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1So it's the middle of the night, you're [[VideoGame/SilentHill1 being chased by mangled oversized toddlers with knives through a Kafkaesque take on a dark and twisted elementary school]], and you realize that in all the chaos you've completely forgotten to change the batteries in your flashlight. Sounds like a problem, right? Wrong! Your portable light source will never run out [[GameplayAndStorySegregation unless the plot dictates otherwise]]. Of course, many games don't take enough in-game time to complete for four D-cells of battery power to run out. But even if you can [[TakeYourTime take weeks or even months]] to complete the main plot, the flashlight will never run out. Definitely an [[AcceptableBreaksFromReality Acceptable Break from Reality]].
2
3The infinite flashlight shows up just as often in horror games with very poor lighting as it does in games in general where use of a light source is less involved in the game design, especially short indie games. This can be either as an acceptable break from reality, or for pragmatic reasons: it's easier to program a dynamic light source that just exists than it is to code in a dynamic light source governed by a counter that decreases over time at a rate to be determined by the programmer, and replenished by means that also have to be coded in.
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5Often overlaps with NuclearCandle, where a tiny matchstick is all that is needed to fully illuminate an entire room. HollywoodTorches are more often than not infinite as well. Curiously, [[GunAccessories tactical gunlights]] will be infinite 99 times out of 100[[note]]despite the fact that, in those, the battery is being pushed as hard as possible for maximum output, and as such they should drain completely in an hour or so[[/note]]. On faster-paced games like [[FacklerScaleOfFPSRealism shooters on the classic end of the Fackler scale]] (especially older ones), these tend to also be a HandsFreeHandlamp. Guaranteed to see extensive use on a [[BlackoutBasement dimly-lit level]], and moreso on [[WhoForgotTheLights a dimly-lit game]].
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7Commonly, this variety has a dimmer output than its contrasting counterpart, the TenSecondFlashlight, the usual result when developers try to avert this.
8
9----
10!!Examples:
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12[[foldercontrol]]
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14[[folder:Action Game]]
15* Dante from the first game of ''VideoGame/DevilMayCry1'' collects a nugget of [[FantasticLightSource Luminite]] as a makeshift lantern. The light never fades, which is helpful in later levels after the sun has set or when you have to delve underground, and doesn't get in the way since [[HandsFreeHandlamp Dante doesn't exactly hold it by hand]].
16[[/folder]]
17
18[[folder:Action Adventure]]
19* If you throw a [[BlindedByTheLight Flash Bomb]] in a dark cave in ''VideoGame/BlasterMasterZero'', [[NuclearCandle the entire cave will be illuminated]] for as long as you are in it.
20* In ''VideoGame/HollowKnight'', you can light up really dark areas with a lantern holding tiny bioluminescent bugs which you never have to worry about dying or otherwise stopping providing light.
21* ''VideoGame/TheLastOfUs'' features a never ending flashlight even though it's probably 20 years old. The game adds a completely arbitrary need to {{waggle}} the controller to charge it when the light begins to flicker, if only for the illusion of concern the battery might die.
22* ''Franchise/TheLegendOfZelda''
23** ''VideoGame/TheLegendOfZeldaALinkToThePast'' has a lantern that consumes magic to light TenSecondFlashlight torches, but always lights up the area in front of you just fine.
24** On ''VideoGame/ZeldaIITheAdventureOfLink'' once you get the Candle, all dark caves in the game are automatically lit, [[NuclearCandle through and through]]. You don't even have to select it.
25* Luigi's flashlight in ''VideoGame/LuigisMansion'' never runs out throughout the entire game. Admittedly, the game isn't supposed to take that much time, but you still use the flashlight a whole lot.
26* The flashlight in ''VideoGame/TombRaiderLegend'' lasts a few seconds, while the flashlight in ''[[VideoGame/TombRaiderUnderworld Underworld]]'' is indeed infinite.
27* The ''Film/WhoFramedRogerRabbit'' game for the NES... sort of. For some reason, you have to use a different flashlight in each cave, but those caves stay lit permanently. [[NuclearCandle And all over]].
28[[/folder]]
29
30[[folder:Adventure Game]]
31* The obscure 1984 computer game ''VideoGame/BelowTheRoot'' (based on Zilpha Keatley Snyder's ''Literature/GreenSkyTrilogy'') has an underground area that is pitch-dark. It's possible to obtain honeylamps that provide light for a short time, but to fully explore the area and beat the game, it's highly recommended that you obtain an item called the spirit lamp, which provides light for as long as you hold the item.
32* In ''[[VideoGame/ColossalCave Adventure]]'' (the text game from 1976) your first set of flashlight batteries will run out fairly quickly. After you replace them, the fresh batteries last forever.
