Cozy Lighthouse Keeper
Keep the beacon glowing, guide boats home, and collect seaside letters.
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Run the last warm inn before the dungeon. Each day, three troubles arrive at your table: a hungry traveler, a leaking room, a risky expedition, a strange relic, or someone who needs more help than you have time to give.
You only get two answers before night falls. Choose who to help, what to spend, and what kind of inn you want to be remembered as.
Read the three situation cards on the table, spend your two actions carefully, and see what the night brings back through the door.
The Last Lantern Inn supports mouse, touch, keyboard input on tablet, desktop, mobile. Pause, restart, and sound controls stay close by when you need them.
A good run is not about fixing everything. It is about keeping the inn warm enough, trusted enough, and prepared enough to face another day.
Coins help you buy breathing room. Warmth keeps the tavern feeling like shelter. Trust brings people back to your side when tomorrow goes wrong.