The play guide · September 2026 · live on Roblox · updated for The girls — a button at the top right with a portrait of every girl: be her tonight, or let the arrow point the way to her story — and a start card for your first minute (Tema's night · a quick game · the girls); for the kite — three pieces blown about the town make it, then the wind lifts you over the roofs — four small things more on Sparrow's cart — The Scramble — a ninety-second romp at the yard gate, no reading needed — becoming Anna made deliberate and easy to undo, Miriam the dancer's night in the town — the lamps keep time — the sound rows in Settings (Game sound and Voice chat, a slider and a mute each), Teddy on his own feet and the fireflies at Henriëtte's farm — the eleventh board — New York, the coins, the clocks on every board, the cart's looks and the map

Checkpoint Hearts

You carry things at night through a town of lamps. Nobody gets hurt. Come back in the morning.

This guide lives inside the game too: Settings → How to play, in the words of whatever is in your hands — keys, a thumb or a pad.

Start here

Your first ten minutes

The first minute. If you have never finished a night, a start card comes up at the bottom of the screen with three ways in: Tema's night (follow the arrow to Hanka), A quick game (one tap and the Scramble begins) and The girls (who you can be). Pick one; the arrow points the way whatever you choose.

In a hurry to play? Just past Sparrow's cart, by the yard gate, stands a bell. Ring it (E) and every animal in the yard bursts out into the clearing: The Scramble — ninety seconds to walk up to them (a run scares them), scoop one up and carry it into the pen. The arrow finds the nearest; a tally counts them home; coins for each and a bonus when they all are. No reading, no story — and then Hanka is by the boat when you're ready for the night. It's on the Play · games menu too, for one to four of you together.

  1. You arrive in the clearing by the water. Hanka is by the rowboat. Walk up and press E to talk. She gives you the night. On your first visit of each day Sparrow's daily card comes up at the top — a few coins, more for each day in a row, grain for the yard from the second day and a wildflower from the third. A gift, never a purchase; everything on it can be earned by playing.
  2. When a board begins, a goal card at the top of the screen says whose story this is, what you are trying to do, what to do right now, and how — in the words of your keyboard, your thumb or your pad. To see it again: press ? (or F1) on a keyboard, View on a pad, or tap the goal line at the top on a phone. Not sure which girl to look for? The girls, the button at the top right, shows a portrait of every girl: Point the way → turns the guide arrow toward where her story starts, and once her story is home the same tile says Be her tonight. (The story card's list, The girls — where each story starts →, says what each needs too.)
  3. Follow the guide arrow at the bottom right — it names where you are going and how many steps, and it says here when you arrive. It is on every board, pointing at the next thing to do, and the thing itself glows gold when you are close. The town is through the gate ahead.
  4. Your errands are listed under the town's banner (Tab folds the list away). Do them in any order; the letter for the violet door comes last.
  5. The bell counts your minutes. Time can be found on the way: a chalk mark on a wall, a quiet job done for someone, a pocket watch bought before the run. Every board has a clock in the same corner, in its own words — "Dark on the hill in 6:49" on the vineyard, "The lamps double at dark" in Ester's village, "Dusk over the field", "Dawn behind the ridge" on the mountain, and at Eva's counter each customer's patience ("The conductor waits · 1:15"). At nought you lose a heart and get a little more time; your last heart takes you back to Hanka. Only Lusia's picnic has no clock — that afternoon is yours.
  6. Watchers are the grey figures with lamps. Their light is what sees you — stay out of the cone, get behind a crate or a wall, hold Shift to sneak. If a lamp finds you, a heart is gone and you are back at your last safe point (the glowing pads). Out of hearts, you are back at the clearing with one. Nobody is ever hurt.
  7. Through the violet door: the card, the painting, and back to Hanka. Rest — or go again.
The words we use

A night is the game's level: one run through Tema's town, from Hanka's message at the boat to the violet door and back to her — ten to fifteen minutes. Every night is dealt fresh (different errands, houses, weather and hour), so "another night" is the same town, harder. A board is a girl's own place and story — Lusia's meadow, Eva's diner, the vineyard, Ester's village, the field, the mountains, the music room, Henriëtte's farm — and most boards end with her night: the town at night played as her, with her own errands and her own power. The clearing is home: Hanka's boat, the mirror, Sparrow's cart, the yard, and the signpost to the games. The Long Night is a round, not a night — up to 28 couriers at once, eight minutes, one wall of lamplight. The Sunday, the Dash and the Dance-off are the games at the signpost: afternoons, not nights. The girls (the button top right — or the mirror by the boat) lets you play the town as any girl whose story you have carried home.