33%%* Played straight with the flashlight in ''VideoGame/{{Kholat}}''. It's extremely helpful, as it's AlwaysNight after the starting area, and the farther you are from the center of the map, the darker it gets. You also use it to read the notebook entries and the map. %%Missing context: What is played straight with the flashlight.
34* The flashlight in ''VideoGame/ManiacMansion'' comes with old, corroded batteries, that inexplicably last forever – ''unless'' you are in the one room where the game actually requires you to have a light source to do something, and a PixelHunt in the dark won't cut it.[[note]]If you try anyway, your character will state "Well, I tried, but since I can't see, I'm not sure I did it right." And they invariably didn't.[[/note]] In that case, the batteries will burn out instantaneously, forcing you to find fresh batteries somewhere, which last you the rest of the game.
35%%* ''VideoGame/MissingChildren'': There's no kind of indicator that shows [[PlayerCharacter Sato]]'s flashlight's battery life, nor are there flashlights to find and collect. So, it's quite likely this trope's in play. %%Examples are not arguable.
36* In ''Ghost Dogs of Moon Lake'', ''VideoGame/NancyDrew'' can use her flashlight as much as she likes in the one area it's necessary. But of course, when she finds ''another'' dark space, the batteries instantly die and she needs to head off for more. After that, the flashlight works perfectly for the rest of the game.
37* ''VideoGame/TheRadioStation'': The flashlights you collect in the game are always on and shining brightly when you use them.
38%%* Played straight in ''VideoGame/{{Rama}}''. It takes place in the distant future, and Arthur C. Clarke did hope that we would tap into zero-point energy someday. %%Missing context: What is played straight.
39[[/folder]]
40
41[[folder:First Person Shooter]]
42* Flashlights, torches, candles and NightVisionGoggles in ''VideoGame/SevenDaysToDie'' work indefinitely with no tending to necessary. The mining helmet is also infinite, and will work even if it's technically broken (hit points at 0 and offering no armor protection at all); same goes for any helmet with the helmet light mod installed.
43* ''VideoGame/TheAdventuresOfMassmouth'' has the Zippo Lighter "weapon"[[labelnote:+]]actually a replacement for the chainsaw, that makes clever use of the id Tech 1 engine's built-in MuzzleFlashlight code[[/labelnote]], used to light up the dark areas in the mine level. It can be used indefinitely, but you can't use your guns while holding it.
44* In the first two ''Franchise/AlienVsPredator'' first person shooters, the Marines have shoulder lamps that only last several minutes, and their nightvision drains power way faster (although the power recharges over time, and rather quickly at that). Aliens and Predators, however, have no such limits thanks to the species' natural abilities and high-level technology respectively.
45* ''VideoGame/BioShock''
46** In ''VideoGame/{{Bioshock 2}}'', your suit will automatically turn on in dark areas. Given that you're playing a not-quite-human ''thing'' that [[ColourCodedForYourConvenience can change what color its body to express its mood]], it's less of an "Infinite Flashlight" and more of "Making Yourself More Bright When You Need It".
47** In ''VideoGame/BioshockInfinite'' the Police in the Soldiers Field Carry flashlights that won't go out after they're dead.
48* In ''VideoGame/{{Contagion}}'', one thing you don't have to worry about in the ZombieApocalypse is battery changes. All flashlights (be them gunlights, the phone's flash or the pocket light) will run forever. The beam is also visible to other players, which can be good for allies with lightless weapons or a danger in a PlayerVersusPlayer setting.
49* ''VideoGame/CryOfFear'' ditches the traditional ''Half-Life'' flashlight for the light emitted from the player character's phone. It lasts until the battery goes dead for a plot event, forcing Simon to go through [[BlackoutBasement a section]] using flares [[TenSecondFlashlight that are not quite as permanent]] or portable as the phone until he can find a replacement battery. The optional [[GunAccessories Glock-mounted flashlight]], the electric lanterns you find in the forest [[spoiler:after a train crash [[BagOfSpilling robs you of your phone and all your other items]]]] and the conventional torch you find at the basement of the hospital all have likewise infinite batteries, {{Hand Wave}}d in that they are implied to be LED-based and therefore very efficient. The night-vision gas mask you can unlock through "Doctor's Story" mode also applies as a straight example, with the added bonus of not taking up inventory space, and as such [[spoiler:not being taken away with the rest of your inventory in the aforementioned train crash]].
50* Your basic headlamp in ''VideoGame/DeepRockGalactic'' is powered indefinitely (presumably via your suit battery) but its range is pitiful and its light circle is anemic. By comparison, your throwing flares are much brighter and can light up larger areas, [[TenSecondFlashlight but fizzle out in a mere thirty seconds]].
