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Wickwalk

You are a lit candle deep in a pitch-dark cellar, and your flame is your health, your light, and your clock all at once. Drag to steer, light every lantern to open the exit, grab wax to top your flame back up, and drop wax traps to snare the Damps that chase you through the black. Get out of all fifty rooms before you gutter out.

▶ Play WickwalkDrag or arrows to steer; click, second finger, or space for wax · progress saved in your browser

How to play

You are the last lit candle in a flooded cellar, and the only way out is up through the hatch. Every room is pitch dark except for the small pool of light your flame throws. Touch each lantern to light it; once they are all burning, the exit unlocks and you can step through. Make it through all fifty rooms and you are out.

You only see what your flame, and any lit lantern, reaches. The floor, the walls, the water, and whatever is creeping toward you all stay hidden in the dark until the light finds them.
Your flame is everything
Your flame is your health, your light, and your clock in one. It drains a little every second, faster in the deeper rooms, and hazards knock it down hard. Let it reach zero and the candle gutters out, sending you back to the start of the room. Grabbing wax and lighting a fresh lantern push your flame back toward full, while lingering by a lit lantern only trickles it back up to about four-fifths.

Steering

Drag anywhere (or move the mouse, or use the arrow keys / WASD) and the candle springs that way. It carries real momentum, so it keeps coasting for a moment after you let go: aim early and ease off before tight gaps. Drop a wax trap with a mouse click, a second finger, the Drop Wax button, or the space bar. Press R or the ↻ button to restart the room, and the speaker button (or M) to mute the sound.

What is out there in the dark

Lanterns start cold and blue. Touch one to light it, which tops up your flame and scores big. Light every lantern in the room to unlock the exit.
A lit lantern is a safe haven: it casts its own pool of light, tops your flame back up to about four-fifths while you hover near it, and slows the Damps around it.
Wax stubs are spare fuel. Roll over one to refill a chunk of flame.
Puddles are standing water. They burn your flame down fast, far quicker than the slow drain, so steer around them.
Damps are living drips that home in on your flame in the dark. Bumping one drains flame and knocks you back. They slow down near lit lanterns.
Gusts are draughts that shove you off course and sap flame while you are inside them. Cut across, do not fight them head on.
The exit hatch stays padlocked until every lantern is lit. Then it turns green with an arrow: step in to clear the room.
Wax traps buy you room
Being chased? Spend a little flame to drop a blob of wax where you stand. The next Damp to touch it gets stuck fast for a few seconds, and each blob catches two before it is spent. An untouched blob melts after about 14 seconds, so drop it only when a Damp is actually closing in on a lantern you still need. You also cannot drop wax once your flame runs low: the Drop Wax button greys out until you refuel.

Fifty rooms, each hungrier than the last

Wickwalk runs to fifty rooms that get darker and hungrier as you go. The lanterns pile up, the drain quickens, and more Damps, water, and draughts crowd the black the deeper you get:

The Cellar · 3 lanterns
The Cistern · 5 lanterns
The Undercroft · 7 lanterns
The Final Wick · 9 lanterns

You score for every lantern lit, every wax grabbed, every Damp snared, and a clear bonus built from the flame and the speed you have left. The total carries from room to room across the run, and your best is saved in your browser.

Tips

  • Plan a loop that strings the lanterns and wax together, so your flame never dips near zero far from any light.
  • Treat lit lanterns as checkpoints: duck back to one to partly refuel and to shake a Damp off your tail.
  • Water costs you more than time does. Going the long way around a puddle beats clipping its edge.
  • Time a wax trap for the moment a Damp closes on the last lantern you need; an untouched one melts away.
  • The candle coasts after you release, so feather your drags near walls and narrow gaps rather than steering flat out.
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