Be any of them

The girls — play as any girl whose story you've carried home

The girls is the button at the top right, beside Play · games (the second row on a phone): a page of portraits, every girl standing in her own colour. Once a girl's story has been carried to its end her tile says Be her tonight — press it, anywhere in the town between nights, and you are her: her costume, her companion, and her power in the place of the wolf, for as long as you like. A girl whose story isn't home yet says Point the way →, and the arrow takes you to where it starts (Lusia's and Hanka's wait for Tema's first night). When a story comes home the button gets a gold dot and Hanka says so. The standing mirror by Hanka's boat opens the same page (E — on a phone, tap it). Press Tema's tile to be Tema again. The choice comes with you into The Long Night, and the third button on a phone takes her power's name — Sweet, Lamb, Bird, Teddy. On a girl's own board you are always her.

Controls

Keys, and what your thumbs do on a phone

What
Computer
Phone
Move · look
W A S D · mouse
joystick · drag
Talk · take · use · ride
E
tap the prompt
Sneak
hold Shift
Sneak button
Sprint — your pulse rises, and a fast heart is seen further
R
Run button
How to play — this guide, inside the game
Settings → How to play
Settings → How to play
Sound — game sound and voice chat, a slider and a mute each
Settings (top right)
Settings (top right)
Breathe — calm your pulse
C
Breathe button
Your power — the wolf, or the girl you are
Q
the third button — Wolf, or her power's name (Sweet, Lamb, Bird, Teddy…)
Posy — the flower powers
P
the Flowers counter
Hanka's notebook
N
Notebook button
The map — a hand-drawn paper map: Around you, or All the boards
M · wheel to zoom · drag · double-click to plant a flag
Map under ▲ more · pinch · drag · double-tap for a flag
Trace a chalk heart on a wall — twenty seconds on the bell, and a chalk trail toward your goal
F at the heart
tap the pill
The town's boards — top ten, worldwide, your own line under each
the Boards button, top right
Boards button
Sparrow's cart, the shop by the signpost
E on the cart
tap the prompt
Errand list on / off
Tab
List button
Pocket lamp, once traded
L
lamp button
Mark a spot · hand something over (with friends)
G · H
Mark · Hand
Scatter a handful of grain — the yard's birds come running (and a watcher looks at them)
T
Grain button
Pick up a hen · put her down
E · F
tap the prompt
Send your friend — Gus, Pip or the cat — at the nearest watcher
V
Friend button
Take a piece of the kite · fly it: run into the wind, jump, hold to climb, let go to glide, Sneak to fold
F · Space · Shift
tap the pill · the jump and sneak buttons
Send a pigeon with a word to a friend in the town
E on the dovecote
tap the prompt
A pigeon flies ahead and circles over wherever you're headed — follow it
it just happens
it just happens
Throw the paper plane — with the folded note, near the violet window
click
tap
Swing the racket, on the Sunday lawn — run to the ball's shadow and swing as it comes
click or Space
tap · Swing button
The dance, in the music room — step as the notes reach the line
← ↓ ↑ → or A S W D
tap the lane
See the goal card again
? or F1 · View on a pad
tap the goal line at the top
A Moment — a photo, with Save · Share through Roblox (the game takes one at the big beats)
F12 any time
the card appears at the big beats
Pack your knapsack (the Waiting House) · say "Beside you" to a friend
E at the table, then click · E on a friend
tap the prompt, then tap
On the farm: scatter grain · pull a carrot · pick up a hen or the cat · hook a bale · climb on the tractor
E
tap the pill on the thing
On the farm: ring the barn bell · lift Teddy (he walks at your heel in the daylight — in your arms your heart goes quiet, and he calls the nearest animal home) · put him down, and set him walking again · the tractor's headlamp
F · E on Teddy or Q · Q again · L
tap the prompt · tap Teddy, or the Teddy button · the Headlamp button
Jump
Space
jump button