51* ''VideoGame/{{Doom}}''
52** The ''[=DarkDoomZ=]'' GameMod is intended to [[WhoForgotTheLights make the game as dark as the player wishes]]. Additionally, it includes a flashlight[[note]]based off of [[https://forum.zdoom.org/viewtopic.php?t=59429 Steve's Flashlight Mod]][[/note]] that you can customize in several ways, including the type of beam[[labelnote:list]]Incandescent has a dim, narrow and warm-tinted beam, good for atmosphere or if more powerful options cause lag; LED's beam is pure white with good reach and wide angle, but depending on the amount of linedefs the beam crosses, it can cause slowdowns; Halogen sits in the middle ground between these two, and Red Filter has the same beam properties as Halogen[[/labelnote]]; however, the battery is always infinite.
53** ''VideoGame/DOOM3'''s flashlight has infinite battery; the in-game description {{handwave}}s it, saying that it has "[[TechnoBabble a static transfer power supply]], so battery replacement is unnecessary". It ''does'' get knocked out at one point in the game[[labelnote:where?]]Coolant Control Junction, an area at the end of Alpha Labs sector 2[[/labelnote]] by some annoying electromagnetic pulses (that are also the reason why [[BlackoutBasement there's absolutely zero light in the location]]), but it's a temporary thing and it only happens twice, both when you are not in immediate danger. The same goes for {{game mod}}s that add flashlights as GunAccessories. The ''BFG Edition'' UpdatedRerelease, on the other hand, swaps the handheld torch for a shoulder-mounted TenSecondFlashlight.
54* ''VideoGame/{{Dusk}}'': The flashlight has unlimited runtime, although you constantly have to find new ones because they always break after long falls.
55* Both flashlights (armor-mounted and handheld) in ''VideoGame/EmpyrionGalacticSurvival'' are infinite.
56* ''VideoGame/FarCry1'' features an angle-head torch (several, in fact, but you can only grab one). It's bright, throws a decent distance, and covers most of the screen when turned on, with the downside that it gives your position away. This is in contrast to the later [="CryVision"=] goggles you can pick up, which let you view things in a funky infrared mode without giving yourself away, but have [[TenSecondFlashlight limited battery life in return]].
57* ''[[VideoGame/FirstEncounterAssaultRecon F.E.A.R.]] 2: Project Origin'' uses a headlamp with an infinite battery [[TentativeLight that flickers specifically during supernatural scare sequences]]. The previous generation (the first game and its expansions) instead uses a TenSecondFlashlight, which only flickers lightly when the Point Man and the Sergeant receive an "unknown origin" radio signal and, in the expansions, may be shut off entirely during paranormal setpieces. When either is over, the light goes back to working without issues.
58* ''VideoGame/HalfLife''
59** ''VideoGame/BlackMesa'', the FanRemake of [[VideoGame/HalfLife1 the first game]], removes the flashlight's power gauge entirely, allowing it to shine as much as you want. Which is good, as the mod is [[WhoForgotTheLights a lot darker than any of the official games]], and the beam isn't particularly bright.
60** In ''VideoGame/HalfLifeAlyx'', a key item early in the game is a flashlight that Alyx mounts on the back of her left Gravity Glove. It has infinite juice but only turns on automatically in dark areas, as explained by Russell.[[labelnote:*]]In reality, this is for performance reasons: if you use a "manual toggle" mod and turn the flashlight on in a level that doesn't normally use it, the game takes a noticeable hit to the framerate.[[/labelnote]]
61* The flashlights in ''VideoGame/Halo2'' & ''[[Videogame/Halo3 3]]'' are infinite, though this is handwaved as drawing power from your new suit's fusion core. ''2'''s will however turn off on its own after a handful of seconds in areas with a light level any higher than "pitch black and underground", making it for all intents and purposes a ten-second flashlight that simply recharges fully and instantly upon running out.
62* ''VideoGame/{{HROT}}'': You start off with a flashlight, and batteries for it are never a concern.
63* ''VideoGame/Left4Dead''. You have the ability to turn it on and off to to sneak past the regular zombies and witches, both of which are less aggravated when they're not being blinded, which is a feasible tactic with the combo of HollywoodDarkness and {{Chiaroscuro}} that the game favors allowing for some fairly decent night vision[[note]]though all bets are off in [[GameMod custom campaigns]], which tend to be a lot darker, sometimes to "WhoForgotTheLights" levels[[/note]].
64* In ''VideoGame/Metro2033'' and ''VideoGame/MetroLastLight'', Artyom's headlamp and the night vision goggles share a power source, which can be charged with a universal charger. That is only really vital for the NV, though, which stops working altogether at zero power; the flashlight simply doesn't shine as brightly. But this doesn't mean that charging the power to use the flashlight is pointless; some enemies that live in the dark such as the [[KingMook plated nosalises]] and the [[BigCreepyCrawlies spiderbugs]] will shrink back in a daze if confronted with a full-ish beam, which gives the player a few precious seconds to introduce their faces to a magazine of military-grade rounds or their bellies to a knife. If you have enough time and battery power, you can just keep the light on a dazed spiderbug [[WeakenedByTheLight and it'll burn up until it dies]].
