Bank your lanterns or push deeper into the night. Free, with optional Crystals.
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Pull the lever. Land the gold. Then decide: bank your lanterns, or push one more stone into the wind.
Afterglow is a one-thumb arcade game set in a neon night market. A giant lever owns the bottom of the screen; the whole plate is the handle. Pull it, watch the sweeping gold band, and release. Gold core moves your cart three stones. Pink shoulders, two. Outside, one.
Then comes the real game. Every single stone asks the same question: bank what the cart is carrying, or push on. Push far enough and a gust rolls through and empties everything unbanked. Greed is cheap. Timing is not.
ONE THUMB, ALL TENSION
No virtual sticks, no menus mid-run. One lever, one release, one decision, over and over.
AN ENDLESS LADDER OF STREETS
Clear a street to open the next. Streets come in tiers of ten, and crossing into a new tier is meant to be felt: the ember runs faster, the wind gets two more gusts. Every tenth street is a named storm (The Gale, The Squall, The Tempest, The Maelstrom, The Afterwind) with a health bar that empties by the road you actually walk, and it pays triple.
HARDER, NOT BIGGER
Difficulty comes from the board, not from inflated numbers. The gold core shrinks and splits. Wipe stones appear five ahead, in plain sight, daring you to keep going.
TWELVE TALISMANS, THREE ON THE BELT
Slow the ember, widen the gold, freeze your aim, ward off a gust, still the wind, walk the cart through, or have the copilot centre the ember and take the pull. Talismans run on mana. The strongest are rationed once a street, and casting the same one twice in a street costs more.
THE NIGHT WHEEL AND THE GOLD POT
Centre five lamps and a free spin is yours: twelve wedges of gold, multipliers, shields, stones and the devil's cut. Gold landing on the strip drops coins in the pot, and a full pot boils over into a fifteen-coin pick board across six rungs of light, CANDLE up to AFTERGLOW. Prizes pay banked, so the wind can never take them. Everything on the wheel is in-game only and has no cash value.
SPEND WHAT YOU BANKED
Between runs, the market stalls open. Lanterns you actually banked buy upgrades for your runs.
LIVE VERSUS RACES AND LEADERBOARDS
Two players, the same streets, a server referee. First to bank the target wins. Post your best runs to the boards under a handle you choose.
IT TEACHES ITSELF
Twelve animated chapters show you the game rather than describing it: the real strip, the real cart, the real wind blowing across the screen. A field guide explains any single symbol you tap.
NEON NIGHT MARKET
Six districts, from Lantern Market and Rain Alley up to Festival Core, each with its own palette and mood, plus punchy haptics and layered arcade sound built for headphones and late nights.
FREE TO PLAY, OPTIONAL CRYSTALS
Afterglow is free to download and play, with no ads. Optional Crystals are sold as in-app purchases through Google Play. Crystals refill your mana bar, which powers talismans. They never buy streets, lanterns or pulls, and you can play the whole game without them.
PLAY WITH OR WITHOUT AN ACCOUNT
Tap "Play without an account" and go. An optional account (email, a sign-in code or an authenticator app) keeps your progress and lets you use versus races and leaderboards across devices, and you can delete it from inside the app at any time.
Afterglow is entertainment. Nothing in it can be cashed out, and in-game prizes have no real-world value.
Support: support.afterglow@gmail.com