Last Light at Hollowfern
A hundred fighters land by ferry. Nightfall closes in from the edges. Be the last one standing when the light goes.
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About Last Light at Hollowfern
Last Light is a hundred-player battle royale that runs in your browser, in full 3D, with no download and no sign-up. A hundred fighters wait at a timber harbour at the southern end of a river. Ten ferries cast off one after another, ten aboard each, and run the length of the valley while everyone picks their moment to jump ashore. You land with nothing. Not a pistol, not a knife — your fists, and whatever you can find.
Finding things is the first half of the game. Three-walled huts stand scattered through the forest and each one holds a few supply caches: a Ranger carbine, a marksman rifle with a scope, a pump shotgun, a Bramble SMG, a hunting knife, medkits and bandages, an armour vest, frag grenades, a 2× optic and energy drinks. Everyone else is foraging too, and a fighter who reaches a hut before you does not leave much behind. When someone goes down they drop a bundle, and looting the fallen is how most arsenals get built.
The second half is the light. The zone in Last Light is not a wall on a map — it is nightfall, closing in from the edges. The safe ground is the last sunlit patch, and it shrinks in phases while a low sun sinks behind the ridge. Outside it your health drains and the world darkens until you can barely see the trunks. A timer in the corner tells you how long the current light holds and how wide it is, and a pulsing warning tells you when you have strayed.
What makes it different from the battle royales it borrows from is what the map does not show you. Nobody appears on the minimap by position. Only noise does. Sprinting through ferns rustles them, brushing a tree flushes birds out of it, a gunshot pings the whole forest. Crouch-walking is silent. So the map is a sound picture rather than a radar, and the player who moves quietly and listens hard has an edge over the one with the better gun. Throwing a stone makes a noise somewhere else, and more than one hunt has ended by chasing a pebble.
Height matters. Some of the old conifers carry a ring at the base; walk up, press use, and you climb to a perch high in the branches with a view across the valley. The marksman rifle and its scope were built for exactly that, and so were the AI, who will investigate a shot and look up.
The other ninety-nine are AI, and they are not target dummies. Each one has eyes, ears and priorities: they forage when unarmed, fight in melee when they have to, hunt what they hear, take cover and strafe at engagement range, heal when hurt, throw grenades, wear vests, and abandon everything to run for the light when the zone moves. They run rather than walk. They will shoot each other as readily as you. Live multiplayer is on the roadmap, and when it lands every real player who joins will take a bot's place, so the hundred stays a hundred.
When you are downed, a short killer cam turns you toward whoever did it and tells you the distance, so a death is a lesson rather than a mystery. The kill feed names who dropped whom and with what. Damage numbers float off every hit, headshots marked, so you always know whether your shots are landing.
Beyond the main mode there are team arenas on a tighter circle of forest: first to thirty eliminations at four a side, or timed rounds of ten, fifteen or twenty minutes at two, four or ten a side. Everyone starts armed, respawns are placed on your team's side farthest from the enemy, and a scoreboard runs across the top. And there are three worlds to fight in — Hollowfern's old-growth pines and cold river, the snowfields and long sightlines of Frostfell Reach, and the dunes and saguaro of Ashmar Flats — with two city maps coming next.
How to play Last Light
Type a callsign, pick a map and a mode, and drop in. At the harbour, walk onto Ferry 1 and press F to board, or press Enter to skip the wait. Once the ferry is running the river, F or Space puts you ashore — pick a stretch of bank near a hut and away from other jumpers.
Find a hut. Press F at a cache to take what is in it, and again at a fallen fighter to loot their bundle. Switch weapons with 1–5 or the mouse wheel, reload with R, heal with H, throw with G.
Move with WASD. Shift sprints but is loud; C crouches and is silent; Z goes prone, where you are very hard to see and can still fire. Q and E lean out from cover. Right-click aims down the sights, and on the marksman rifle brings up the scope. Tab holds the big map.