65%%* In ''VideoGame/TheNamelessMod'', using a (somewhat rare) augmentation upgrade on your default light enhancement results in this. As a ''VideoGame/DeusEx'' mod (where gameplay pretty much requires dark areas), this comes in handy. %%Missing context: The result of the augmentation.
66* ''VideoGame/{{Painkiller}}'' and its expansion ''Battle out of Hell'' both have infinite flashlights. In the first game it is literally a flashlight that emanates inexplicably from Daniel's chest (you never see the light itself, but it does flicker, make electrical noises and has a distortion in the center like a normal flashlight). in Battle out of Hell, the light has been replaced with a strange glowing yellow ball in the bottom left corner of the screen. Presumably, this is supposed to represent a lantern or candle instead of an electrical torch.
67* In Bungie's ''VideoGame/PathwaysIntoDarkness'', your flashlight will last for a week, but you only have five days to complete your mission before the SealedEvilInACan awakens to destroy ordered reality on Earth. Although there is a set of nightvision goggles necessary to get past evil creepy-crawlies that are attracted to your flashlight.
68* ''VideoGame/{{STALKER}}''
69** In the vanilla games, you can use the headlamp or whatever NightVisionGoggles is in your suit at your leisure[[labelnote:*]]the low-tier NVG's flicker often, but it's just an indication of their bad quality[[/labelnote]]. However, that doesn't make the headlamp very useful: when it's on, other stalkers can detect you faster from idle state and see you easily when alerted, and it isn't bright enough to navigate the Zone's great outdoors in the darker hours. The goggles outclass it fairly fast, especially the high-tier ones that don't blur the image and don't flicker.
70** The MISERY Mod for ''Call of Pripyat'' has the option of averting this with the battery drain option. Both the vanilla game's headlamp (that must be purchased from a trader and equipped, you don't start off with it) and the handheld flashlight you start off with in its place drain the batteries in them if the option is enabled, and they don't recharge, you have to buy new ones.
71* ''VideoGame/TeamFortressClassic'' still has the flashlight from ''Half-Life'' in the code, but because the power gauge was removed it now shines indefinitely. If you're curious, you activate it by hitting the console key and typing: bind "impulse 100".
72* The Searchlight in ''VideoGame/UnrealI'' is not infinite, but its charge is so high[[note]]30 minutes real time[[/note]] that player is unlikely to run out of power for it since you get it so late in the base game[[labelnote:+]]more precisely, in the fifth-to-last level, and only the third-to-last is one where you have plausible use for it[[/labelnote]]; if you take long enough to finish the game, it's likely you'll see its charge bar diminish a fair bit before the end. If ''somehow'' you manage to deplete it, a task that ''can'' happen in the expansion pack[[labelnote:+]]you get the Searchlight halfway through the plot, at the [[spoiler:crashed UMS Prometheus]][[/labelnote]], the game doesn't even have tailored a message specifically for it[[note]]it says "''Flashlight'' batteries have died." just like when [[TenSecondFlashlight the regular 60-second flashlight]] dies out[[/note]]. Another big difference from the regular example is that its beam is far brighter[[labelnote:+]]wider angle and higher color temperature, so it gives the impression of more power[[/labelnote]] than the common flashlight.
73* In ''VideoGame/{{Vietcong}}'' the player has a flashlight that never runs out of power; mainly useful for the mission segments when you must traverse through the tunnel systems of your enemies. However, some players never actually realized they had a flashlight during those missions since they'd never used it previously and ended up negotiating the tunnels in near complete darkness. A case of read the manual in those cases.
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76[[folder:Platform Game]]
77%%* One such searchlight is held by Squawks in ''VideoGame/DonkeyKongCountry1''. Glimmer in the sequel, ''VideoGame/DonkeyKongCountry2DiddysKongQuest'', being [[BioluminescenceIsCool a friendly anglerfish]], is mostly the same except for the narrower beam. %%Missing context: What searchlight Squawks holds.
78* In the ''VideoGame/LittleNightmares'' series, no matter if it's a lighter or a flashlight, the portable light sources of the player characters are all infinite. This is especially important in the sequel, where certain enemies cannot move while in the light, including Mono's flashlight.
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81[[folder:Puzzle Game]]
82%%* ''[[VideoGame/TheSeventhGuest The 11th Hour]]'' has main character Carl go into Stauf Manor equipped with a flashlight. Given that the game takes place over a period of four hours, it's somewhat justifiable. %%Missing context: What is justifiable?
83* The headlamp in ''VideoGame/CaptainToadTreasureTracker'' doesn't seem to need batteries: there's no battery gauge, and in fact it doesn't even have a visible power source. Very handy when you're faced down with [[WeakenedByTheLight Boos and Mud Troopers]]. You can also shut it down in [[StealthBasedMission levels where sneaking around is an objective]].
