Keeper is an atmospheric third-person adventure whose wordless story is set in a post-human world. The title places us on an island where we find a lighthouse, a trace of another era that has been left without a purpose. After several centuries of dormancy, the lighthouse moves unexpectedly, falls to the ground and breaks, but with the same surprise that began its movement, it is reassembled and stands up on legs. Between stumbles, the lighthouse feels the impulse of a purpose, and without knowing very well the reason, he begins a journey towards the mountain in the center of the island.
Shortly after beginning his odyssey, the lighthouse encounters a seabird that was part of a flock that was being chased by the same darkness that spreads across the island. When the bird lands on the lighthouse, its light is activated and drives away the darkness. From here a narrative adventure of exploration and puzzles begins.
Players must guide the lighthouse in its mission to reach the center of the island, and to do so they will have the help of a bird that responds to the name of Twig and whose ability consists of being able to interact with mechanisms. For its part, the light from the lighthouse is able to affect flora and fauna, repel the darkness that spreads through the environment and guide Twig towards specific objects. To complete Keeper's «story of mystical metamorphosis» and tale of friendship, players must draw on their intuition, creativity, and curiosity. For Double Fine fans, the game hides elements that connect it with other works by the studio.
Behind the development of Keeper we have Lee Petty, a creative director who joined Double Fine 20 years ago as artistic director. As he himself explained, the genesis of the game is found in the pandemic, when he began to complete walks with his family while reflecting on the situation and destiny of humanity. For Petty, the key to Keeper is the unexpected.