Explore the vastness of the Outer Hebrides, the most distant and isolated part of the Scottish Hebrides. Discover the secret ways both mundane and fantastical to reach farther into the islands' mysteries. Discover places abandoned by the ancients and places rediscovered by those with a different agenda.
Danger awaits you at every turn! You are but human, a fall, the cold, drowning, being crushed, burned, gassed, stabbed, shot, trampled, mangled, and maimed are just some of the things that will happen to you as you explore.
Can your mind take the realisations of what you discover? In The Wickie, your perceptions of what is normal will be pushed to the very limits as strange changes take place day by day. Are they real? Are you sure? Is any of this real? Perhaps you might find out if you that far!
If you want to know what is over the crest of that hill, go and find out. There are no timers on what you have to do. Explore. Everything on the islands is there to be discovered in one way or another. The islands are carefully populated with things to discover and investigate, and there are no procedurally generated parts of the game.
Are you in a reality of your own making or in the real world? Are you in mine? The NPCs of The Wickie may appear strange to you—perhaps you are having problems with their facial expressions and emotions? Perhaps you will have to read between the lines to understand what they really want?
If you ever wanted to really embroil yourself in an investigation, there are clues everywhere. Read them, collect them, use them. NPCs can give you clues sometimes, however most of the time, the best way to do things is just good old legwork, a notepad, and a pencil. A real one. Go on, writing is good for you!
We don't have one! You do though! Remember the notepad I just mentioned? That is where you can doodle your maps. In the 1930s there was no GPS, no 'mission markers,' and no magical glowing lines leading you to where you need to go. The quests you get will give you pointers but will not lead you by the nose.
Journey of a Lighthouse Keeper is a 5-day adventure, each day making up a distinct level with an overarching questline for you to solve in order to move on with the story. The average time to complete the 5-day questline for the first-time player is about 14–20 hours playing casually. The game is designed to be a coffee-enjoying experience. A game you can relax with. Yes, there are dangers, mysteries, and challenges, however, the game is designed so that you can play it without needing the reflexes of a cat.
Real ones too. At the moment there are three endings that you can achieve in the main game (apart from all the times you will die in an unpleasant way) and more will be coming as the additional days roll out. Did I say additional days?
An additional two main storylines each containing multiple endings and multiple days within each are coming over the next 36 months along with smaller additional quest packs and location packs. It is the goal of this author (your humble servant) to maintain this project as my main and only development focus in order to drive forward the storyline and narrative so that new adventures, new features, and new enjoyment can be found on the islands of The Wickie.
The Wickie ships with a radio station that plays a full spectrum of 1930s programming, including radio plays, music, news, and concerts. Got a spare minute? Grab that coffee and listen for a few hours. A full day's broadcasting to listen to, or just listen to a selection randomly chosen. Find that happy place and relax while unraveling some cosmic horror.
In this fully Lovecraftian game, influenced by Lovecraft, Poe, Machen, Hodgson, and Clark, you will find books, references, and places that fans of the genre will recognize. Dare you read them to find out more? Will you find out where Day 5 leads? Will you find out who is wearing that hood? Does it even matter? Do your actions even have consequences? Is the world... changing around you? Let's move on...
Everything in The Wickie is grounded in the events happening there in 1936. NPCs are a part of a living world with its own real and fantastical timelines. Over time you will meet characters and hear of places and events that impacted our world just as they impact the world of The Wickie. From the 1920s Golden Age in Berlin to the evils of American Industrialist interests in Dresden to the warm, comfortable, and accepting place that is Pandora's Rock, there is a lot to take in and enjoy.