
Waning Light is a story-rich card battler with life-sim elements, where players navigate five days of balancing real-world responsibilities and a shifting dream world shaped by their choices. What you focus on, and what you neglect, changes how both worlds unfold.
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Waning Light is a story-rich card battler with life-sim elements that explores how mental health can shape everyday decisions and experiences.
In this demo, players take on the role of a young adult over the course of five days, balancing responsibilities in the waking world while confronting those same pressures in a dream world at night.
During the day, players decide how to spend their limited energy.
Time can be spent on school, work, relationships, or self-care, but not everything can be done. What is neglected does not disappear, it carries forward.
At night, those choices take form in a dream world.
Players explore shifting environments and engage in turn-based card combat against enemies shaped by what was left behind.
Cards are earned through choices and actions, and can change in effectiveness depending on the player’s emotional state.
Waning Light is designed to reflect aspects of mental health, including depression, through its systems and structure.
The goal is not to provide solutions, but to create a space for reflection, understanding, and conversation.
This demo presents a contained five-day experience that introduces the core systems, narrative tone, and gameplay loop. It was developed for a capstone project by the following Mohawk College Students:
Ignacio Cajiao
Jennifer Rodriguez Corpas
Johann (Jayce) Carlos Gagui
Rowen Daley
Logan Benson
Varsha Vinod
Dave Coventry
Trevor (TJ) Beckham
Note: The demo is a prototype of the concept and is not a reflection of the finished project. It offers a glimpse into how choices, emotional state, and gameplay intersect.