them) and screenshots/4x (1600×960 in the Playdate screen’s grey tones).

VI · Background

Why a lighthouse

A fanlight is the half-moon window of rays above an old front door. In the game, every lens shard throws a fan of three beams, and the name stuck.

The setting came from the physics. In 1819 Augustin Fresnel won the French Academy’s prize for his theory of diffraction, the bending and splitting of light that the lens shards do. Four years later his new lighthouse lens was lit for the first time. The two ideas at the heart of Fanlight really are one person’s life’s work, so the game is set in a lighthouse named after him.

The whole game is drawn for Playdate’s 1-bit screen: rooms are black until a lamp lights them, light pools are dithered, and every character, from Lucie to the one-eyed gull called the Admiral, is pixelled by hand.

Sound

The score is a slow waltz in A minor, in 6/8, for music box, harp and a soft pad, over the sea heard from inside the tower. Every wick plays a note of the same scale as it catches, so a fully lit room rings as a chord. The trailer uses an arrangement of the game’s theme on the same instruments.

VII · Logo & art

Logo & art

Pixel art is 1× at heart. Scale it by whole numbers only (2×, 3×, 4×) with nearest-neighbour sampling, so every pixel stays square.

VIII · Credits

Credits & contact

Made by
Vincent, solo: design, code, art, music and sound
Icons
Pictogrammers Memory set (Apache 2.0)
Press
hey.vincent@icloud.com
Website
fanlight-playdate.pages.dev
Social
[@handle]
Review builds
[how to request one]