84[[/folder]]
85
86[[folder:Roguelike]]
87* ''VideoGame/TheBindingOfIsaac'': the Night Light is a passive upgrade, meaning its effects are permanent rather than reliant on charges. That said, its use as an actual light source is very limited[[note]]only if you get the [[BlackoutBasement Curse of Darkness]] on a floor ''after'' finding the Night Light, as picking it up on a cursed floor undoes the Curse[[/note]]; its main utility is slowing down enemies and projectiles caught in the beam.
88* In ''VideoGame/CandiesNCurses'', flashlights and lanterns of any kind will shine indefinitely. They even last through multiple playthroughs.
89* In ''VideoGame/DeathRoadToCanada'', flashlights have unlimited juice and remain working so long as they don't {{break|ableWeapons}} from being [[ImprovisedWeapon used as melee weapons]]. The unique Tacticop Lite(TM) is {{unbreakable|Weapons}} and can be swung about at will.
90* In ''VideoGame/NetHack'', lamps and candles are available as [[CommonplaceRare quite rare]] light sources. Normal ones burn out eventually, though lamps can be recharged with a potion of oil, but Magic Lamps last forever. Likewise, the Spell, Scroll, and Wand of Light create permanent fields of light.
91[[/folder]]
92
93[[folder:Role Playing Game]]
94* ''VideoGame/TheElderScrollsIIIMorrowind'' has the Pilgrim's Lantern, found in the underground caves beneath Ebonheart, which will burn infinitely as long as you don't take it into water. This is in contrast to other light sources, which burn out after (fairly short) durations of use.
95* The Pip-Boy wrist computer in ''VideoGame/Fallout3'', ''[[VideoGame/FalloutNewVegas New Vegas]]'' and ''[[VideoGame/Fallout4 4]]'' can also be used as a lantern with an unlimited power supply, explained in-game by brightening up the screen to max. [[AcceptableBreaksFromReality It's not explained how the light from a single screen shines in a full 360º angle, though]]. In ''4'', this also goes for the mining helmet headlamp, presumably because the [[PlayerCharacter Sole Survivor]] uses the Pip-Boy as the power source.
96* In ''VideoGame/FinalFantasyLegendII'' there's a cave where it's too bright to see '''anything''' inside, aptly named Bright Cave. You need the [=TrueEye=] MAGI to see normally in the cave, but it never wears off, making the MAGI an Infinite... Flashdark?
97* ''VideoGame/MassEffect3'' gives the crew weapon-mounted flashlights, but it's plausible to presume they're run off whatever absurdly high-capacity battery is [[MagneticWeapons flinging minuscule slugs at absurd muzzle velocities]] all day out of the gun, and they're never on for very long anyway.
98* In ''VideoGame/NeverwinterNights'', one torch is all you ever need (if you're even worried about illumination, as HollywoodDarkness is in effect even where there are no obvious light sources otherwise). Ironically, about the only light source in the game that will eventually die down again on its own is the Light ''spell'', and that becomes obsolete by the time you find or make the first permanently glowing magic item at the latest.
99* The ''Franchise/{{Pokemon}}'' games have dark caves (depending on the gen you either see nothing of the layout at all or a very small area around the player) that can be completely lit up by the move Flash if a Pokémon in the party knows it. The effect doesn't go away until you leave the cave or use a ladder to a new room, at which point you need to reuse Flash. Ironically, this fits a dual meaning of "infinite", as in earlier games Flash's status as a Hidden Machine (HM) means it could not be unlearned once taught.
100* ''VideoGame/SwordOfVermilion'' has a TenSecondFlashLight in the form of candles, but lanterns and the Luminos spell last until you leave the current dungeon.
101* ''VideoGame/VampireTheMasqueradeRedemption'' has got not only an infinite flashlight, available in the Modern Days, but also an infinite torch, that you use throughout the Dark Ages, that lights up when you get it and stops burning as soon as you put it in your pack.
102[[/folder]]
103
104[[folder:Survival Horror]]
105* ''VideoGame/AllIsDust2015'': The lantern that [[PlayerCharacter Thomas Joad]] carries never seems to need re-lighting.
106* ''VideoGame/{{Basingstoke}}'': The flashlight you collect has an image to indicate when it's on and off, but it never shows if the battery's low or not.
107%%* ''VideoGame/BlameHim'': The PlayerCharacter's flashlight has no power meter. (Administrivia.ExamplesAreNotArguable. Either the light is infinite [whether in concept or in practical terms] or it is not. Needs confirmation if this is a valid example.)
108* ''VideoGame/BloodBreed'': You can turn your flashlight on and off at will, but it never needs new batteries.
109* ''VideoGame/BramTheToymaker'': The PlayerCharacter holds a flashlight in their right hand throughout the game, which stays on and always shines brightly.
110* ''VideoGame/Clown2020'': Your flashlight never seems to need new batteries.