The phone's button cluster folds away with the small tab above it — Sneak · Run · Wolf stay out, the rest are under ▲ more, and Grain and Friend appear when you have grain or a friend at your heel. The goal line at the very top stays on screen, dimmed, so you always know what you are doing, with the Find bar (the purple arrow) just under it — the arrow is the lowest text at the top; the curfew bell sits with your hearts and score on the left; and everything anyone says to you — a talk, a whisper, a hint, a Did-you-know card — is a line at the bottom of the screen, between the thumbstick and the jump button, so the middle of the screen is always yours. The cards come one at a time: tap a card to put it away, tap Read → on a Did-you-know card to open its page in the notebook, and × closes a hint. Settings (top right): Game sound — a slider and a mute for everything the game plays — and Voice chat, its own slider and mute, shown when voice is on for you; Calm mode — a longer bell and quieter lamps; flashes on or off; the guide arrow; the hints; music; Phone layout on or off; and How to play. What you set is remembered the next time you play, on either place.

On a controller (Xbox or PlayStation, plugged into a computer or on a console): sticks move and look · A jump, go on in a conversation, swing on the lawn · X talk, take, hide, ride (the E prompts) · Y pick, search, put, throw the plane · B breathe (hold it in the attic; closes a menu) · RB the wolf or your power · LB hold the string, the spin, the branch — or your friend's trick, or a handful of grain · LT sneak · RT run · D-pad: up the posy, down the notebook, left mark a spot, right hand over · L3 the errand list · R3 the pocket lamp · in the dance the D-pad or X A Y B are the four lanes · on the farm Y rings the bell, X on Teddy or RB lifts him (and RB again puts him down, and sets him walking), and pressing the left stick is the tractor's headlamp. Menus: the stick moves, A chooses, B closes.

The town at night

What the lamps see, and what they don't

The girls

Where each story starts

Meet a girl where her story begins and she asks you to be her for a day. The guide arrow points the way once you have met her.

