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FOUR LITTLE MAKERS. ONE UNFINISHED WORLD.

The Last Maker

Some worlds are worth mending.

A roguelike deckbuilding adventureCarry the light ↓

PLAY THE DEMO

The Drowned Gardens

The first biome. All four heroes. Your progress stays in this browser.

THE MAKER’S LEGACY

The world was left unfinished.Your story isn’t.

The Maker left a small world behind. Four travelers carry four ways of caring for it: warmth, courage, patience, and memory.

Build a deck, read your enemies’ intentions, and carry a little light through a world of painted ceramic, plush and cloth. Every journey asks the same quiet question: how do you care for something that will keep changing?

4 heroes · 380 cards · 64 events · 48 foes · 92 relics · 28 potions

Meet the ones who carry it ↘

MEET THE HEROES

Small hands. Extraordinary hearts.

Brasa

The Kiln Guardian

A promise to keep warm.

Fired from the Maker’s last warm kiln, Brasa carries a furnace in his arm and a simple wish: no small flame should be left alone. But can protecting a world also mean letting it change?

YOUR WAY TO PLAY

Find your own way to play.

Bank Heat behind your guard, or turn persistent Burn into damage and protection.

1

Clay Knuckle

Deal 6 damage.

starterattack
1

Kiln Guard

Gain 5 Block.

starterskill
1

Kindle

Gain 4 Block. Gain 3 Heat.

starterskill

FOLLOW THE LITTLE LIGHT

Lose yourself. Find what matters.

CHAPTER 01

The Drowned Gardens

Where forgotten things take root.

Peach dawn spills over ceramic arches. Lily bridges cross turquoise water. Here, the Memory Seed holds what the world hopes to grow.

A QUIETER PATH

A promise can learn to begin again.

Beyond the three main worlds, the optional Quiet Workshop waits inside a moon-blue shell: toys, tools, paper stars, and a small unfinished world model. A path of repair and renewal, with an ending left for you to discover.

64 ENCOUNTERS. MORE THAN FRIENDLY FACES.

Every stranger has a story.

Helpers, risky bargains, puzzles, wagers and unwanted debts. New antagonists bring difficult choices—and some mystery nodes lead straight into a fight.

A toll you never agreed to

The Collector's Claim

The Dredger calls everything the water has touched its property. A relic, a rare card, or your entire purse: something must stay behind.

8 familiar helpers, newly animated. New painted places and choices with consequences.

MEET SOME OF THE ENEMIES

Soft world. Sharp decisions.

Read the intention. Find the opening. Even the loveliest creatures can test your deck.

48 foes. Read them well.18 regular foes · 10 elites · 10 bosses · 6 summoned minions · 4 event foesMeet ten of them below.

A FACE IN THE WILD

Lantern Moth

A lantern with wings—and a sting.

Its pollen weakens your attacks. Then a swoop leaves you burning. A beautiful light can still be a dangerous distraction.

Read its intentions

Lantern Tap · Attack for 5 damage.

Pollen Hush · Apply 1 Weak to you.

Lantern Swoop · Attack for 8 damage. Apply 1 Burn to you.

STEP INTO THE JOURNEY

A little wonder. A lot to discover.

MAKE YOUR NEXT MOVE

Build a deck. Find your rhythm.

A well-timed guard. A spark saved for later. A pattern about to bloom. Get to know the cards that make a maker yours.

3

Sun in Clay

Deal 12 + 3 per Heat damage; keep Heat.

rareattack
2

Perfect Cadence

Gain 3 Block when you alternate card types. Reduce end-of-turn Momentum loss by 1.

rarepower
2

The Great Unraveling

Resolve all Patterns now at 150% potency. Draw 2. Exhaust.

rareskill
3

Memory Reef

Draw 1 extra card each turn. Gain 1 Energy next turn when you retain cards.

rarepower

8 ELITE CARDS · 380 CARDS TO EXPLORE

Little masterpieces.

