A side-view pixel keep on the border between the living and the dead. By day the living build, craft and hold the walls. Anyone who dies wakes that night in the keep's reflection and works the night shift. This is the Mourning Glass idea from round two, worked through in depth: rules for day, dusk, night and dawn, the systems that tie them together, and how it looks in pixel art.
Read this first
Six problems this design has to solve
This concept tends to break in these places. Each fix is a design proposal, untested until the greybox.
Players will get people killed on purpose.
If every death is a new worker, feeding people to the raiders becomes a strategy. Fix: how someone dies decides what wakes. Dying on duty or of old age makes a loyal shade; dying of neglect makes a Restless one that snuffs candles and turns hostile; killing your own people makes a Wraith that hunts you. Good deaths come from good lives.
Bad days spiral.
A lost raid means fewer workers by day and a flood of dead at night. Fix: mirrors cap how many shades you can bind. Extra dead wake Restless, and releasing them at dawn raises the living's morale, so a disaster turns into a recovery.
The night becomes a chore.
A second realm that only maintains the first gets skipped. Fix: night has its own verbs (light, guide, ward, hold a line in the dark) and makes things the day can't: dreams, essence, and warnings about tomorrow.
Two economies double the scope.
Fix: one set of room art serves both realms (the reflection is a vertical flip plus a palette swap), and each room has exactly one day job and one night job. A cut list is at the end.
Upside-down rooms are hard to read.
Fix: shades are dark silhouettes with glowing eyes, the camera slides down to center the reflection at night, and the interface never flips. Test it in the first art pass.
Grief is heavy material.
Fix: warm writing, names, funerals and peaceful releases, and no gore. The dawn rite is about letting go as much as keeping.
The dead-worker idea on its own is crowded: Graveyard Keeper 2, the jam game Micro Necro (ghosts of dead villagers help the living), and the upcoming My Staff Are Dead! Paranormal Tycoon. No game found moves its dead into a mirror world or has a mirror-covering rite, so those two stay at the center of everything below.
The pitch
You hold a keep on the Veil, the thin skin between the living world and the Tain, the reflected world behind every mirror. By day you're a lord of the living: you build rooms, craft goods and hold the walls against raiders. Anyone who dies inside the walls, your guard or their raider, wakes at dusk in the Tain as a shade and works the night shift in the reflected keep, holding back the Unlit that climb out of the Deep. At dawn you decide which of the dead stay bound to your mirrors and which you let rest.
Every death is a loss and a hire
A death costs the day and feeds the night. It's never only one.
Two halves, two sets of verbs
Day builds and fights at the walls. Night lights, guides and holds lines in the dark.
The mirror is the door
Every link between the realms is a mirror you hang, cover or break.
You can't farm death
A good death makes a loyal shade. Neglect and cruelty make dangerous ones.
Readable at arm's length
Fixed pixel scale, clear silhouettes, one realm in focus at a time.
About the name: Afterglass means the world after death, behind the glass. No game with that name turned up in a web search. Tainhold (after the tain, a mirror's metal backing) and Candlewake are clean backups. Names ending in "-glass" are common, so check again before you commit.
A day and a night
One full cycle takes about ten minutes of real time, with pause and fast-forward. The season decides how it splits between day and night.
The swing from summer to winter is roughly what London sees, from about 16½ hours of daylight in June to under 8 in December. Summer is for building and stockpiling candles; in winter the dead carry the keep.
DawnThe Rite
Paused. Decide which of the dead stay bound and which you let rest.
DayThe living keep
Build, craft, heal and defend. Raids usually hit around midday.
DuskThe Crossing
The day's dead wake in the Tain. Place tonight's candles.
NightThe Tain
Light, guide, ward and hold. The Unlit surge around midnight.
Day
Day: the living keep
The familiar half: a Fallout Shelter-style cross-section you build, staff and defend. The Tain is visible below it, dim, with its shades resting in the glass.
DAY 14 · SUMMERLIVING 21DEAD 9/10CANDLES 38
RAID AT THE GATE3 RAIDERS
BUILDASSIGNCRAFTDEFEND
12345
Pixel mockup, 180×320, animated
A funeral in the chapel. Its mirror is covered, as mourners do.
Ada, killed in this morning's raid, lies in the crypt until dusk.
Whispers: the old smith's shade coaches his apprentice through the forge mirror.
Raiders at the gate. Whoever falls here works for you tonight.
The Tain by day: dim, its shades resting in the glass.
What you do
Build. Carve rooms into the keep's cross-section. Every room you build has a twin in the Tain.
Assign. People have skills and traits and work where you put them.
Craft. Tallow becomes candles, sand and silver become mirrors, ore becomes arms, grain becomes bread.
Defend. Walls, a gate and archers against raids. Ring the bell to send workers to their posts.