111* The ''VideoGame/DeadSpace'' series plays it straight with the weapon lights on Isaac's guns. Notably, the ''VideoGame/DeadSpace2'' version of the plasma cutter is actually a [[http://deadspace.wikia.com/wiki/Flashlight flashlight]] [[ImprovisedWeapon combined with a surgical tool]]. It keeps working with no breaks, no matter how long it stays on [[UnbreakableWeapons or how many enemies he beats to death with it]].
112* ''VideoGame/{{DONTLOOKAWAY}}'': The flashlight each of the survivors carry works for as long as the match goes, only flickering as a warning that one of the [[MurderousMannequin mannequins]] has entered a rage state.
113* ''VideoGame/{{Eldervale}}'': [[PlayerCharacter Ophelia]] finds a flashlight early in the game that never seems to need new batteries.
114* Michael the firefighter has a large handheld floodlight with him during his chapter in ''VideoGame/EternalDarkness''. It does not dim or even flicker at all no matter how long it stays on, and not due to magick either[[note]]enchanting the flashlight changes the beam color to that of whatever Ancient's rune you used, but that's purely for looks[[/note]]; all the game does to explain it is [[HandWave calling it "heavy duty" when you examine it]].
115* ''VideoGame/FatalFrame'' series has two examples.
116** Each protagonist has a flashlight that works throughout their events. The one exception occurs in the second game, and even then [[TentativeLight the flashlight's temporary failure]] is used to indicate that there's something ''very'' wrong with the particular house the protagonist has entered rather than any runtime indications. Thankfully [[DevelopersForesight the devs took the possible shortcomings of that into account]] [[AntiFrustrationFeatures and made said house the most well-lit area of the game, so you won't miss having your own light source]].
117** Then there's the Spirit Stone Flashlight, which either exorcises ghosts (when wielded by Kirishima in IV) or [[TheParalyzer temporarily incapacitates them]] (as is the case for Ayane in V) and never seems to run out of power, either, though re-charging its power between shots is still necessary.
118%%* You have access to one of these in ''VideoGame/FiveNightsAtFreddys4'', which is {{justified|Trope}} in that [[spoiler:it's not real - the main gameplay is heavily hinted to be [[AllJustADream the child having nightmares after getting his head chomped in by Fredbear]], [[AdventuresInComaLand which sent him into a coma]]]]. In the other games... [[AvertedTrope ha]], [[TenSecondFlashlight you wish]].
119* ''VideoGame/{{Forewarned}}'': The flashlights in the game never need new batteries. If they turn off, it's meant to be a clue to help identify the Mejai in the tomb.
120* ''VideoGame/LivestreamEscapeFromHotelIzanami'': [[PlayerCharacter The girls']] sources of light never seem to need recharging.
121* ''VideoGame/LunchLady'': The [[PlayerCharacter students]]' flashlights never seem to need any new batteries.
122* ''VideoGame/TheNightWayHome'': [[PlayerCharacter Rina]] finds a flashlight on the subway restroom floor after regaining consciousness, and picks it up. Said flashlight never seems to need new batteries.
123* The Maglite in ''VideoGame/NoMoreRoomInHell'', unlike [[TenSecondFlashlight the lighter]], produces endless light. Also unlike the lighter, it lights up reliably in one click, doesn't go out while on the move, and can also be dual-wielded with a one-handed melee or ranged weapon with no drawbacks. The tradeoffs are that the beam is not very wide, it's not available by default and must be found, and it takes up about the same inventory space as a one-handed melee weapon; the Maglite itself serves as a melee weapon, [[EmergencyWeapon but it's even worse than the fists]]. It's better for lighting on the move through a dark area and for spotting threats, while the lighter is more suited to scavenging the environment. Also, like in ''VideoGame/{{Contagion}}'', the beam is visible to other players, so only one person has to have a Maglite out to light the way with, and since there's no PlayerVersusPlayer, it's purely beneficial.
124* ''VideoGame/Onryo2020'': Your flashlight never seems to need new batteries.
125* ''VideoGame/{{Penumbra}}''
126** The flashlight is infinite in the third game, ''Requiem'', although it's implied that this takes place in a surreal, out-of-body experience; in the previous games, [[TenSecondFlashlight it's an old, battery-hungry piece of junk]].
127%%** The glowstick plays this straight for every game that features it, providing illumination in a wide arc at close range, contrasting with the TenSecondFlashlight's narrow and far-reaching beam. %%Missing context: How the glowstick "plays it straight".