Tema
Carrying
Her night in the town: three errands, the letter, the violet door.
The clearing — Hanka by the boat.
Lusia
Being still
A picnic, the family's things gathered when the light changes, the attic's stillness; then her morning walk up the lane. Look west from the meadow: the four towers of her town stand on the horizon.
The meadow gate on the far side of the clearing from the town. It opens after Tema's letter.
Hanka
One heal a night
Her own night: people to guide through the town, and a bluebird that scouts and draws eyes. Being Anna is a choice you make twice on purpose (Hanka asks "Be sure"); to be Tema again at any moment, E on Tema by the boat — Give the bag back.
The boat, after your first night: Hanka offers her bag.
Eva
A sweet on the stones
Serve the orders from the pad — each customer waits a minute and a quarter and then leaves without a word, and a walk-out costs you a heart; then the cake night — seven candles across a whole town. Walk. Don't run, don't jump. Any time you drop in: the jukebox by the door plays a tune (E), and SWEETS at the end of the counter — two coins for a scoop, and a heart back.
The diner, up the road out of the clearing — she is at the end of her counter.
Miriam & Leah
Hand in hand, and still
Everything on the vineyard wants two hands — and the dark is coming down the hill (the clock in the corner), and a lamp passes on the far road now and then: walk while it looks, never run; then the harvest goes down to market before morning. One of you is Miriam, one is Leah.
Past the diner and down to the lake — the vineyard gate.
Ester
Kindness
Twelve stars blown off in the night, a painted door; a balloon, and a kinder world. The lamps double at dark — find the stars while there is light to find them by.
Past the diner and on — the village.
The Sunflower girl
Where the wind leads
Four things the wind blew into the field before dusk (the clock in the corner is the sun) — a lamp passes on the road now and then; when he stops to look, be a sunflower; then her night in the town — the wind (Q), the spin (B), and running is free.
Through the meadow gate and on past the meadow — the stile into the field.
Lusia, older
Nobody is left behind
The Waiting House: the guide's one sentence; then the long table by the west wall — pack your knapsack (E at the table opens it): twelve things, and the bag takes five — the keepsakes weigh nothing and always fit. Bread, a tin cup and a candle with its matches give a little more at the rests; the blanket keeps the cold off; dry socks help in a drift; the rope pulls you free sooner. Then the slate: choose the night. Three mountains in the snow. Step in Josek's steps (F), brush your tracks with a branch (B), pull free of a drift (Space), hold E on Josek or the pass marker — "No complaints. We go." With friends: E on one in the Waiting House says "Beside you" — hold F behind them and you step in their steps, one trail for two; the odd one out walks with Josek.
The signpost that says On. at the mouth of Lusia's lane, after her story is told.
Lusia, at the harbour — and New York
Kindness is the currency
A quay in the sun after the snow, a ship with two funnels, and a horn that is a clock — the panel at the right edge counts it down; at the third horn (six and a half minutes) the ship sails, with or without you (late is late: it comes back, and your papers are still good). Grey inspectors walk the quay with lamps, asking for papers — until your name is on THE LIST their light costs a heart and the back of the line; after it, they look and let you go. At THE LIST your name is on the clerk's list spelled three ways — pick the one that matches your paper. You have no money for the fare: three good turns buy the ticket — carry a family's trunk to the porters' pile, coax a child's shoe back from the stray dog who has it (walk up — a run scares him off — stand still and press E) and give it back, and walk an old man from the wrong window to the right one and speak for him. TICKETS for the stamp, then the gangway before the third horn. On the crossing, look: the Statue of Liberty comes up green on the right. Ellis Island: in under the glass roof and up the stairs steadily — the doctors are watching how you climb (don't run, don't jump, don't stop); the doctor's mat (perfectly still for five seconds); the inspector's book — spell your name yourself, tap the letters in order; the post outside where the people waiting meet the people arriving. The ferry keeps its own clock. New York, 1947: four minutes before dark — one daffodil for one coin from the cart on the corner, then up the street to No. 47, the window with the sill; the cabs honk you to the kerb (nobody is hurt). They live in me. Two detours worth the time — the clock waits while you are with her: the launch MISS LIBERTY from the Battery to Liberty Island — the ranger's facts, the fifty steps up the pedestal, the iron column inside her straight up to the crown (look out through its windows), the door in the east wall into her arm, the ladder to the torch — light it, and the whole harbour sees it blaze; and the Empire State's elevator to the 86th floor for the whole map of the day. Times Square is a walk away.
The second signpost at the mouth of Lusia's lane — On. → the harbour — after the mountains.
Miriam, the dancer
Small moments make a brighter tomorrow
Wind the music box and listen first — the box plays, then you dance it. The lesson, then the recital: three pieces, three lanterns to light. Then the cage on the sill, and the bluebird flies. Then her night in the town: once her story is home, the sign on her porch (E) walks you home after dark. The lamps keep time — every watcher's light in the town swings on the bar of the music box's tune, together, so you can read where the light will be — and a girl who walks with the music (never running, never stopped in the light) is part of the night: gold sparks from her slippers say you're in time, and the lamps see less of you. Small things on the way, in her own words: a melody for the step of a house where somebody small is awake, her little lamp for a dark step, her ball carried and tossed over the fence into the children's yard, a lamp crossed in time, the box (Q) wound where a watcher can hear it. Always last, home: the dark house in the north-east — the box on her own step, the light comes on, and the bluebird comes down out of the dark to sit beside it.
The music room across the lake from the Sunday lawn — over the boardwalk. She is on the porch; after the recital, so is the sign.
Henriëtte
Small friends make big days
The last evening of summer on a farm at the edge of the water: everyone home before dark — the hens, the geese, Pepper the donkey, Buttercup the calf, Mist the cat, and three bales of hay by tractor, Teddy toddling at her heel — lift him and your heart goes quiet, and he calls whoever is nearest home; then the lane at dark to her mother at the quay, Teddy in her arms — and a choice with no wrong answer. Twelve to sixteen minutes, one to four players. The whole board is below.
Past the Sunflower field, where its road runs out — the signpost at the field's corner.

