About the Game
WELCOME TO ASHWOOD CREEK, SEPTEMBER 1985
Step into the shoes of Ethan, a police officer in the quaint town of Ashwood Creek—a place where the trees whisper, the mountains loom, and secrets hide just out of sight. What begins as a routine investigation, quickly spirals into a haunting journey through the unknown.
Ashwood Creek feels frozen in time, untouched by the chaos of the outside world. But under the surface, something dark is stirring. A teenager has gone missing. A strange signal is cutting through the static of local radio stations. Lured deeper into Ashwood Creek National Park, you’ll need to tune in to every frequency and every echo of the past in the hopes of uncovering the truth.

A MYSTERY YOU CAN’T IGNORE
As you explore the vast, eerie expanse of Ashwood Creek National Park, you’ll find that your radio is more than just a piece of electronics — it’s your key to survival. Pick up supernatural signals and tune into otherworldly transmissions. But not all signals will guide you to safety… some are meant to lead you astray, deeper into the shadows, where the past waits to confront you.

WHO DO YOU TRUST WHEN DARKNESS FALLS?
Guided by the voice of Robert, your childhood friend and the town’s chief of police, you’ll venture through dense forests, foggy valleys, and forgotten trails. Together, you’ll piece together clues, follow mysterious broadcasts, and uncover the secrets that Ashwood Creek would rather keep hidden. But the closer you get to the truth, the more you’ll realise that some things are better left buried.
Key Features
An Edge-of-Your-Seat Mystery: Unravel a story filled with suspense, supernatural elements, and dark secrets that blur the line between reality and the unknown.
Captivating Characters: Dive deep into a gripping narrative as you uncover the past and present lives of those in Ashwood Creek, including your own.
Stylized Timeless Graphics: Step back into the 1980s with beautifully stylized visuals that capture the nostalgic vibe of the era and the beauty of the nature that engulfs you.
A Beautiful National Park to Explore: Wander through the serene yet unsettling landscapes of Ashwood Creek National Park, where every corner hides a clue... or a threat.
Can You Uncover the Secret? Armed with only your radio and a walkie-talkie, you’ll need to think on your feet, listen carefully, and trust no one.
Created by the solo developer Krystof Knesl, Radiolight offers a unique blend of atmospheric tension, exploration, and a story that will keep you on the edge of your seat. Will you brave the darkness, or will the whispers consume you?
Screenshots
12 imagesVersion Information
Steam Patch Notes
Official update history
This update is the first to focus on massive performance improvements for systems with limited resources.
To accommodate everyone I have been working on the compatibility, readability and further improving controller support. We tested this on the Steamdeck with incredible results we nearly doubled the FPS!
Below I will go a little more in depth about the technicalities for anyone interested:
When looking for optimisations we started by comparing areas that performed better and those that performed worse. The worst performing area we found was the initial house, so we started investigating and lo and behold we found a culprit:
[carousel autoadvance="true"][img src="{STEAM_CLAN_IMAGE}/39050852/6eb2dfb304151c880bdf3bd9233a78a1ba007efa.jpg"][img src="{STEAM_CLAN_IMAGE}/39050852/b2f73c83ed58ac39bc7692a8fe891fe08d3f370c.jpg"]When turning off the light in Mia's bedroom the framerate increased more than expected.
Using this new knowledge we experimented with the different settings and found that the performance was mostly tied to the shadows. The difference between having them on, even at the lowest settings, and turning them off far outweighted the other settings we tweaked.
Now I was quite sure that the performance issues were lighting related. We started profiling and looking for all the potential improvements. The most promising:
Tweaking light attenuation; the lights on one floor lit walls that extended to the next floor, this required unnecessary computation in the lighting pass and shadow depth maps.
Occlusion culling; Ethan's home is one of the few locations in the game where multiple objects are stacked on different floors and surfaces some of which are dynamic like the drawers in the desk. This created occlusion overhead and overdraw inefficiencies as the engine had to consider the status of obscured objects and their indirect effect on the scene's lighting. With some tweaks I was able to reduce the load in strategic points in the game.
