The building · 01 / 07
Street
Move the lantern. Turn it off and look again.In the dark the building tells it differently.
How it plays
Every card
has two faces.
With the lantern on, a card does one thing. In the dark, it does another. You choose the light before you play, every turn, and the lantern only holds so many charges.
Light burns a match.
Dark is free. The cards turn, and so do they.
Tap a card to turn it, or switch off the lantern to turn them all.
The residents
They show you both
intentions.
Every enemy tells you what it will do in the light and what it will do in the dark. Read both, then decide which one you would rather face.
Doors
Looking costs nothing.
Knocking does.
Each floor offers a few doors. Read the notes, look through the peephole, then pick the flat you are willing to walk into: a fight, a rest, a stranger, something left behind.
Also in the building
Habits, fusions
and house rules.
- Habits you pick up on the way up change how every fight starts.
- Old objects can be fused into new cards in the safe rooms.
- The room itself fights too: knock over a table, pull the extinguisher, open the fuse box.
Do not move the furniture.
After the first turn, keep one card in hand each turn for free.The power is shared.
When you choose a light turn, the enemy with the most HP gains 3 block.Close the door behind you.
The first turn starts dark.Do not ring twice.
Play two cards with the same name in a turn and lose 2 HP.
— The Management
The story
Five floors.
Four endings.
Chapter 1 is free. One purchase opens the rest of the building and all four endings. A full playthrough takes about two to three hours, depending on how often the building gets you.
Keep the light on.
Last LightApp Store · iPhoneChapter 1 is free. The rest of the building is $4.99, once.
No ads. No timers. No account. English and Türkçe.
