Key visual: Calis and Loren
WORKS / GAME
MOVE TO LIGHT THE LANTERN
Dark fantasyInvestigationTurn-based RPGIn development

Every adventure begins here.
It’s just that no one has ever truly left.

Wishlist on Steam ↗Open the case files
FILE № 01

Wayrest

The story

The frontier town of Wayrest
always keeps its lights on.

Cheap beds, hot dinners, a guild guide who patiently explains the rules, and simple quests chosen so carefully they never seem to go wrong — for anyone setting out for the first time, it’s almost perfect. People fondly call it the “starter village”.

Only one thing is off: those who come here never seem to truly leave.

Seventeen-year-old Loren knows none of this. He only knows that his parents recently vanished, and that an unsent warning letter they left behind points to Wayrest.

A departure record that doesn’t match the facts. Someone who should have left long ago, still standing on a street corner. And a body in the mud outside town that no one will claim.

FILE № 02

Features

Core features
i.

Tear off disguises with evidence

Inspect scenes, cross-check archives and question residents. What you uncover changes later dialogue and battles.

ii.

Every battle has a reason

No random encounters, no grinding. Every enemy truly exists on the map — fight, or follow the trail first.

iii.

Watch a familiar town rot

Rooms empty out, names on notices change, footprints appear that belong to no one.

iv.

Own your choices

Who you help, who you trust, which evidence you reveal — and whether you stay or leave.

FILE № 03

Wayrest Case Files

Season one
WAYRESTpublic facilities · not to scaleAdventurers’ Guild · Wayrest branchThe innThe south gateWayrest Old RoadIIIIII

Hover or tap a place for its public rules. Purple numbers mark this season’s three incidents.

PUBLIC RECORD

The “three ledgers”

  • Townsfolk call the gate log, the guild’s quest stubs and the inn’s night register “the three ledgers”. A record proves only what it actually records — it must be cross-checked against evidence, witnesses and other records.
Gate logproves only that the gate wrote down a passage
Quest stubproves only a permit and its stated purpose
Inn night registerproves only that a name was written beside a room

SOUTH GATE · CARGO CHECK

RULEEach registered crate carries one tag; once a cart truly passes the south gate, the guard clips the lower-right corner of every tag.

Inspect the gate log and every tag.

Inspect all evidence to answer · 0/7

From the evidence, what is the only thing that can be proven?

The only provable conclusion

The existing departure record cannot prove that the cart ever properly passed through the south gate.

Unproven inferences
  • A lost crate; Fenn adding a tag
  • A replaced driver, forged identity, or anything behind it
Cargo doesn’t misremember. The people who record it do. — Fenn

THE INN · AFTER MIDNIGHT

CUSTOMNever open the back door after dark. If someone calls from outside, check keys and guests first, then wake the innkeeper.

Check the counter, the bolt and the window.

Inspect all evidence to answer · 0/3

What should Nora write in the night record?

The only provable conclusion

A voice like Nora’s was heard outside the window.

Unproven inferences
  • Nora left; someone imitated her; the witnesses lied
  • Who made the sound, and how
What I heard was a voice — not a name. — Nora

WAYREST OLD ROAD · DAWN

Correct directions on the map:→↑→

←
|
↓
||
→
|||
MAKER’S MARKOne, two and three notches on the backs confirm each sign’s original position after repairs.

Check the backs of all three signs, then restore the arrows to the mapped directions.

Check every back and restore the arrows to answer · 0/3

What does this record prove?

The only provable conclusion

Signs one and two were turned 180°; sign three was not. The notches prove no positions were swapped.

Unproven inferences
  • Who turned them, and why
  • When it happened, or any supernatural cause
A road may be dangerous. It may not pretend it isn’t there. — Pavel

FILE № 04

Characters

Character reveals
Loren
CHR-001 · PROTAGONIST

Loren

He only wanted to become a real adventurer.

17, raised in a small frontier town. He treats the Adventurers’ Guild trial as his coming-of-age — and follows his missing parents’ last clue to Wayrest.

Elia
CHR-002 · GUILD GUIDE

Elia

If I can, I’d like you to know what you’ll face before you set out.

Receptionist and guide at Wayrest’s Adventurers’ Guild. Gentle and approachable, always with a reassuring professional smile.

Calis
CHR-004 · THE VOICE

Calis

Don’t be so quick to trust me. I never said I deserved it.

A high-ranking demon rebel imprisoned within the seal at Wayrest, who reaches Loren as a mysterious voice.

COMING SOON

???

Someone who spoke with you last night still remembers your name today — but has forgotten which hand they use.

FILE № 05

From Idea to Reality

Making of

This page records an indie game’s journey from a single line to a Steam page and beyond, and keeps updating as development continues.

STEP 01

A single idea

Every adventure begins here. It’s just that no one ever truly leaves.

STEP 02

Story outline

The truth of Wayrest, what each side knows, and the order players learn it.

STEP 03

Design document

Five chapters, an evidence system, no random encounters, 3–5 hours, multiple endings. Built in RPG Maker MZ.

STEP 04

Characters & lore base

Loren, Elia, Calis and Wayrest’s public rules, all kept in one lore knowledge base.

STEP 05

Art & key visual

The night-blue key visual and the lit-up town.

VIEW ART →
STEP 06

Steam page live

Wishlists open — the game’s first public door.

STEAM ↗
STEP 07 · NOW

Devlogs & case files

Character reveals 01–03, and Wayrest Case Files season one.

CASE FILES →
NEXT

Crowdfunding & release

A Modian idea page is up. Next: development, testing and release.

MODIAN ↗
FILE № 06

Information

Game info
Title《无人离开的新手村》
No One Leaves the Starter Village
GenreDark fantasy · Investigation · Turn-based RPG
PlatformWindows PC (Steam)
Playtime3–5 hours
CombatVisible encounters, no random battles, evidence shapes fights
StructureOne town, character side stories, multiple endings
EngineRPG Maker MZ

Content notice

A heavy dark-fantasy story involving death, corpses, identity replacement, bodily transformation, deception, sacrifice and psychological pressure — shown to convey consequences, not for shock value.

Wayrest is not only malice. There are warm lights, kind residents, and people who truly want to protect others.