Survival horror on Roblox
Keep the fire alive.
Every night the world gets worse. Build a Homestead that is yours for good, go out into the Wilds for what it needs, and be back before dark.
One night
Nights are earned, not survived
Dusk
Feed the fire
Everything touches the fire: light, warmth, cooking, crafting, safety. Bring back fuel before the light goes, or spend the night finding out what the dark was hiding.
Night
Hold until morning
The dark is a hazard and light is a resource. The things out there are telegraphed, counterable and patient, and they learn where you sleep.
Dawn
Count the night
Every night survived counts for good, and every count makes the next night worse. Veterans face nights a newcomer would not last an hour in.
Day
Go further out
The Wilds change every time. Food, materials and relics are out there, and each biome past the last needs what the one before it taught you.
New to the fire? Read how to play, seven short parts from your first night to the first Blood Night.
What lasts
Everything you own can be lost, traded or built
A Homestead that is yours
Build it piece by piece on a snap grid: walls on foundations, roofs on walls, wards at the edge of the light. It is still there tomorrow, and so is everything that wants in.
A market run by players
What you bring back is worth what someone will pay. Materials, relics and blueprints all trade for Embers, every price is public, and nothing that matters is sold for Robux.
A war over the Frontier
Three factions, thirty regions, one season at a time. Regions are taken by what your faction gives and kept by who wins the siege.
Six classes
Someone has to hold the lantern
A class is a kit, not a cage: everyone gathers and everyone builds. Classes are unlocked by playing, never by paying.
Warden
Holds the line. Shrugs off Dread that would break anyone else.
Lamplighter
Throws lanterns and keeps wards burning on less. Fragile.
Forager
Sees what the fog hides, carries more, cooks better.
Hunter
Marks what is out there so the whole party sees it. Runs cold.
Occultist
Reads cursed things safely and binds one horror a night. Pays in Dread.
Tinker
Builds fast, repairs on the move, leaves traps behind.
The Wilds
Further out, and further down
- 0
Near Woods
From your first night
Wood, stone, fibre, berries
- 1
Ashen Forest
Night 3
Charcoal, resin, iron ore
- 2
Drowned Marsh
Night 10
Bog iron, reeds, glowing moss
- 3
Frostbound Ridge
Night 20
Silver, fur, ice glass
- 4
The Sunken Chapel
Night 35
Blessed steel, wax, old bones
- 5
The Hollow
For those the Frontier trusts
Void glass, cursed relics
Into the Wilds: the Ashen Forest, where the Waystone first takes you.
Fear is fair
Every scare is telegraphed, can be countered, and waits its turn. You should dread the night and never feel cheated by it. How hard it leans on you is yours to set, and the setting never takes away what the night can cost you.