Painted moving details, layered parallax and a frame made for each hero. Your first Act 3 boss victory with that hero unlocks their first Elite card; their first Act 4 boss victory unlocks the second.

2

A Sun That Stays

Apply 6 Burn to all enemies. Trigger their Burn once now. Exhaust.

eliteskill

Brasa · Act 3

3

Heart of the Sun

Spend all Heat. Deal 4 damage and gain 1 Block per Heat spent. Exhaust.

eliteattack

Brasa · Act 4

2

Signed and Delivered

Return the 2 most recent Attack or Skill cards from discard. They cost 1 less this turn. Exhaust.

eliteskill

Nim · Act 3

2

The Last Lightning

Spend all Momentum. Deal 10 damage + 3 per Momentum. Retain 2 cards. Exhaust.

eliteattack

Nim · Act 4

2

Silver Swarm

Deal 12 damage. Add up to 3 Stitched Needles to your hand. Exhaust.

eliteattack

Mora · Act 3

2

Worldheart Tapestry

Resolve each pending Pattern once at half potency as a bonus. Keep its original countdown. Exhaust.

eliteskill

Mora · Act 4

2

Moonpool Menagerie

Playing a card carried from last turn grants 4 Block. Up to 3 times each turn.

elitepower

Orlo · Act 3

2

Deepwater Chorus

Your first Echo each turn repeats once at half potency.

elitepower

Orlo · Act 4

380 cards to explore

1

Clay Knuckle

Deal 6 damage.

starterattack
1

Kiln Guard

Gain 5 Block.

starterskill
1

Kindle

Gain 4 Block. Gain 3 Heat.

starterskill
1

Warm Guard

Gain 8 Block. Gain 1 Heat.

commonskill
1

Ember Jab

Deal 7 damage. Gain 2 Heat.

commonattack
1

Ash Touch

Deal 5 damage. Apply 2 Burn.

commonattack
1

Forge Breath

Gain 5 Block. Draw 1.

commonskill
1

Heated Knuckle

Deal 6 + 1 per Heat damage; keep Heat.

commonattack
1

Vent Jet

Spend all Heat: deal 3 damage per Heat.

commonattack
0

Crucible

Spend all Heat: gain 3 Block per Heat.

commonskill
1

Bellows

Gain 4 Heat. Draw 1.

commonskill
0

Stoke

Gain 3 Heat. Exhaust.

commonskill

MORE ROADS TO DISCOVER

Come back with a new possibility.

HERO UNLOCKS

Your victory. Their new tools.

A hero’s first Act 3 boss victory unlocks three cards, a relic and a potion. Their first Act 4 boss victory adds three more cards and an Elite relic. Explore Unlocks from hero selection to see every requirement.

DAILY ADVENTURE

One date. A different journey.

Each day automatically combines a hero, starting conditions and special rules. Read the rules before beginning, then review your attempts: result, score, time, deck and relics. Daily results stay separate from normal hero unlocks.

33 IN-GAME ACHIEVEMENTS

The Fourfold Dawn

From first discoveries to demanding feats. The hardest achievement: complete Ascension 20 with all four heroes. Completing a Daily Adventure earns an achievement of its own.

STAY A LITTLE LONGER

91 ways to carry the glow.

Cozy lo-fi, songs for the makers, and music for the battles ahead. A whole world to listen to.

Carry the Glow

Carry the Glow

NOW ON THE TURNTABLE

One Stitch One Spark

Carry the Glow · 3:27

0:00 / 3:27
Music starts automatically when your browser allows it. Choose any song to explore.

POSTCARDS FROM AN UNFINISHED WORLD

Keep a little wonder.

FOR THE NEXT STORYTELLER

Take the world with you.

An expanded illustrated guide to the heroes, 64 encounters, new antagonists, Elite cards, Daily Adventure and unlocks. Plus original posters, logos, world art and gameplay images for your next story.

Illustrated guide ↓ PDFDownload the press kit ↓ ZIP
Preview the illustrated press guideOpen the guide ↗