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Well hey there, Lamplighters!
Isaac Greymoor is ready to bring the heat in the fight against the Banished Court! This hot-headed mercenary is the prodigal son of the past leader of the Lamplighters League. Isaac and Locke are the only survivors from the glory days — and it is time for Isaac to rejoin the cause.
Isaac’s kit revolves around firing his LMG to build Heat. The more Heat Isaac has, the stronger all of his LMG attacks become. But it comes with a tradeoff—for every stack of Heat, he loses some of his Speed.
Each of Isaac’s abilities has a special interaction with Heat and there is a big damage benefit the more Heat he has- but be careful! Every LMG ability taken while Isaac is at Max Heat has a chance to make Isaac Overheated.
With Isaac, it's all about dealing damage and pushing the limits. 





Well hey there, all you scoundrels, rogues, and misfits. We've got a lot of ground to cover today: a new Agent, a new event system, plus a whole stack of fixes.
Does the name Greymoor sound familiar? Don't tell Isaac; it'll go to his head. But you may have heard Locke mention one Lord Greymoor, former leader of the Lamplighters League. Well, Isaac is his son, but the apple fell very far from the tree.
Once you've grabbed the DLC from your store of choice, he will be the next Agent Recruitment mission you find. Or, start a new custom game and skip the intro to select him as one of your starting 4 Agents.
Fate Events offer the story of an adventure in the world outside of Del Vasto’s Landing and what else the League gets up to when not on a Mission or an Expedition. Fate Events usually end in rewards for the League, providing materials for the campaign by resolving each mini story with a choice. Available options can depend on which agents you have recruited, and each option leads to a different conclusion. It’s up to you how the League handles each opportunity!
House Events, on the other hand, occur rarely. These Events usually cost something to complete, but you may then sway the balance of power between the three houses. For these, the available options vary and sometimes can be completed by specific agents—but you can always choose to “Do Nothing” and allow the House to gain a little more ground instead. Choose wisely!
We think Events add a real je ne sais quoi to the game. We get to share more about the world the Lamplighters operate in, and you get the opportunity to choose different outcomes and learn more about this cast of scoundrels…and there’s more control over the strategic layer of the campaign from the added resources and new ways to interact with Doomsday Clocks and Threat. If you are in the middle of a carefully orchestrated campaign and don’t want this to affect your playthrough, the feature can be disabled under Settings. However, we hope everyone enjoys these Events as much as we enjoyed creating them.
Hey everyone!
When opened, the Archives hold a few different kinds of information in different sections: Lore, Field Guide, Status Effects, Hazards, and Phenomena.
The Lore section fills out with Lore as it is discovered; newly found Lore will be marked with a ! for easy identification, and the ! will be cleared when read. The Field Guide section does the same with any tutorials or instructional texts.
Hello Lamplighters,
On another note, it has been 1 month since the release of Lamplighters League!
This patch includes several bug fixes. We are continuing to investigate possible performance improvements, and will continue to address bugs as we prepare our next update. Please report your bugs to us via our Forum
It goes without saying, maybe, but this is a special day for us, and we are so excited to be sharing this game with you. Games like this take a long time to bring to life from the first pitches to the final product you can finally play today. At each stage there are unique challenges—especially when bringing to life a brand new game world and working out new twists for an established and complex genre like turn-based tactics. It can be grueling, especially when the build isn’t feeling fun, or a production deadline is looming. Or, worse, when those two things are happening at once.
The thing is through all of that, the ups and the downs, we were thinking of you. Well, not you, of course, in all likelihood we’ve never met, but you, the player. Would this ability work? Is this still approachable? Are we rewarding high-skill play? Is Marteau smarmy enough? Would you think this moment was funny or that that one was touching?
Back when we first started work on The Lamplighters League, we had some big ideas. We wanted a game that was approachable but that maintained a tactical challenge. We set out to create a game that was wry and fun, but never crossed over into camp or silliness. Above it all we wanted to send you an adventure, an adventure where you command characters, not units. 
A few important notes:
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