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[Play Report] The Lighthouse Starts Walking? Double Fine Productions' New Game "Keeper" Depicts a Magical Journey That Illuminates the World

Note: the original Japanese article can be found at:
https://www.4gamer.net/games/918/G091828/20251016036/

Writer: Takahashi Yusuke | 2025/10/17 15:00 (UTC)

The protagonist is a lighthouse. Upon reading such a sentence, many might assume it’s a mistake. Yet Keeper (available on Xbox Series X|S and PC) is undeniably an action-adventure game centered around operating a lighthouse.

While the title literally means “Guardian,” one can’t help but imagine a medieval keep’s silhouette—perhaps just the writer who finds themselves drifting into such imagery.

Thumbnail image for Gallery No.001 / [Play Report] Has the Lighthouse Started Walking? The Mysterious Journey That Lights Up the World, as Depicted by Double Fine Productions’ New Title “Keeper”

Released on October 17, 2025, this game is developed by Double Fine Productions—known for critically acclaimed titles like Psychonauts 2 (available on PC, Xbox Series X|S, Xbox One, and PS4).

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A standout feature is that none of the characters speak, and there are no narrations explaining the world or context. Throughout gameplay, there are absolutely no textual clues—but still, genuine emotion resonates clearly from within the screen.

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The player controls a lighthouse that inexplicably grew legs and began walking. Accompanying it is its green, bird-like companion named Twigg.

Their relationship can only be inferred—but the way the lighthouse lights up their path, or how Twigg sometimes leads them forward, gives the impression they rely on each other deeply.

Thumbnail image for Gallery No.004 / [Play Report] Has the Lighthouse Started Walking? The Mysterious Journey That Lights Up the World, as Depicted by Double Fine Productions’ New Title “Keeper”

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Upon closer inspection, the lighthouse actually has a face—more precisely, its light appears shaped like one. Two gently curved components sit just above the beam, resembling eyebrows.

Even cracks in walls and faded paint can look vaguely like mouths. The more you stare, the more you might feel things like “Oh, it just smiled,” or “It’s really pushing hard”—so expressive is this lighthouse.

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Controls are simple: primarily, move the lighthouse and adjust the direction of its light. Wherever you shine it, things happen—grass sprouts, animals hide from the glare—and when you focus on a place that seems ripe for development…

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This interaction is the core of Keeper. The act of shining light isn’t just about illumination—it’s a trigger that reshapes the world.

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You can task Twigg with activating distant mechanisms, or shine light into dark caves to move forward—offering many varied combinations of lighting and action. You’ll find yourself casually thinking “What next?” as you smoothly progress through the game.

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The game’s stages vary widely—caves, wastelands, forests, mountain paths—and each one offers visually stunning scenery. It’s not about getting lost in vastness; rather, it feels like a journey to enjoy the ever-changing play of light. This aspect strongly reflects the legacy of studios following LucasArts’ tradition.

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One notable aspect is the unique graphics—unusual and hard to find elsewhere. Despite being rendered in real-time 3D, the visuals carry a hand-drawn quality with brushstroke-like fluidity, making you feel as if you’ve stepped into a concept art piece.

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Some images in this article might look like concept art at first glance—but they’re actually all taken directly from actual gameplay footage.

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The color gradients, light transitions, and subtle air distortions enveloping the entire screen all suit the lighthouse motif perfectly. After all, our world reveals its form through light and reflection. The act of “illuminating” feels not only central to gameplay but also deeply embedded as a philosophical theme.

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That said, let’s take a breather after such a heavy topic. Another highlight of the game are its peculiar creatures—just like the protagonist, they’re cute little beings with multiple legs sprouting from artificial objects or fossils, vaguely resembling hermit crabs.

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Staring at these “Yadokawa” creatures, you might start wondering: where does life end and object begin? Are they alive—or are they just things?

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Right after starting, the game feels like a relaxed sightseeing adventure: puzzles aren’t too difficult, and pacing is gentle—perfect for unwinding before bed with just enough substance to enjoy.

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But as you progress to the end, that initial impression is completely overturned. The scenes seen so far take on new meaning, and your understanding of everything flips entirely—this kind of impact only works in a game without words.

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The finale is nothing short of a series of shocks—so surprising that even clichéd phrases can’t do it justice, making the need to avoid spoilers all the more frustrating.

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For reference, Double Fine Productions is a well-established studio based on the American West Coast—famous for titles like Grim Fandango, Broken Age, and Psychonauts 2. Known all along for balancing bold ideas with playful creativity, Keeper clearly continues that legacy.

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In a wordless world, the player simply keeps shining light and walking forward—mirroring this very world, where objects only emerge into view through illumination. Likewise, the medium of games themselves—completed through play—are like light: they gain form and meaning only when illuminated by the player.

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What awaits the player at journey’s end? It’s worth playing just to find out.

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Official Website for “Keeper”