Dawnlamp: 12 upgrades and tips

Hold off a moth swarm with your lamp for five minutes. Controls, moths, upgrades and tips, in that order.

What the game is

A run lasts up to 300 seconds. You stand in the middle with one lamp and hold off moths from every side.

Attacks are automatic: flames go to the nearest moth. Your only job is deciding where to move.

Moths come in larger numbers, faster and tougher as time passes. Health 0 ends the run. Reach 300 seconds and it is a clear.

Score is seconds survived plus kills.

Controls

Phone

Press anywhere and drag to walk that way. One thumb is enough. Let go to stop.

Keyboard

Walk with WASD or the arrow keys. Going diagonally is not faster.

Level up

Tap one of three cards. Time stops while you choose.

The three moths

Gnat

The common one. Health 3, hits for 6. Drops 1 ember.

Dart moth

Mixes in from 15 seconds. Health 2, fragile but fast. Hits for 5.

Great moth

Appears now and then from 40 seconds. Health 24, slow, hits for 14. Drops 5 embers.

Over time

Moth health grows with time and is 2.5 times the start by 300 seconds. At most 300 moths are on screen at once.

When you are hit

You start with 100 health. After one hit you cannot be hit again for half a second.

The 12 upgrades

This list uses the same text as the cards on the level-up screen. An upgrade stacks up to its rank cap. Maxed upgrades drop out of the offers.

Where luck comes in

Luck shows up in two places: where and which moths spawn, and the three upgrades offered at each level.

The three offers are drawn at equal odds from upgrades that are not maxed yet. There is no paid roll and nothing with cash value.

With the same seed both are identical, so a challenge link starts you under the same conditions as your friend.

Tips

Do not stand still

Standing still lasts about a minute. Once moths ring you, hits come fast. Drift slowly toward the thin side of the swarm.

Stay off the walls

Near a wall your exits shrink. Circling wide near the middle lasts longer.

Fire rate and forks first

In bot tests, fire rate and Forked Flame give the biggest single gains. That is an average, not a promise for one run. Boots and fireflies gain less.

Pick up embers

Embers stay where they drop. Pull widens your pickup range and speeds up leveling.

Daily run and challenge links

The daily run uses the date as its seed. One run per day opens under the same conditions, by Korean date.

The challenge button on the result screen copies a link carrying the seed. Whoever opens it gets the same moths and the same offers. Rankings and personal records are not stored on a server.