Tend. Heal the wounded before they die badly, and hold funerals so grief can heal.
What goes wrong by day
Raids by the Ashen Host, later with rams and ladders.
Fire spreading through wooden rooms.
Sickness in crowded quarters. The sick die Pale.
Hunger and cold. Deaths from neglect wake Restless.
The Lantern Church, which inspects the keep when too many souls are bound.
What last night gave you
Dreams: rested, happier workers.
Essence: healing and wards.
Whispers: a bound shade behind an uncovered mirror coaches whoever works that room.
Warnings: a black mirror shows tonight's threats and tomorrow's raid.
Dusk
Dusk: the Crossing
About thirty seconds. It's the game's signature moment, so it should look good and be short.
Sunset. The bell rings and the living head for bed. Unfinished work pauses.
Lights. The keep goes dark except the quarters, the infirmary and the gate.
The dead rise. Ada's soul sinks through the Veil and wakes in the Waking Room.
At their posts. Candles are lit and every shade is where you put it.
Each body in the crypt wakes as a shade, if a mirror has room for it. How the person died decides what kind of shade wakes (see People).
With no room left, the shade wakes Restless at the edge of the Deep. You deal with it tonight or release it at dawn.
You place tonight's candles. Each burns for one night; lanterns last longer but cost silver.
Night
Night: the Tain
The camera slides down to the reflection. The Tain is the same keep flipped and recolored, lit only by the candles you placed. Everything outside the light belongs to the Unlit.
The Hollow Granary has no candle, and Creepers are getting in.
Ada, new tonight, in the Waking Room. New shades glow brighter.
A Maw testing the Maw, the gate that faces the Deep.
Rifts in the Deep, where the Unlit come from.
What you do
Light. Place candles. The Unlit can't enter light, and every candle burns down by dawn.
Work. Shades work the twin rooms (table below).
Guide. Send shades where they're needed. Routes through the dark are dangerous.
Ward. Spend essence to seal a mirror or a rift for the night.
Hold. Shades fight at the edge of the light.
Hush. Silence every shade: the Unlit pass by, but all work stops.
What comes up from the Deep
Creepers: fast and weak; they snuff candles.
Maws: break twin rooms. A broken twin haunts its day room.
Weepers: seep into the Dreamwell and give the sleepers above nightmares.
The Hollow: a new-moon boss that eats light.
The Drowned: on rainy nights, up through the moat's twin.
Your own dead gone wrong: Restless shades and Wraiths.
Every room has a twin
Room by day
Day job
Twin by night
Night job
Library
Research
Archive of the Dead
Old knowledge speeds research
Glazier
Makes mirrors
Silvering
Quicksilver to repair and upgrade mirrors
Chandlery
Candles from tallow
Wick Room
Makes candles burn longer
Chapel
Funerals, remembrance
Choir of Echoes
Essence; calms Restless shades
Quarters
Sleep
Dreamwell
Dreams. Weepers here cause nightmares above.
Infirmary
Healing
Threshold
Guides the dying toward a good death
Hall
Decrees and audiences
Court of Shades
The dead's requests; late game, your own shade sits here
Barracks
Guards train
Watch of the Dead
The night garrison
Hearth
Food
Cold Hearth
Where shades gather: morale for the dead
Forge
Arms
Cold Forge
Grave-steel that harms the Unlit
Crypt
Bodies wait for dusk
Waking Room
Where the dead wake
Gatehouse
The gate
The Maw
Faces the Deep; big incursions come here
Granary, cellar
Storage
Hollow Granary, Hollow Cellar
Nothing. Dark and empty: the weak spots.
Storage is safe by day and a liability by night. That one asymmetry gives every build decision a second meaning.
Dawn
Dawn: the Rite
The game pauses. The Unlit withdraw, the shades go back into the glass, and you decide who stays. Try the toggles.
DAWN RITE · DAY 15
The Unlit withdrew. Candles left: 6. Nightmares: 1, in the quarters.
CHAPEL GLASS · ADAguard · Loyal · died holding the gate · brother Wil lives
FORGE GLASS · OLD TAMsmith · Serene · old age · memory 40%
HALL GREAT GLASS · HESKraider · Stranger · no bonds
NO MIRROR · BRANcook · Restless · starved in the siege · turns Wraith in 2 nights
DREAD
The rules
Keep a shade and it works tomorrow night. Dread rises by one.
Cover its mirror and the shade is released. The living gain remembrance, and anyone bonded to it is at peace instead of grieving.
Restless shades with no mirror must be released, or they turn Wraith after three nights.
Break a mirror in an emergency to free everyone in it at once. The room then has seven seasons of bad luck, after the old superstition about seven years.
Name the dead in the ledger. Named shades fade half as fast.
Dread is the cost of keeping. At five, the Lantern Church sends an inspector. Covering mirrors after a death is a real mourning custom, kept in Jewish homes during shiva and in Victorian households.