Watch the light. The timer in the top-left tells you when the next phase closes and how far the safe ground reaches. Move early, along cover, and listen to the minimap on the way — every mark on it is somebody making noise.
Climb when you can. Marked conifers take you to a perch; S brings you down, F drops. From up there the whole valley is a shooting gallery, as long as nobody heard you go up.
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Last Light rankings
Ranked by eliminations, wins as trophies. Scores are reported by the browser that played the match, like every board on this site — a bit of fun rather than a competitive ladder. The game's own start screen has the weekly and monthly table by callsign.
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Last Light — frequently asked questions
What is Last Light?
A free browser battle royale for a hundred fighters. Everyone waits at a harbour, boards one of ten ferries, and lands on a 640-metre map with nothing but their fists. You forage huts for guns, kits and grenades, loot the fallen, and stay inside the shrinking patch of daylight — the zone here is nightfall itself, closing in from the edges.
Why can I not see the enemies on the map?
By design. Nobody shows on the minimap by position — only their noise does. Running rustles ferns, brushing a tree flushes birds, a gunshot pings the whole forest. Crouch-walking is silent. When somebody hits you, a red X marks where the shot came from for a few seconds.
How do I get a weapon?
You land unarmed. The three-walled huts scattered across the map hold supply caches — carbine, marksman rifle, pump shotgun, SMG, hunting knife, medkits, bandages, vests, grenades, a 2× scope and energy drinks. Walk up and press F. Downed fighters drop a bundle you can loot the same way. Keys 1–5 or the mouse wheel switch weapons.
Can I climb trees?
Yes. Some conifers have a ring marked at the base; press F within reach and you climb to a perch. S climbs down, F drops. The marksman rifle and its scope are built for it.
What are the arena modes?
Two team modes on a tighter circle of forest: Arena · first to 30 (4 v 4, the first team to thirty eliminations wins) and Arena · timed (2 v 2, 4 v 4 or 10 v 10 over 10, 15 or 20 minutes). Everyone starts with a carbine and respawns at their team's side of the map, farthest from the enemy.
Are there other maps?
Three today: Hollowfern Forest (old-growth pines, ferns and a cold river), Frostfell Reach (snowfields, frosted pines, long sightlines) and Ashmar Flats (dunes, saguaro and red rock). Two city maps — Doom Downtown and the cyberpunk Neon Quarter — are coming next.
Are the other 99 players real people?
Not yet. The hundred fighters are AI with their own eyes, ears and priorities — they forage when unarmed, hunt what they hear, heal when hurt and run for the light when the zone moves. Live multiplayer is planned; when it arrives, every real player who joins replaces one bot.
How do the rankings work?
Every finished match — battle royale or arena — records your wins and eliminations under your callsign. The start screen shows this week, this month and all time. Results are reported by the browser that played the match, like every board on this site, so treat it as fun rather than a competitive ladder.
What do the controls look like?
PUBG-style. WASD move, Shift sprint, C crouch, Z prone, Q/E lean, mouse aims and fires, right-click aims down sights, R reload, F use / board / climb, H heal, G throw a grenade or a stone, Tab enlarges the map. The full list is under Controls on the start screen.
Does it work on a phone?
Yes, in landscape. Touch gets its own control cluster — fire, aim, reload, jump, crouch, lean, use, heal and grenade — plus a smaller minimap. It is a demanding 3D game though; a recent phone and a good connection help.
Why does my screen go dark?
You are outside the light. The safe ground shrinks in phases and the timer in the top-left tells you how long the current light holds and how wide it is. Outside it your health drains and everything darkens — get back inside. Bots do the same.
It is running slowly. What can I do?
Pick Low or Medium on the start screen. The game also steps its own quality down automatically when it drops under 24 frames a second, and the HUD shows your live frame rate so you can see the effect.
Tell us what to fix
Found a bug, or think something should play differently? This goes straight to the developer — no account, no email address required.