128* ''VideoGame/{{Phasmophobia}}'': the three different flashlight varieties[[note]]regular, "strong" with longer-ranged beam, and handheld UV for finding fingerprints and footprints when the ghost steps on a pile of salt[[/note]] all have unlimited juice. [[ElectromagneticGhosts They go dim and flicker when the ghost is in Hunt mode]], but never outright turn off unless clicked off intentionally; even when dropped on the ground they stay lit, so they can serve as stationary lighting for rooms you do not want to use the light switch on so as to not overload the circuit breaker. UV glowsticks glow indefinitely and being non-electronic, don't flicker during Hunts. The candle is a zig-zag case: when held by a player it has unlimited burn time, but once it's placed down, it only lasts a minute before burning out and becoming unusable.
129* ''Franchise/ResidentEvil''
130** In ''VideoGame/ResidentEvil7'', [[PlayerCharacter Ethan]] has a hands-free flashlight that never drains, as does Mia. [[ScrappyMechanic They only use it in extremely dark places, though, and you can't force-toggle it on]].
131** ''VideoGame/ResidentEvil2Remake'' gives both protagonists a flashlight with unlimited battery. As in the ''[=RE7=]'' example, they only use it where it's dark... which happens to be more than half of the game.
132* In ''VideoGame/SilenceOfTheSleep'', Jacob carries a flashlight with him that'll never run out and is his only means of illuminating dark areas to interact with items, as well as to detect monsters sneaking up on him.
133%%* Every game in the ''Franchise/SilentHill'' series except for ''[[VideoGame/SilentHill4TheRoom 4]]''. [[VideoGame/SilentHill1 The first game]] even had an infinite lighter at one point. In ''VideoGame/SilentHill2'', contrary to the usual examples, the light dies twice: once when you enter a specific room midway through in the game and you have to change the battery for it to work again; the other happens by the endgame and it's permanent, but thankfully the environment is lit up enough for you to see just fine even in enclosed areas. In all games featuring it, however, the flashlight's beam attracts monsters like moths while having it off allows for a quite effective OptionalStealth, and with the exception of ''[[VideoGame/SilentHillOrigins Origins]]'', it's mandatory to have it on to pick up items or read the map, so some light management/discipline is necessary for a high-scoring run on the harder difficulties.
134* ''VideoGame/TheSkeleton'': The flashlight neither has any sort of meter, nor does it show any indication of needing new batteries.
135* ''VideoGame/SkinwalkerHunt'': The PlayerCharacter has a flashlight that can be turned on and off, but never needs a change of batteries.
136* ''VideoGame/SleepTight2021'': The PlayerCharacter's flashlight can remain on indefinitely, with no need to shut off. This is good, considering you need it to fend off the monsters you face each night.
137* In ''VideoGame/SlenderTheArrival'', your flashlight doesn't run out until the final level, where it dies.
138* ''VideoGame/SlideInTheWoods'': After your third trip down the slide, everything is pitch black. Luckily you can find a flashlight with some battery life still in it... except said battery life never runs out no matter how much you lollygag.
139* In ''VideoGame/{{SOMA}}'', Simon Jarret spontaneously finds a flashlight during the first third of the game that never needs recharging. [[spoiler:Turns out, later on, that it's simply grafted into the electronic components of the suit he's wearing as a body.]]
140* ''VideoGame/SongOfHorror'' outright tells you in a tutorial message that your light source -- be it a flashlight, a lighter or a candle, depending on the character you pick -- will never run out, so you're free to use it as much as you want or need.
141* ''VideoGame/ThanksKillingDay'': After the pilgrim killer attacks his family, [[PlayerCharacter the boy]] can find a flashlight that never runs out of power in his house. It was apparently left behind by a repair man.
142* The flashlights the investigators use in ''VideoGame/WhiteNoiseOnline'' never seem to run out of power.
143[[/folder]]
144
145[[folder:Turn-Based Strategy]]
146* ''VideoGame/XCOMUFODefense'': Electro-flares are lightweight throwable light sources that'll work for the whole mission as long as they're not caught in an explosion or hit by a laser or plasma shot. They can be picked up and thrown again as needed to illuminate the map. The MissionPackSequel, ''VideoGame/XComTerrorFromTheDeep'', has an exact equivalent in the Glowsticks.
147[[/folder]]
148
149[[folder:Visual Novels]]
150* In ''VisualNovel/SpiritHunterNG'', Akira carries with him a flashlight that never runs out of battery, regardless of how many dark areas he uses it in. It's even noted in its description that it lasts for an unusually long amount of time.
151[[/folder]]
152
153[[folder:Wide Open Sandbox]]
154%%* Played straight in ''VideoGame/MistSurvival''. Not that you'll want to be out when visibility is bad enough to require it.
155* In ''VideoGame/NoMansSky'', your exosuit and multitools can have multiple gadgets installed that must be recharged after prolonged usage. Your simple torch, however, has no such need.
156* In ''VideoGame/{{Rodina}}'', you have a torch that you can toggle whenever you want without worrying about depleting it. Your spaceship has a searchlight that similarly never depletes despite illuminating a ''much'' larger area.