The Rite is also the save point and the natural place to stop a session.
Mirrors
Every link between the realms is a mirror. A mirror holds shades, lets the dead reach the living, and gives the Unlit a way up.
Capacity. Your mirrors' combined slots cap how many shades you can bind. That cap is the main brake on farming death.
Twins need a mirror. A twin room can only be worked if a mirror in its day room links the two.
Uncovered mirrors are open both ways: whispers help the living by day, and if the twin room falls at night, something comes through.
Cracked mirrors leak. Broken ones free their shades and curse the room.
The black mirror is modeled on John Dee's obsidian scrying mirror, now in the British Museum.
People: life, death, rest
Everyone in the keep is one person across both rosters. How they lived and how they died decide what kind of shade they make.
The dashed purple arrow is the soft path: a shade in the Threshold can ease a dying person toward a better death.
Living trait
After death
What it does at night
Brave
Reckless
Charges the Unlit; dies again faster
Devout
Bitter
Resents the living; strong at wards
Diligent
Tireless
Never rests, never talks
Coward
Lurker
Unseen by the Unlit; a good scout
Gentle
Keening
Sings; calms Restless shades
Greedy
Hoarding
More essence, but pockets candles
Stubborn
Anchored
Fades half as fast
Cheerful
Wistful
Better dreams in the Dreamwell
Bonds
Twinned work. A living worker and a bonded shade in a room and its twin both work a quarter faster.
Grief. When someone dies, the people bonded to them work a fifth slower until a funeral or a release.
At peace. Releasing a bonded shade turns grief into a lasting morale boost.
Haunting. A bonded shade that turns Wraith goes after its own kin's room first.
Fading and remembrance
Shades lose memory every night. When it's gone they pass on by themselves: free, but you lose the worker. Chapel services and memorials by day make remembrance, which restores memory, and a name in the ledger halves the fade.
Aging (a cut candidate)
The living age by season and have children. By the late game, everyone you started with works nights. It's poignant but expensive; see the cut list.
Economy
Each realm makes what the other needs. Nothing important is produced on both sides.
Local resources stay local: grain, timber, stone and iron by day; quicksilver, grave-steel and old knowledge by night. Morale belongs to the living, dread to the dead.
Seasons, moons and the calendar
A year is four seasons of seven days. The chart above shows the day and night split; summer builds, winter survives.
The seventh night of each season is a new moon. The Hollow comes up from the Deep.
Raiders follow the harvest. Autumn brings sieges that camp outside for days.
Plague summers hit crowded keeps.
The eclipse, once a year. Day and night run at the same time for a few minutes: both rosters awake and both threat sets attacking. It's the set piece that proves the two halves belong together.
The Long Night at the winter solstice ends each year: a double-length night and the year's hardest fight.
The Inquisition can come in any season if dread stays high.
Threats
Threat
When
What it does
Answer
Day Ashen Host
Most days; sieges in autumn
Assaults the gate, later with rams and ladders
Walls, archers, the bell. Their dead become Strangers.
Day Fire
Forges and hearths
Spreads through wooden rooms
Stone rooms, water barrels
Day Sickness
Summer, crowding
Spreads; the sick die Pale
Infirmary, space, essence
Day Lantern Church
When dread is high
Inspections, a silver embargo, then a crusade
Release souls, donate, hide mirrors
Night Creepers
Every night
Snuff candles, bite shades
Light, the Watch
Night Maws
From the second season
Break twin rooms, which haunts the day room
Wards, grave-steel
Night Weepers
Nights after deaths
Nightmares for the sleepers above
Light the Dreamwell; Keening shades
Night The Drowned
Rain
Come up through the moat's twin; drag shades down
Ward the cellar twins
Night The Hollow
New moon
Eats light
Lanterns, the whole Watch, the hush
Night Restless, Wraiths
After neglect or cruelty
Snuff candles; hunt their kin
Release at dawn; good deaths
How it looks
Everything on this page is drawn by one small pixel renderer, as a check that the style is buildable in the browser.
Technical spec
Canvas: 180×320 portrait, scaled by whole numbers (6× on a 1080×1920 phone) and letterboxed otherwise.
World: taller than the screen. The camera pans between keep and Tain, with 1× and 2× zoom so pixels stay square.
Grid: floors are 18 px (16 of room, 2 of floor); walls are 2 px.
People: 4×8 px, with two-frame walk and work cycles.
Palette: the 32-color ENDESGA 32 by day. The Tain is the same art flipped and run through an eight-step violet ramp.
Light: candlelight uses 4×4 ordered dithering, four light levels, and a slight flicker.
Interface: drawn at twice the world's pixel density in a pixel font, so text stays sharp.
