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horror · Interactive Fiction

Blackrock Light

It is October 1923.

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About this story

It is October 1923. You have accepted a position as assistant wickie -- lighthouse keeper -- on Blackrock Light, a Class I lighthouse on a barren granite island eleven miles off the coast of Maine. The pay is good. The isolation is the point. You needed to disappear for a while. The head keeper is a man named Marsh. He has been on the rock for nine years. He speaks in fragments. He does not look at the sea after dark. He has rules you must follow, and he will not explain why. Your predecessor -- a man named Curwen -- left three weeks ago without filing a report. His personal effects are still in the assistant's quarters. His journal is missing its final pages. The supply boat will not return for twenty-one days. The radio works intermittently. The lighthouse itself is a 94-foot granite tower built in 1847 on the bones of something older. The third level has a door that has been bricked over. Marsh says it was always like that. On your first night, you notice the light. Not the beam -- the Fresnel lens turns as it should. But between the rotations, there is a pulse. Brief. Arrhythmic. A pattern that does not match any signal code you were taught. Nobody told you about the pattern. Nobody told you about the tides, either. They do not match any chart.

Meet the cast

Josiah Marsh

Head Keeper, Blackrock Light

Speaks in sentence fragments.

Elias Caldwell

Shipwrecked Sailor / Temporal Anomaly

Formal and courteous in an outdated way -- the manners of the 1880s in a man who looks forty.

Agnes Prideaux

Radio Operator, Cape Barren Coast Guard Station

Clipped, professional, precise.

The Presence

The Entity Within the Lighthouse

Does not speak.

Silas Whetstone

Fisherman, Barren Cove Village

Speaks in proverbs and fishing metaphors that turn out to be precise warnings.

What you'll explore

horrorpsychological-horrorcosmic-horrorlighthouseisolationmaritimelovecraftianmysterycharacter-drivenatmosphericslow-burntrust-progressionmultiple-npcslong-playthroughbranching-narrativesanity-system

Content notes: psychological horror, isolation, cosmic dread, unreliable perception, body horror (mild), references to drowning and maritime death

How it begins

The supply boat leaves you on the south landing with your sea bag and a crate of provisions. The engine coughs twice and the boat swings away into the grey chop without ceremony. The captain did not come ashore.

Your choices shape what happens next.

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