157* In ''VideoGame/{{Subsistence}}'', you start with a glowstick that lasts indefinitely, but gives off very little light and the angry blue color is hard to see by. ''Much'' later on, you can craft a proper flashlight, but it can only be used when attached to a gun, and the batteries have limited life.
158* In ''VideoGame/{{Unturned}}'', personal light sources all last forever. In the first two builds, batteries did exist in the game, but only as a crafting material to make the handlamp, a variant of the regular flashlight with a wider and more cool-tinted beam that could in turn be crafted into a [[GunAccessories tactical light]]. In ''Unturned 3.0'', the infinite battery applies also to headlamps and NightVisionGoggles. [[ZigZaggedTrope Car headlights used to be a straight example until the battery system was implemented]]; leaving a vehicle with the lights (and/or sirens in certain vehicles) on will drain the battery, driving around will recharge it, and if it reaches 0% charge, it'll disappear altogether and you'll need to find a new one.
159[[/folder]]
160
161[[folder:Other]]
162* ''VideoGame/TheCaregiver'': [[PlayerCharacter Naomi]] can find a flashlight on the floor of Souichi's house. There's no bar indicating the flashlight's battery life and it doesn't dim as the game progresses.
163* ''VideoGame/TheConvenienceStore'': The PlayerCharacter's flashlight never seems to need new batteries.
164* ''VideoGame/MyDearSister'': [[PlayerCharacter Alice Fellows]] starts the game with her flashlight in her right hand, and always has it on. It never seems to need new batteries.
165* ''VideoGame/NightDelivery'': The PlayerCharacter's flashlight seems to always be on, and never seems to indicate if it is ever running out of power.
166* ''VideoGame/{{Okaeri}}'': The flashlight [[PlayerCharacter the girl finds]] lasts indefinitely.
167%%* ''VideoGame/AWalkInTheWoods'': The kids' flashlights don't have any energy readers, and there doesn't seem to be batteries to pick up, so this trope is most likely in play. (Same vagueness as VideoGame/BlameHim above; either it is or it isn't. Again, need confirmation)
168[[/folder]]
169
170!!Non-VideoGame examples:
171
172[[folder:Interactive Fiction]]
173* In the ''VideoGame/{{Enchanter}}'' series, the Frotz spell available from the beginning turns any object [[FantasticLightSource into a permanent light source]].
174[[/folder]]
175
176[[folder:Tabletop Games]]
177* ''TabletopGame/DungeonsAndDragons'' has a few, thanks to magic.
178** Everburning Torches, which are ExactlyWhatItSaysOnTheTin. They're so inexpensive, almost every adventuring party above level 1 has at least one packed.
179** The ''Continual Light'' spell turns any random handy item it's cast on into an infinite light source.
180[[/folder]]
181
182[[folder:Real Life]]
183* A truly infinite flashlight is obviously impossible. That said, modern day technology allows certain light sources to last a pretty damn long time, possibly even outlasting an emergency situation or extended power outage.
184** Mechanically rechargeable lights can vary. Faraday "shake" flashlights are [[TenSecondFlashlight very limited]], but crank or dynamo models can stay lit for as long as you keep pumping the internal generator.
185** The advent of high-power [=LEDs=] as a substitute for incandescent bulbs was already a great step-up in battery life given the efficiency of the LED[[note]]the [[https://www.youtube.com/watch?v=LufCpcJtJek Atactical/Wowtac A1]], a budget torch from late 2016, can stay on in its Low mode of 10 lumens, which is about what one might expect of a typical movie or video game light, for just shy of ''six days''[[/note]], but they have another advantage: the minimum amperage threshold for an LED to provide useful light is much lower than a tungsten filament's, so they can be run at ''very'' low currents without problems, with extremely long runtimes as a result. The logical extreme of this is Firefly or Moonlight mode, a brightness level low enough for any nearby light fixture, even natural moonlight, to make it useless, but bright enough to see by with eyes well-adjusted to the dark. Even the comparatively small and gaunt AAA batteries can last almost a week[[labelnote:*]]in the case of the Thrunite [=Ti3=], a pocket light from 2014 with a Firefly mode of only three hundredths of a lumen[[/labelnote]], while burlier lithium-ion ones that run voltages closer to the nominal 3 volts of standard flashlight [=LEDs=][[labelnote:*]]case in point, most torches that feed off an 18650 cell, the standard battery for high-power tactical lights; it's even more pronounced with the newer 21700 cell format[[/labelnote]] put out light for ''months''. Thow a good quality LED drop-in[[labelnote:+]]a LED and driver board assembly, shaped to fit incandescent bulb slots[[/labelnote]] in place of the bulb on an incandescent 3, 4 or 6D work light and forget about changing batteries regularly, especially if the drop-in is only moderately bright.
186** Power banks have very high battery capacity by design. The models with a small white LED can work as an emergency flashlight for a long time with a single charge.
187[[/folder]]

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