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Independent game guide

The Last Light

A complete cyberpunk narrative RPG about getting an obsolete municipal intelligence and 4,096 threatened residents through one night.

Loads the game from the creator's official host

Playable here on GameWren.The game is served by the creator’s official host inside this page; GameWren does not rehost its files.

The Last Light

Four people and one municipal intelligence

At 01:13, a courier locker begins knocking. Inside is Nix, an old municipal intelligence due to be erased at 04:00 along with the identities of 4,096 Low Ward residents. Mara, Patch, Saint, and Nix have one night to find another route.

The story is arranged in three acts and takes roughly 25 to 40 minutes. Scenes present the immediate problem, the people involved, and the state that earlier decisions have already changed.

Read the stakes before rolling

Risky actions use two six-sided dice plus a character facet, a skill, and any situational modifiers. The target and possible consequences are shown before the roll, so choosing the actor is a tactical decision rather than a guess.

Success does not erase the cost of getting there. Strain, harm, resolve, equipment, and relationships carry forward, while a failure can open a different route instead of ending the run.

Live dice or guided manuscript

A live-dice journey keeps the uncertainty of the FACETS system. The guided manuscript fixes the dice and points to a first story choice, which is useful for learning the structure while leaving the important decisions in the player's hands.

The mouse handles every action, and Tab, the arrow keys, and Enter provide keyboard navigation. Decisions autosave in the browser, and Esc opens the menu.

Guide

Choice
Read the exact odds and consequences before committing
Roll
Checks use 2d6 plus a facet, a skill, and any modifiers
Modes
Choose live dice or a guided manuscript with fixed dice
Persistence
Strain, harm, resolve, equipment, and relationships carry forward
Input
Mouse, or Tab / arrow keys / Enter; choices autosave

Creator's description

The opening makes the stakes legible before asking for a roll, then lets consequences open another route instead of simply ending the story. Guided dice offer a useful first run through the system.

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