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.
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.
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.
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.
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.
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.
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 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.
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.
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).