Every so often, a game comes along that reminds you why you fell in love with gaming in the first place, and believe me, Keeper absolutely fits the bill. It’s weird, warm-hearted, and wonderfully unexpected, with players taking on the role of a sentient lighthouse (yes, really) that wakes up one day, sprouts legs, and decides to climb a mountain – all whilst making friends with a plucky bird named Twig as they set out through a world that’s as touching as it is surreal. Trust me, it might sound utterly bizarre, but it’s also brilliant.
Check out some screenshots down below:




There’s no dialogue in Keeper, no walls of text to go through, and not even a narrator to explain what’s going on, yet somehow, it’s one of the most emotionally expressive games I’ve played this year. Everything is conveyed through movement, animation, and sound, with the lighthouse’s glowing eye serving as its only face. It might sound a little simplified, yet with a subtle tilt or flicker, it manages to convey joy, sadness, and curiosity in a way that a lot of human characters I’ve seen in game have never quite managed to nail. Honestly, it’s so effective that I instantly found myself endeared to the character.
The bond between Keeper and Twig also proves to be special throughout, with their friendship growing naturally as they journey across strange landscapes – and whilst the plot is open to interpretation, the themes of connection, change, and hope shine through clearly. It’s a game that leaves room for you to find your own meaning, all whilst providing a beating heart through friendship… it’s part of what makes Keeper feel so special
At its core, Keeper is an exploration-driven puzzle adventure, with players guiding the lumbering lighthouse across beautifully detailed biomes and using their light to interact with the world. You’ll shine beams on overgrown vines, awaken ancient stones, and coax dormant plants back to life, whilst Twig also lends a wing here and there, tugging on vines or pulling levers to open up new paths.
“Keeper is Double Fine at its most imaginative – a beautifully strange experience that somehow makes you care deeply about a walking lighthouse.”
It’s all quite simple in design really – the puzzles never stump you for long but they’re designed smartly enough to make you feel clever when you piece them together, the controls are smooth and easy to understand, the camera cleverly guides you without a map or markers, and the world always gives just enough hints to keep you progressing without feeling stuck. There’s a gentle rhythm to it all, with no combat, no fail states, and no frustration to be found when playing… just a steady flow of discovery that ensures it always feels satisfying to play. There’s always enough going on that you’ll feel engaged, all without ever putting pressure on the player to succeed.
That said, the slow pacing and low difficulty probably won’t be everyone’s cup of tea. If you want challenge or a game that pushes your skills, you won’t find any of that in Keeper. But honestly, if you stick with it, you’ll certainly be rewarded, with the game blossoming into something far more ambitious with new mechanics and striking visual moments that help elevate it from being just another cute and cozy game to something truly memorable.
Visually, Keeper is simply breathtaking. Each area feels like a hand-painted dreamscape, rich with detail, stunning visual effects, and oozing with that wacky sense of personality that Double Fine is renowned for. One moment you’re walking through glowing marshes filled with strange flora, whilst the next you’re exploring a clockwork city ruled by sentient machines – Double Fine’s art team has outdone itself here, creating a world that truly does feel alive… it’s the sort of world you simply won’t want to leave.
Check out some screenshots down below:




What strengthens its art direction is how every camera angle feels carefully chosen, almost cinematic in its presentation. When the perspective shifts, it feels intentionally designed to make the player soak in the world, as though every shot was framed to highlight the beauty or mood of the moment. Keeper is linear in design when it comes to exploration, but the way it’s so perfectly framed as you explore makes that linearity feel like a core part of the experience. It just gets all of the little things right, with it clear that a lot of love and care went into making the game feel special.
If I was going to really nit-pick, I would say it’s a little on the short side, with the game easy beaten in around four hours. Whilst I do think the length is ideal for the type of game it is, there might be some who wish it was just a little bit longer. There were a few frame rate drops here and there too, but it’s nothing game-breaking that takes you out of the world at all (and hopefully nothing that a patch or two won’t fix). Small flaws really, but the little things that show that Keeper does have some imperfections.
Keeper Review
Keeper is Double Fine at its most imaginative – a beautifully strange experience that somehow makes you care deeply about a walking lighthouse. It’s gentle, relaxing, and bursting with personality, proving that a game doesn’t need complex mechanics, lengthy dialogue, or a constant sense of challenge to leave a lasting impression. And sure, it’s not going to push your skills to the limit and its slower pace probably won’t be for everyone, but honestly? That’s part of its charm. This is a game about slowing down, soaking in the scenery, and finding light in unexpected places, and believe me, it’s all comes together wonderfully to make for a very special experience.
Developer: Double Fine Productions
Publisher: Xbox Game Studios
Platform(s): Xbox Series X|S (Reviewed), PC
Website: https://www.xbox.com/en-gb/games/keeper


