Gameplay#
Grind Resources and Level Skills
Harvest resources across different planes. Each level in skills like smacking, legging and perfectionism makes something just a bit easier and faster.
Feed the Lighthouse or Brave the Fog
Fuel the furnace to keep everything nice and safe, or let it run empty to engulf the area in a dark fog, where you can find things you wouldn’t otherwise.
Did Somebody Say High Risk High Reward?
When the lighthouses protective lights are gone, you’ll have to deal with various entities roaming the area. But the darkness also reveals rare resources that you can’t find normally, not to mention XP and item multipliers. Wowie!
Vibes#
First-person 3D Incremental/Clicker
For people who want to see number go up in 3D or liked the following games A Game About Digging A Hole, Lumberjacked and Outpath (I recommend checking all three out if you like this sorta thing!).
Atmospheric Horror
No gore. Unsettling atmosphere over quantity of jumpscares. The worlds are weird, and they only get weirder when the lighthouse stops working and the fog rolls in.
Surreal Planes Inspired by Early Pre-Rendered 3D
Non-euclidean lighthouse where each floor takes you to a different world. Bamboo forests with marble rocks. Leather tree deserts with metal stones. Yea, I like Myst, how could you tell?

Current Features#
- 1-2 hours of gameplay
- 7 skills that make you exponentially better at things
- 9 resources to gather across 4 distinct planes
- Buy better tools and upgrades from NPCs
- Feeding the furnace to stave off the dangerous fog
- Encountering dangerous entities if you fail to do so
Planned Features#
- Roguelite loop with persistent game-changing perks
- More NPCs and a quest system
- More skills such as building
- More unique upgrades
- More visually and mechanically distinct planes
- Overhauling harvesting mechanics
Developer Notes#
This is an early gameplay demo of a solo project. Updates are frequent, saves might break. I love grindy games that keep the loop fresh with new mechanics and things happening, so having run out of similar games to play, I figured I’d try to make one myself. Greatly inspired by games like A Game About Digging A Hole, Lumberjacked, Outpath, OSRS and NGU Idle. Feedback on balancing, bugs, unclear mechanics, or anything else (like commenting what was cool or what sucked) is greatly appreciated. Thanks for checking the project out!
Development Timeline#
prototype - we're here
2026 Q1
figuring what i'm making
I hecking love 3d incrementals, but there were only so many out there, so I figured i'd try to make one myself.visual overhaul
2026 Q2
giving Out of Light an identity
New UI, menus, jazzing up the environment ambiance, making harvesting more satisfying, and beings more distinct.gameplay overhaul
2026 Q3
giving all the 1.5 people playing this more content
Overhauling skill mechanics, adding new stuff like building, roguelite mechanics, NPC quests, many more creatures and events.



