Amberlight Signal: Unread Chapters
Six houses in the dark, five torn-out days, six candles, and a book that only hangs together if you ask in the right order.
Premium game
This game could not load.
About Amberlight Signal: Unread Chapters
Amberlight Signal: Unread Chapters is an illustrated interactive story set on Tallow Row, six terraced houses on a hill that have had no power for a week. Hesper Abara, who is eighty-one and lives at number two, kept a street book by candle all week, one page for each day, and then tore out five of them in a mood. The book has come to you, the neighbour across the road who is moving away at the end of the month, and Hesper wants Tuesday to Saturday back before you go. Each missing day is kept by the one neighbour who was there: the corner-shop keeper who gave everything away, the night nurse whose oxygen machine ran on a car battery, the sixteen-year-old who pedalled a dynamo through Thursday night, the eight-year-old who held a Telling Night on the stairs, and Hesper herself. You have six candles and every first try at a day burns one. A first try never restores a page, but it always leaves something behind. Turn the book back to the start of that day, which burns no candle, and the one thing the first try changed stays, and the day offers the way it points to. Restore the days in any order, but a day restored right after the one before it hangs on it, and the ending reads how well the week hangs together. Pages go on the board, and two taped together may show a thread. Six endings depend on how many days came back and how. The text goes up to Largest, every line is announced to screen readers, you can go back to any choice, and nothing is timed. A new twist each night and a daily challenge keep it fresh.
How to play
- Press Go on or tap the page to continue, and tap a choice (or press 1 to 5) to answer. Z or the Back button returns to your last choice.
- Choose a day from the book and a way to ask. Every first try burns one of your six candles, and a first try never restores the day.
- Turn the book back to the start of the day: the one thing the first try left stays, and the day offers the way it points to. Turning back burns no candle.
- Pages go on the board (E, or the Pages button): tape two together to find a thread. Days restored in order hang together.
- Close the book when you like, or restore all five. Change the text size with T or the Text button. The night saves as you go, and Restart begins a new night with a new twist.
Controls
- Tap the page, or press Enter, Space or Ⓐ — go on
- Tap a choice, or press 1 to 5 — choose
- Z, Backspace or Ⓑ — go back to the last choice
- E or Ⓨ — the pages restored; L or Ⓧ — the week so far; T — text size
- P, Escape or Start — pause
Frequently asked questions
How long is a story?
About fifteen to twenty-five minutes for a night of five days. There are six endings, and the best needs all five days restored properly.
What are the candles for?
Every first try at a day burns one of six candles. Turning the book back burns none, so turning back is the cheap way to do a day well. When the candles are gone you can still turn back a day you have begun, or close the book.
How does turning back work?
After a first try you can turn the book back to the start of the day. The first try always leaves one thing behind, and it stays. It points to the way that works now. It is part of the story, and different from the Back button.
Does the order of the days matter?
A little. A day restored right after the one before it hangs on it, and the more days hang together, the better the ending reads. Any order is allowed.
Can I play with a keyboard or a screen reader?
Yes. Every line and choice is announced, every button works with the keyboard or a controller, the text goes up to Largest, and nothing is timed.
Does it save?
Yes, in this browser: the night you are on, the endings you have found and your settings. Nothing is uploaded.