The AntiquarianTHE ANTIQUARIAN Field Notes — all entries
Field Notes · Entry 04

Borrowed light, stolen time

Cora’s skills are in the game: a lantern that lights the dark, a dog with a nose for trouble, and five seconds where nothing falls. And one more is on the way.

A dark cave ledge lit by a string of small golden flames as Cora's Lantern Call lights the lamps along the rock, a glowing green pool of Old Light beneath her.

The last field note ended with Digby learning two tricks for the dark, and a third pip on his medallion that stayed unlit. Three weeks later, most of that plan has changed, and the pip is lit.

This one is about skills: what they do, who does them, and why one of them moved from the dog to the girl.

The dog was on fire

Pixel-art Mert with his face in his palm

The first version of Lantern Call worked exactly as I wrote it. Digby ran to every lantern near Cora, barked, and the lamp caught. Then I watched it in the game. Flames were coming out of a terrier. However I tuned the effect, it looked wrong, a bit like the dog was haunted.

So the spell belongs to Cora now. She pulls out an old lantern she found down there, the Cold Lantern, raises it above her head, and a ring of fire turns around her feet. Then every unlit lamp nearby catches, one after another, nearest first. It reads like a sweep of light across the cave. While she holds it up, she can’t move, so you pick your moment.

Lantern Call: one raise, and the dark ledge fills with lamplight.

No more biscuits

Pixel-art Mert holding up a lit oil lantern

Last time, skills ran on Digby’s stamina, and you topped it up with dog biscuits. That’s gone. Every skill now draws from one bar called Old Light. It’s full when you enter a cave, and it never refills on its own.

To get more, you find a pool: a pocket of glowing green liquid sunk into the cave wall. You can spot one from far off because it lights the rock around it. Cora wades in, the bar fills over her head, and she climbs out ready to cast again. It turns the map into a small routing puzzle: do I spend my light now, or push on toward the pool I can see glowing down there?

Drinking from an Old Light pool. The bar over her head fills as she draws.

You also never buy a skill. Each one is woken by a relic, a small object made by the people who built the deepest halls, long before anyone in Cala Doria. Carry one out of the cave alive, and the skill is yours from the next run on. Die with it in the satchel, and it’s back in its chest.

Digby keeps his nose

Sniff Danger is still Digby’s. Cora kneels, he puts his nose to the ground, and every creature nearby shows up in teal through the dark, even the ones hiding as rocks. They stay marked while the spell lasts, so you can watch them move before you step into their row.

The rule from last time still holds: Digby never touches the danger. You see the scorpion, but the boulder above it is still dark. The dark becomes something you can read, but it doesn’t get any safer.

One small touch I love: if Digby is already right there, say his den is in view, Cora won’t call him. She shrugs it off with a line instead. He’s a working dog, not a vending machine.

A dark cave ledge where a creature hiding in the dark glows teal, marked by Digby's nose, while Cora stands by the glowing pool.
Sniff Danger: the thing in the dark, marked in teal.

Five seconds where nothing falls

The third pip belongs to Cora, and it’s the one I’ve wanted since the first boulder fell on me: Freeze Time.

She casts it, frost creeps across the screen, and for five seconds the cave holds its breath. Nothing falls. A boulder you dig out from under just hangs in mid-air. Creatures stop where they stand. They can’t hurt her, and she can shove them along like boulders.

Then time comes back, and everything still hanging drops at once. That’s the fun part. Crushing still counts, so a frozen creature parked under a frozen boulder is a coin pile waiting to happen.

Freeze, dig, step away, and let the cave finish the job.

Two things it doesn’t do. Your lantern oil keeps burning, so Freeze Time buys you moves, not time on the clock. And it’s the most expensive of the three to cast, so it’s the thing you save for the room that’s about to go wrong.

Next up: Rewind

Pixel-art Mert, hand on his chin, thinking

There’s a fourth skill, and it isn’t built yet. Rewind Time takes the last five seconds back. The boulder you shouldn’t have dug under, the crab that wasn’t a rock: you wind the cave back and try again, knowing what’s coming.

It’s the hardest of the four to get right. In a game where one wrong dig ends your run, an undo button can easily take all the tension away. So it will be rare, expensive, and woken by the strangest relic in the game. I’m keeping that one to myself for now.

One more thing

Our first gameplay trailer is out. You can watch it on the game page. It’s 85 seconds of boulders, lamps, a very large golem and a dog who finally has a job.

Pixel-art Mert with a cup of coffee

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See you underground,
— Mert

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