
Game intel
Windrose
Windrose is a survival adventure in the Age of Piracy. Explore procedural open world, gather, build and craft. Overcome challenging bosses in soulslite combat.…
Stop searching for it. Windrose has no separate Lamp Oil resource — the fuel is Animal Fat, and you convert it into lamp charges at a Workbench. A completely empty lamp takes 3 Animal Fat for a full refill, done through the Workbench’s Refill/Repair tab rather than your inventory screen. Boars drop 2 Animal Fat, Sows drop 1.
Your first lamp is loot, not a craft: it sits in the left chest inside the Smuggler’s Cache on the starting island. You can craft spares later for 4 Copper Ingots and 1 Rope once you are smelting. That is the whole system — everything below is about doing it efficiently so you are not standing blind at a cave mouth.
Windrose has been in Early Access since 14 April 2026. Every build shipped since — the launch-week connectivity hotfixes, the 30 April stability patch, the 4 May comfort and faction-quest fixes, the 18 May performance pass, the late-June localisation and Linux server update, and 0.10.0.8 on 8 July 2026 — has been technical work. No patch has added a dedicated Lamp Oil item or changed the animal-fat refill cost. Animal fat is still the fuel as of late July 2026, and the next content beat, the Ashlands biome, has not shipped.
On the first island, the Coastal Jungle, head to the southern part of the island, near where the game first nudges you to build a base. The Smuggler’s Cache entrance is deliberately hidden: look for a pile of leaves and wood covering the ground. Break the debris and stairs open up beneath it.
That is the earliest guaranteed lamp in the game. It is worth making this a deliberate trip rather than hoping to stumble into it during a quest, because everything about night play and caves changes once you have it.
Lamps also appear in other Coastal Jungle containers, including a Decrepit Chest at the Pirate Remains near a shipwreck. Those are worth checking for a second lamp for co-op partners, but treat them as bonuses — the Smuggler’s Cache is the one you plan around. While you are down there, the same island rewards a proper sweep; our Traveler’s Camp hidden chest guide covers another container people walk straight past.
Once you are producing copper, the lamp becomes craftable at a standard Workbench:
That is a genuinely expensive early craft, which is why it is a mid-game redundancy — a second lamp for a co-op base, or a replacement — rather than your first move. If copper is your bottleneck, our copper ore and ingot guide is the faster route.
Once you have a lamp, fat is the only resource that matters for lighting.
Some community guides claim other wildlife — Dodos, for instance — can drop fat occasionally. The major guides that document drops name only Boars and Sows, so treat anything else as an unverified bonus and plan your hunting around pigs.
Boars and sows roam the early coastal biome, and there is a good concentration around the Smuggler’s Cache area itself. In practice the productive ground is:
You never need to push into later biomes for fat. A short radius around your first proper camp supplies multiple refills if you let spawns recover between hunts.
Pigs are deceptively dangerous in packs. They aggro in groups when you hit one, favour a charge with a short wind-up, and will chain-hit you if you get surrounded.
Because a full refill is a flat 3 fat, the maths is easy:
If you are also chasing hides off the same animals, the routes overlap almost perfectly — see our rough hide farming guide.
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The refill lives in a tab people never open.
Two details that trip people up. First, 3 fat is the cost from empty; if the lamp still has some of the small starting charge Windrose gives you, 1 or 2 fat may be enough to top it back to full. Second, if the option is greyed out, you are either short on fat or the lamp is not sitting in your inventory where the interface can see it.
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They do. Every charge is a hunt you already paid for.
Turn the lamp on for: caves and underground structures, dense forest at night when navigation gets genuinely dangerous, and interiors dark enough to hide chests or hazards.
Leave it off for: bright daylight in open terrain, and anything within sight of your own base lighting. Ambient light is usually enough and running the lamp there is pure waste.
Carrying spare fat beats carrying spare lamps for solo play. Three fat is lighter and more flexible than a whole second lamp, the fat stays useful if your plans change, and extra lamps only delay the same bottleneck rather than removing it. Multiple lamps make sense for co-op — one pre-filled at each shared base — not for a single explorer.
Windrose does have other placeable light sources you will unlock while building, but no guide or patch note publishes reliable recipe costs for them, so do not build your cave strategy around a specific torch cost. Budget fat and treat any static lighting you unlock as a bonus.
Three, from completely empty. One or two can top off a partially used lamp.
The left chest inside the Smuggler’s Cache on the southern side of the starting Coastal Jungle island, under a breakable pile of leaves and wood, guarded by a Drowned.
Yes — 4 Copper Ingots and 1 Rope at a Workbench, once you are smelting copper.
No. As of version 0.10.0.8 (8 July 2026), animal fat is still the only fuel.