Keeper's Lead Designer Encourages Gamers to Embrace the Weirdness of a Walking Lighthouse

Typically, if a bird discovers an abandoned lighthouse, it might perch, rest momentarily, make a deposit, and take off. Not so in Keeper, an upcoming third-person puzzle adventure game created by the development studio; in this world, the lighthouse grows tiny limbs, becomes BFFs with the bird, and sets off on an daring hike.

While a latest preview at the gaming convention clarified some questions, it also sparked a curiosity to learn more about this surreal lighthouse-meets-bird tale. Thus, we connected with the creative director, the visionary lead behind Keeper, to shed light on his team's vibrant creation.

A Unique Adventure Experience

While at its core designed as an exploration title, Petty states that Keeper aims to provide a unique gameplay through a combination of surreal graphics, world mystery, approachable puzzles, and, most notably, the absence of words. He refers to the game a “palate cleanser,” a brief adventure unlike anything you’ve played before.

Keeper communicates fewer details than a standard game,” he says. “It was important for us to let the player relax and not stress about messing up; just take a moment to try and embrace the weirdness.”

Consequently, Keeper is not merely a series of challenges, nor is its exploration very goal-oriented. Set in a post-civilization realm devoid of humans, players traverse the world as a living lighthouse joined by a bird companion named Twig, but you can’t die, the game lacks skill trees, and there is no need to grind for items.

Gameplay Mechanics and Environmental Interaction

“When we set out to create the puzzles, we wanted to craft puzzles that felt deeply woven into the world and the characters there. In a typical adventure game, you may encounter a obstacle first,” Petty explains. “You're like, oh, I can't get in this door, and you usually understand that, because there are characters there telling you so with dialogue.”

“But in our game, we aimed to really establish this sense of an peculiar, evocative world and not tell you precisely what it's about. Our puzzles function a little differently, so you often kind of stumble upon them without knowing what you're supposed to be doing.”

Handmade Feel and Minimalist Interactions

To give the game a “crafted” feel, Keeper avoids using numerous variations of the identical concept. “We implement that to some extent, as it's not like each element is created exactly once and thrown away,” Petty elaborates, “but there is a great deal of unique setup. Every short distance away, you encounter something distinctly new from the remainder of the game.”

In response about sustaining gamer’s attention without of failure and clear objectives, Petty is adamant: “I believe we engage the player's attention through the unexpected. Players aren’t entirely sure what's going to happen around each corner.”

This curated method is additionally noticeable in Keeper’s restricted set of interactions. To navigate through its dreamlike world, players require only a handful of buttons, as the lighthouse’s main way of engaging with the world is through its beacon, which has a standard mode and a concentrated mode. For instance, you can aim it at plants to make them flourish, beam toward a creature to make it react, and use it to reveal secrets and solve puzzles.

Companion Mechanics and Diverse Interactions

Twig, the lighthouse’s trusty bird friend, is typically sitting on the lighthouse, from where he’ll occasionally take flight to indicate the path forward or trigger secrets. Apart from these automatic movements, the lighthouse can also command the bird to perform things like raising objects, pulling levers, or — maybe the intriguing one — attaching itself to creatures.

The latter is a great example of how Keeper’s streamlined design to the control system still provides a broad range of interactive features. The various environments, items, and creatures open the way to distinctive interactions, and especially metamorphosis.

“For example, there's a moment where a sort of rosy dust, which resembles cotton candy, gets attached to the lighthouse, rendering it less heavy. For that portion of the game, the lighthouse can jump, hover, and navigate,” Petty says. “A breath of fresh air from being anchored to the ground. So we aim to vary the rhythm up in a lot of various ways.”

Storytelling Without Words

But exploring and interacting with their surroundings is not the sole task bestowed upon the lighthouse and its bird; they must additionally express a story of companionship, companionship, and overcoming obstacles as a team as they journey toward a magnificent mountain peak. To make matters more complicated, they must accomplish this without using words — and without the type of gestures and facial expressions a human character might’ve relied upon.

While Petty assures that gamers will experience more expression than one would expect from a lighthouse, it’s the bird, specifically, who plays a major role in expressing emotions. “When they're riding along on the lighthouse, you actually have a dedicated button dedicated to just emoting with the bird, and a lot of times it will mirror the mood of that location,” he states.

“For instance, when you get in a somewhat unsettling or gloomier area, the bird will hunker down and curl around the top of the lighthouse. And if you press the emote button, instead of a cheerful chirp or directing you, it'll kind of glance about and hide.”

Dangers and Benevolent Inhabitants

By “gloomy zone,” Petty is referring to the menace that stems from something called the “Wither,” a malevolent ecosystem. As the lighthouse and Twig continue their journey, they’ll see increasing amounts of this violet, vitriolic substance, which may occasionally appear as of brambles, vines, and bugs. “It's what Twig is flying away from,” Petty clarifies.

In contrast to the Wither, most creatures in Keeper are in fact friendly. When Twig expresses at one of the odd critters, for instance, it might emote back and perhaps create an background sound — without of words, audio cues and music are an additional tool used to narrate Keeper’s story.

Story Closure and Influences

This method of wordless storytelling raises the question if Keeper’s narrative concludes in a cryptic conclusion, but Petty reassures that there will be a balance. “It's not a total mystery, but since it's without dialogue, it's naturally subject to interpretation. We did intentionally aim to leave some room for that because that's my favorite thing about art; the conversations that occur after people experience something,” he says, “But we include defined narrative arcs and closure.”

A quick look at Keeper’s icy mountaintops, elaborate cave systems, and unusual rock formations will tell you that the outdoors formed one of the primary influences for this human-less tale. As Petty shares, the scenery isn’t just based on ordinary locations: “I live in California and there's a lot of amazing mountains around here,” he explains. “Near where I live, there's an abandoned Mercury mine that was abandoned like a century ago, and it has been converted into hiking trails; that's one of my big inspirations. It's nothing extraordinary, but what makes it interesting is the numerous hills, and as you ascend, you occasionally come across old pieces of machinery that you're not even sure what they were for.”

“They kind of look like strange monuments, just sitting within nature, with nature reclaiming the space. When I reflect at the game and the remains of humanity in there, I can see the clear connection to me hiking around all that stuff.”

Metaphorical Significance and Closing Reflections

Although Petty humorously refers to the lighthouse protagonist

Lisa Wilson
Lisa Wilson

Interior designer with a passion for sustainable home styling and creative DIY solutions.