QUANTUM LANTERN STUDIOS · FIELD JOURNAL
Vol. 1 — kept since 2025 · one entry at a time
Field notes from a one-person game studio

Small worlds, always growing.

This is the working notebook of Quantum Lantern Studios — warm, curious incremental games where every run, sprout and stone builds on the last. Two power curves on the bench, one pair of hands, no hurry.

the lantern stays on while anything is still growing — F.F.
exhibit 00 — the lantern itself
Specimen № 1 — now in development

Keep Rising — hold the wall, grow the numbers

Keep Rising is a medieval defender-incremental for PC and Steam, single-player, currently in development.

Formerly “Castle Defender”Keep Rising key art — a moonlit stone castle firing cannons and frost magic at a horde of orcs, wolves and a stone golem
fig. 1 — night three of the siege, wolves at the barricades. first key art.

The game that named the studio’s direction. It started as a jam prototype about a very stubborn gate — then the prestige loop clicked, and it refused to stay small.

A medieval defender-incremental. Actively command towers, troops, heroes and spells to hold a castle under endless siege — and when the walls finally give, prestige. Your fortress persists between runs, growing from a wooden keep into a god-tier citadel: every siege you lose makes the next one winnable, and the numbers never stop climbing.

it was supposed to be a weekend jam. it is now a spreadsheet with a moat

Specimen № 2 — in development · 2026

Botanitech — cultivate the machine, compound the wild

And for the hours after the siege: the quieter incremental on the bench. Same love of growth curves, traded from cannons to chlorophyll.

In development · 2026Botanitech key art — a terraced greenhouse of brass pipes, glass domes and glowing blue flowers above a waterfall valley
fig. 2 — the terrace gardens above the falls. key art, work in progress.

Botanitech is a bio-engineering garden incremental for PC, Nintendo Switch and Steam Deck, playable solo or in two-player co-op, in development for 2026.

A garden that compounds. Aboard a drifting orbital arboretum you splice circuitry into seedlings, and every specimen you get working feeds the next: more light, more power, more garden. What starts as one glowing sprout slowly snowballs into a whole humming ecosystem — quiet on the surface, relentless underneath.

co-op splicing finally works — do not let Circuit Moss near the airlock again

From the specimen ledger
SP-01EmberfernDrinks daylight through its fronds, breathes it back as a warm glow after dusk. The first plant I ever got working — and the first rung of every power curve since.
SP-02Circuit MossLow-voltage moss that carpets old machinery and quietly reroutes power as it creeps. Left alone, it compounds. Will absolutely overgrow your wiring if you let it.
SP-03Lumen PodA seed that boots like a tiny reactor. Crack one open and it can light a whole greenhouse — or blow your fuses. Ask me how I know.
The studio

A solo studio playing the long game.

I make incremental games — worlds built around progress that sticks. Numbers that climb, gardens that compound, walls that rise a little higher every run. Nothing you build here is ever wasted.

And I make them warm. The grind wears lantern-light: games for the quiet hours, played with a blanket and the lights turned low, where a castle remembers every stone you ever laid and a greenhouse hums a little louder each night.

  1. Progress you can keep

    Every session should end with something permanently gained — a taller keep, a brighter bloom, a number that will never be that small again.

  2. Warm loops

    Incremental does not have to mean cold spreadsheets. The math wears a world: lantern-light around the numbers, never instead of them.

  3. Slow craft

    I would rather ship one small world that truly compounds than ten that merely flicker.

One indie dev, one shared lantern, two power curves in the making. I ship when it glows.

Devlog — from the workbench
Apr 2026 Botanitech

Wiring the first seedling

How the splice system turns a humble sprout into a living circuit — and why we rebuilt it three times.

Jan 2026 Tech

Lighting the greenhouse

The soft volumetric glow that gives our nights their warmth, without melting your GPU.

Questions people actually ask
What is Quantum Lantern Studios?

Quantum Lantern Studios is a one-person independent game studio founded by Florian Fülbert, making warm, curious incremental games — small worlds where the numbers keep growing. The studio is currently developing two titles: Keep Rising and Botanitech.

What is Keep Rising?

Keep Rising is a medieval defender-incremental for PC and Steam, currently in development. You actively command towers, troops, heroes and spells to hold a castle under endless siege, and prestige when the walls finally give — your fortress persists and grows between runs. It was previously announced under the working title Castle Defender.

What is Botanitech?

Botanitech is a bio-engineering garden incremental set aboard a drifting orbital arboretum, in development for 2026. You splice circuitry into seedlings and every working specimen feeds the next, compounding one glowing sprout into a whole humming ecosystem.

What platforms will Botanitech release on?

Botanitech is planned for PC, Nintendo Switch and Steam Deck. It can be played solo or in two-player co-op.

Who makes Quantum Lantern Studios games?

Every Quantum Lantern game is made by Florian Fülbert, the studio’s founder and sole developer, who handles design, code and art direction. You can reach the studio at [email protected].

When will Quantum Lantern games be released?

Botanitech is in active development targeting 2026. Keep Rising is also in development and does not have a release window yet. Release news goes out through the studio devlog and mailing list first.