This story takes place in a world where magic-users make pacts with demons to do their bidding. The protagonist, Finnit, has a natural aptitude for the magical language that allows this, but no real interest in asserting control over demons, the way his terrible academic advisor, Raekard, insists is necessary. (The game starts by listing the advisor’s authoritarian principles of demon-summoning, which led me to assume at first that they were treated as a universal truth in this world, but perhaps not so much; while there do seem to be some cultural norms backing this up, as seen in historical documents we eventually read, Finnit also has some allies in the academe—it’s just that the person upon whose goodwill his career depends isn’t one.)
When Finnit exploits a loophole to be the winner-by-default of a demon battle royale (having his demon float above the fray while the others destroy each other), Raekard tries to teach him a lesson by brutally killing the demon he summoned. This leaves such an impact on Finnit that later, when given the probably-impossible task of relighting a cursed lighthouse on a treacherous island, he decides to construct a summoning that will call this specific demon to help him.
He does this with all the desperate optimism and lack of concrete information of a Craigslist “missed connections” posting (yes, I’m aware this dates me; no, I don’t know what the modern equivalent is). Luckily, it works, mostly because the demon in question, Vosaphar, is happy to have anything to do other than wander the calciferous wastes.
Vosaphar also has injuries from Raekard’s assault that won’t heal; as we learn, demons’ forms tend to revert to something resembling their self-conception, but the wounds were so deep that they’re part of him now. (This is quite on-the-nose, of course, but in a way I found more charming than exasperating.) And so the two of them fall in love while conducting archival research, fighting off giant birds, trying to figure out how to heal Vosaphar’s wounds, and unraveling the mysteries of the lighthouse.
The love story was sweet and believable (perhaps on a bit of an accelerated timeline, though I’ll admit I was playing late at night and didn’t quite manage to grasp how much time they spent on the island—but even if it is a short time, it makes sense they’d become attached to each other under the circumstances). But what was most interesting to me was what the game does with point-of-view and who exactly is making choices. I do think, though, that discovering that for yourself is probably preferable to listening to me talk about it, so I won’t spoil it.