Dynamic lighting; my scenes used dynamic lights when they were likely to cast shadows. Some of these could be converted to stationary or even static lighting. This explained the strong performance hit from the desk light in Mia's room. The biggest problem I found was caused by the moon, set as a movable (dynamic) light. Normally instancing objects helps tremendously in optimising games. Instead of your processor individually requesting the data for each tree in the forest it groups a request for all similar objects and it iterates as it is told to. This allows the processor to condense thousands of computation requests into a couple dozen. Faithfully I had employed this tactic. However, because the lighting from the moon hit all trees, the depth pass had to individually consider each tree.
The following screenshots show a before and after the optimisation. The goal was for the visual differences to be minimal while increasing the framerates. This first comparison shows Mia's Room, one of the "worst case scenarios". Before 26FPS, after 54FPS on otherwise identical settings.
[carousel autoadvance="true"][img src="{STEAM_CLAN_IMAGE}/39050852/bbc92b72cc8a0853da25f4909e57099c72987367.jpg"][img src="{STEAM_CLAN_IMAGE}/39050852/85f8b3d7070da3ab180b9abfee9100f67ffaaafc.jpg"]This second screenshot shows a before and after of a less impacted but more typical area in the game, the patch of forest right outside the visitor centre. The framerate increased from 51FPS to 60FPS.
[carousel autoadvance="true"][img src="{STEAM_CLAN_IMAGE}/39050852/d4b35523c46c5b008106eac379d9757526d149d9.jpg"][img src="{STEAM_CLAN_IMAGE}/39050852/91706f5f85475bc1a9b593644f19dc0318471274.jpg"]
I am looking forward to keep you updated in the new year. Best wishes and see you out there,
Krystof
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Radiolight
Iceberg Interactive
Fixed an issue where you could get defeated on spawn (Thank you @Terziev)
Fixed an issue with german translation (Thank you @beerisvictory)
Fixed an issue where hatchet or map would not activate through the inventory menu sometimes (Thank you @Ashley S.)
Fixed an issue where bear and deer figurines would appear without an icon (Thank you @Jow)
Fixed an issue with axe prompt not getting cleared when equiped from the inventory
Fixed an issue with door at the ending area (Thank you @Eric H.)
Improved overwriting behavior when starting a new game
Improved keybinding slightly
Fixed an issue with credits music not being affected by volume settings
Fixed an issue with mouse smoothing resetting between sessions (Thank you @Woodstock)
Fixed an issue with camera glitching in the ending sequence
Fixed an issue where you could jump over certain bushes (Thank you @Tim)
Fixed an issue where an important report dialog would not trigger sometimes (Thank you @Majax)
Fixed an issue with missing collision in the quarry (Thank you @ShutEye_DK)
Fixed issues with german translations (Thank you @beerisvictory)
Fixed issue where devices would not be equipable sometimes (Thank you @caretaker)
Fixed an issue where car doors would not be openable after load (Thank you @dohh)
Added a “Current Goal” UI when map is held
Fixed an issue where planks placed at the bridge wouldn’t save (Thank you @KIND ØF GΞNTLΞMΛN)
Fixed an issue with the first bridge not appearing
Fixed an issue where caves wouldn’t load when approached from a different direction
Fixed an issue where UI would appear to fix the antenna even if it has already been fixed and issues with antenna saving (Thank you @ImVertzo)
Fixed an issue where key to search party cabin would not load if not previously taken
Fixed an issue where picnic area was not loaded when you returned (Thank you @Majax)
Fixed issues with keybindings - keys can now be bound to mouse buttons, they appear and load into every session (Thank you @Jow)
Fixed an issue where pausing the game while the inventory was open would make you stuck (Thank you @Makira)
Fixed an issue where the window at the ranger cabin would allow you to leave while a sequence was happening (Thank you @Microsoft Teams)
Fixed an issue where the radio line would sometimes disappear
Fixed an issue with Steam Deck automatically booting in 4k resolution (Thank you @beerisvictory)
Fixed an issue where you could get stuck outside the ending area (Thank you @coffin_carver)
Fixed issues with the walkie / radio not working sometimes
Added an 'Apply Settings' button
Current Release
Build 21347908
Uploaded Aug 05, 2026
System Requirements
How to Install
Radiolight.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
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View AllDownload Radiolight for PC with a direct link or via torrent. Get the full version of Radiolight for free. Radiolight is a Adventure released by Krystof Knesl.