Meet a girl while you are carrying another's story and she offers to let you set it down and hear hers — the first story waits for another night. The girls, top right (or the mirror by Hanka's boat): once a girl's story is told, press Be her tonight on her tile and be her in Tema's town, with her power — Henriëtte brings Teddy: Q lifts him (brave and calm, seen from a little further) or puts him down (small and hard to see) — and her blue butterflies find her in the clearing between nights. The signpost in the clearing — or the Play · games button at the top right, which opens the same menu: The Scramble — the bell by the yard gate, ninety seconds, everyone home (above); The Dash — race Sparrow (you'll see her at the line) or a friend, two messages to the glowing violet door and back, the arrow shows the way; four swinging lanterns throw their light across the street (cross behind it) and two barrels roll wall to wall between the gates (a knock is a moment on the cobbles and three steps back); The Sunday — tennis on the lawn by the water (E on a girl on the bench to play her; click or Space to swing; the lawn opens in Arcade — three points in a row and you're on fire, grab what appears on the court, the kit stand sells the rest — and the two signs by the lemonade table switch Arcade off and Winter on), open to testers; The Dance-off — three pieces on the music room's stage after Miriam's recital, alone against the dancer from the music box or up to four on the marks, the lanterns keep score; The Long Night — below. Hanka's notebook (N) fills as you play — a Did you know? card with a little lightbulb comes up each time a page is written; tap it (or press N) to read at leisure in the notebook — on a phone, tap the card to put it away or Read → to open the page — and the forest by the water grows a tree for every story you carry home. Moments: at the big beats — a girl's card, a set won on the lawn, a dance-off won, a Long Night finished — a photo is taken for you and a small card offers Save to photos and Share through Roblox's own prompts (nothing leaves your device any other way); F12 takes one whenever you like. If you have taken Hanka's bag for her night, the mirror hands it back, and so does Tema by the boat.

The eleventh board

Henriëtte's farm — everyone home before dark

The last evening of summer on a farm at the edge of the water. The sun goes down in about eight minutes — the corner clock counts — and everything alive on the farm has to be home first: three hens (Pearl, Sooty and Nutmeg — grain from the sack by the hen house brings them running, and up the ramp they go), two geese (Greta and Gus, at the pond — a handful of grain and they follow you home), Pepper the donkey (pull a carrot from the patch and he follows it to the barn), Buttercup the calf (ring the bell by the barn door and she comes walking), and Mist the cat (pick her up — she rides on your shoulder — and carry her to the porch). Three bales of hay want carrying in too: climb on the tractor (E), back the trailer up to a bale, hook it (E), drive to the barn door and unload (E). Your boots are made for this — on the farm a jump clears a fence rail (and leaves a few gold sparks). Teddy walks with you. In the daylight he toddles along at your heel, arms and legs going, and sits down when you stop — and waves now and then; one of the blue butterflies may settle on his head, and he looks up at it. Take the tractor and he rides on the bonnet. E on him (or Q) lifts him into your arms: your heart goes quiet against him — and he waves at whoever is nearest and still out, and they come: a hen or Buttercup heads home, a goose or Pepper falls in behind you (no grain, no carrot needed), Mist comes to your feet. He can call once every dozen seconds or so. Q again puts him down — small and careful — and Q once more sets him back on his feet. Bright blue butterflies come and go around Henriëtte herself in the daylight, swirling in and away again. Sit Teddy on the fence post (E) and the whole farm shows itself for a moment, with butterflies over everyone still out. Every animal home is points and coins; all home with a minute to spare is the golden hour.

At dark the lamps come down the lane between the farm and the water, and Henriëtte has to go down it to her mother — Teddy is lifted into her arms for the lane (he never walks at night). Teddy up (Q, or the Teddy button) makes her brave — they see her from a little further; Teddy down makes her small and careful — harder to see. The hedges, the milk cart and the haystack hide a small girl — at dark the fireflies gather over them, so you can see where to hide; the tractor's headlamp (L) is a tell. Seen, you are back at the gate with a heart gone — the animals stay home; the board never undoes the farm. At the quay her mother is waiting, and a child with nothing in its hands. E at the child gives Teddy away; E at Mama keeps him and takes her hand. There is no wrong answer — the card comes either way, and the notebook keeps a different page for each.

After Lusia's story

Meet Lusia herself

Lusia's story ends — in the meadow, and again after the mountains — with an invitation: her whole story is waiting for you at LEDI, where you can ask Lusia your own questions and hear her answer in her own words. The game holds only the invitation; Roblox allows no link out of it. This is where it leads: Virtual Lusia, at virtuallusia.mcada.app — Lusia, answering in her own words. Ask a grown-up to sit with you, and bring the questions the game left you with.

Up to 28 at once

The Long Night

Through the signpost's fourth door, once Tema's letter is home. Hanka says a word, the screen fades for a few seconds, and you arrive in the same clearing — now with a bell post and a gate post (F on the gate post takes you home to the town).

Coins, boards and prizes

Sparrow's cart, the town's boards, and what you win

Tell us what you find

What we need from you

How to report — a message or a shared note is fine
Device — computer, iPhone, iPad, Android
Where — which board, roughly where you were
What you did · What happened · What you expected
A screenshot if you can. ♥ ♥ ♥