
A game, set in the ten worlds
The Long Night
The lanterns in the Dusk Market are replaced every morning by someone nobody has ever seen. As of tonight that is you. The old lamplighter hands over the pole and the spare wick, says the worlds are joined while the lantern is lit and separate when it is not, and mentions that she has never got one to last until morning. Then she walks off into the stalls and you lose her in four steps.
Four decisions between here and dawn. Every one of them burns light, and the light is the only thing holding the worlds together. Where you go matters less than what you spend it on.
Ten worlds, four decisions
The night runs through 10 stops and ends in one of eight people. Every world below was drawn for this shop and belongs to it.
Dusk Market
It opens at dusk. Nobody runs it.
Terrace of Bells
Bronze bells on stone terraces, above the cloud line.
Long Platform
The platform goes further than the trains do.
Saltglass
Black sand. Tide pools holding the whole sky.
Telescope Orchard
Someone left a brass telescope among the trees.
Undercity
The machines are still running down here.
Headland Shrine
A headland, a shrine, and a great deal of weather.
Rooftop Walk
None of these walkways were ever official.
Drowned Library
Ankle-deep water. The shelves are still standing.
First Snow Crossing
First snow, and nobody else came out for it.