Color script
Dawn
Noon
Dusk
Midnight
One set of art, two realms
The Tain costs almost no extra art. Every room is drawn once for the day, then flipped, pushed through a palette lookup, and dressed with candles and shades at runtime. The forge, step by step:
1. The forge as drawn for the day.2. Flipped top to bottom.3. Through the Tain palette lookup.4. Candles, shades and dithered light added.
ENDESGA 32 by day
The same colors after the Tain lookup
Rooms and their twins, close up
Chapel / Choir of Echoes. A funeral by day; shades sing for essence by night.Quarters / Dreamwell. Beds by day; candles here keep the sleepers' nightmares away.Forge / Cold Forge. Arms by day; grave-steel by night.
Sprite sheet
Shown at 4×, animated. The living read by warm color, the dead by silhouette and eye color, the Unlit by shape.
Interface kit
Top bar, day and night
DAY 14 · SUMMERLIVING 21DEAD 9/10GRAIN 212CANDLES 38SILVER 9
NIGHT 14SHADES 9/10CANDLES 38ESSENCE 22NEW MOON IN 2
Action bar by phase
BUILDASSIGNCRAFTDEFEND
LIGHTWARDGUIDEHUSH
KEEPCOVERNAMEBEGIN THE DAY
Structure
A five-year campaign, then an open-ended sandbox. One day and night is about ten minutes, and the Rite is the save point.
The First WinterLearn the cycle; survive long nights on stockpiled candles.
The Ashen HostRaids escalate into the first siege.
The Lantern ChurchInspections, an embargo, an inquisition.
The Deep RisesThe Hollow grows; new-moon nights get worse.
The Long NightThe finale, and a choice of ending.
Endings
Seal the Veil. Release every shade. The Tain closes and the living go on alone.
Open the Veil. The living and the dead share both realms, and the keep becomes a crossing.
Keep the watch. Your lord dies and rules the Tain as its warden, and play continues at night.
Scope
For 1.0
Count
Room pairs
12
Mirror types
4
Ways to die, and shade kinds
6
Trait pairs
8
Day threats / night threats
4 / 6
Events
about 60
Campaign years / endings
5 / 3
Cut list, in order
Aging and children
The Court of Shades
The Drowned
The eclipse
Two of the three endings
My estimate, not a measurement: a vertical slice in about ten weeks part-time, and 1.0 in 12 to 18 months part-time.
Weeks 1–2 · greybox
Two rosters and the Rite
Deaths by cause become shades by kind.
Mirror capacity caps the night roster.
The dawn rite with keep and cover.
Test: does a death feel like a loss and a hire at once?
Weeks 3–4 · greybox
The night on its own
Candles and light radius.
Creepers and one twin-room job.
Fading and remembrance.
Test: is the night fun without the day?
Weeks 5–6 · first art
Pixel pass
Four room pairs and the palette lookup.
The dusk crossing.
The night camera, upside down and flipped.
Test: can players read the Tain on a phone?
Weeks 7–10 · slice
One season
Seven days ending in the Hollow.
Escalating raids.
The Church's first inspection.
Test: do people want to play a second season?
Decisions to make
How the night looks
Upside down
Keep the Tain upside downThe camera slides down and the mirror stays literal. Cheaper.
Flip the view at duskA dramatic turn; the Tain reads upright but the keep hangs above.
Build the upside-down version first and test a flip in the first art pass. If players get lost, flip.
Can you execute people?
Not in 1.0
NoWraiths come only from cruelty events.
YesA darker lord, and a whole moral system to build.
Execution invites exploits and needs its own content. Leave it out until the core works.
Cycle length
About ten minutes
Ten minutes, split by seasonA day and a night per short session.
Longer daysMore building per cycle, fewer rites.
Short cycles put the Rite, the best decision, in front of players more often.
Aging and children
Cut from 1.0
CutFixed adults; new people arrive as refugees.
KeepGenerations, and a poignant late game.
Generations are the most expensive system here and not needed to prove the core.
Business model and platform
Premium, portrait
Premium with a free web demoAs in round one: web demo, unlock through Play Billing, Steam later.
Free-to-playTimers fight a game where attacks need you present.
Unchanged from round one.
What's checked and what isn't
Established
Covering mirrors in a house of mourning (Jewish shiva custom; Victorian households).
The broken-mirror superstition of seven years' bad luck.
"Tain" is the metal backing of a mirror.
John Dee's obsidian mirror is in the British Museum.
London daylight runs from about 16½ hours in June to under 8 in December.
The name and premise searches from this round and the last.
Design proposals
Every rule, number and room on this page.
The cycle lengths and season split.
Content counts, the cut list and the schedule.
Unknown until built
Whether the night is fun on its own.
Whether players can read the upside-down Tain on a phone.
Whether the death rules stop exploits without feeling punishing.
Every mockup on this page is drawn live in the browser at its real pixel resolution. Afterglass is a working title.