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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

  1. 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.

  2. 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.

  3. 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.

  4. 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.

Right now

The world does not wait for you

Moving on the market

The market →

The Frontier

The map →

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

  1. 0

    Near Woods

    From your first night

    Wood, stone, fibre, berries

  2. 1

    Ashen Forest

    Night 3

    Charcoal, resin, iron ore

  3. 2

    Drowned Marsh

    Night 10

    Bog iron, reeds, glowing moss

  4. 3

    Frostbound Ridge

    Night 20

    Silver, fur, ice glass

  5. 4

    The Sunken Chapel

    Night 35

    Blessed steel, wax, old bones

  6. 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.