Sammuneet Revontulet
FI
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Story

Darkness does not win.

Before the Mist, väki flowed through forests and waters. Every home had its house-spirit to watch over it, and auroras danced across the sky as the Mother-Fox ran across the fells. Then the Mist rose from the Gates of Hiisi — grey, cold, intelligent darkness that did not kill but corrupted. It devoured memories, twisted the house-spirits into imps, and put out the sky. In one crumbling castle, guarded by the old warden Räppänä, a small light awakens, unable to remember its name: Kipinä.

PLAYER

You are Kipinä

You play as Kipinä, a small being of light who awakens with no memory in the cellar of a ruined castle. The castle's old house-spirit Räppänä has already lost hope — many heroes have ventured into the Mist and not returned. But there is something burning within Kipinä that the others lacked, and upon it rests the future of the entire valley.

SPIRITS

Free the bound house-spirits

The Mist twisted the friendly house-spirits of the homes into imps that rage in their places — in the sauna, the stable, the mine, the lighthouse. They are not evil, but broken. You meet them in turn-based dice battles: when you win, the Mist's grip breaks and the spirit returns home. There are twenty to free in total, and each restored spirit awakens the grey valley back to life.

AURORAS

Find the fox cubs

The auroras were born when the Mother-Fox ran across the fells and scattered sparks from her tail to the sky. The Mist made her vanish, and her ten cubs were left in darkness. The cubs still carry the primal fire — when you gather them all together, their combined glow can shatter the Mist and light the sky anew.

COMPANIONS

You do not walk alone

On your journey a colourful company joins you: the gardener Varpu, the shape-shifting Druid, the storytelling cauldron Vaski, the smith Ukonvasara and others. Räppänä's lost wife Hilda waits somewhere in the darkness. Each has their own loss and hope, and their stories deepen as the world heals.

SOUL

Death is not the end

The old Binder has tied Kipinä's soul to their own: if you fall in battle, you awaken back in the castle. But every return drains the Binder, who ages before your eyes. The protection does not last forever — and that is what makes every step meaningful.

GOAL

Shatter the Obelisk

In the thickest heart of the Mist rises the Obelisk — its cold, ancient source whose living fog hides from ordinary eyes. It senses Kipinä's light and tries to extinguish it. When the Obelisk finally shatters, the Mist breaks apart: the auroras blaze back across the sky, the spirits begin to heal, and the castle becomes a home once more.

The ending of the story is seen only in the game.

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