So 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]].

Such things do exist in some form in real life, but typically require shaking to provide kinetic energy to charge a capacitor to power a feeble white LED (granted, you're probably shaking hard enough as it is because of the fiendish killer knife toddlers). More usefully, "survival" flashlights use a crank mechanism and generator to recharge a battery, which is [[DepartmentOfRedundancyDepartment powerful enough to power medium-power]] [=LEDs=].

A more recent development, "firefly"/"moonlight", is a mode that sets the flashlight to give off the barest minimum of light (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), in exchange for battery life. 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[[/labelnote]], while burlier lithium-ion ones that run voltages closer to the nominal 3 volts of [=LEDs=][[labelnote:*]]case in point, most torches that feed off an 18650 cell[[/labelnote]] put out light for ''months''. Even on not-so-dim settings, modern flashlights are no slouches: the [[ Atactical/Wowtac A1]], a budget torch from late 2016, can stay on in its Low mode[[note]]10 lumens, which is about what one might expect of a typical movie or video game light[[/note]] for just shy of ''six days''.

Often 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[[labelnote:*]]despite the fact that, in those, the battery is being pushed as hard as it can be for maximum output, and as such they should drain completely in an hour or so[[/labelnote]]. Commonly, this variety has a dimmer output than its contrasting counterpart, the TenSecondFlashlight, the usual result when developers try to avert this one.



[[folder:Action Game]]
* Dante from ''Franchise/DevilMayCry'' uses a nugget of [[FantasticLightSource Luminite]] as a makeshift lantern in the first game. The light never fades, which is helpful in later levels after the sun has set.

[[folder:Action Adventure]]
* ''VideoGame/TheLegendOfZeldaALinkToThePast'' has a lantern that consumes magic to light TenSecondFlashlight torches, but always lights up the area in front of you just fine.
** This was changed in ''VideoGame/TheLegendOfZeldaTwilightPrincess'', where the lantern needs oil. Thankfully it doesn't run out TenSecondFlashlight-fast.
** 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.
* 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.
* The flashlight in ''VideoGame/TombRaider'' Legend lasts a few seconds, while the flashlight in Underworld is indeed infinite.
* ''VideoGame/TheLastOfUs'' features a never ending flashlight even though it's probably 20 years old. ''Remastered'' adds a completely arbitrary need to {{waggle}} the controller to charge it when the light begins to flicker.

[[folder:Adventure Game]]
* 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.
* The obscure 1984 computer game ''VideoGame/BelowTheRoot'' (based on Zilpha Keatley Snyder's ''Literature/GreenSkyTrilogy'') had an underground area that was pitch-dark. It was possible to obtain honeylamps that would provide light for a short time, but to fully explore the area and beat the game, it was highly recommended that you obtain an item called the spirit lamp, which provides light for as long as you hold the item.
* 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.
** Not only that, but judging by the icon in the inventory, the flashlight's turned on all the time...
* Possibly justified in ''{{Rama}}'', which takes place in the distant future. Arthur C. Clarke did hope that we would tap into zero-point energy someday.
* 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.

[[folder:First Person Shooter]]
* ''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]].
* ''VideoGame/{{Doom 3}}'''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.
* 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.
* ''Franchise/TheChroniclesOfRiddick: VideoGame/EscapeFromButcherBay,'' at least before you get the titular character's 'eyeshine' ability.
** Except for one level--and what a level it is. At one point, Riddick tackles a guard, dropping both of them down a very, very deep well and into the sewers. Riddick thus loses all his weapons and is forced to use the guard's shotgun. The shotgun has a built-in flashlight, as do most of the weapons, but it's been damaged in the fall and flickers continuously. What's more, it'll fail completely in [[ExactTimeToFailure exactly eight minutes]], as the computer voice (in the ''shotgun'') helpfully informs you. So you're down in the deep, dank sewers with only a few minutes until you're left in the dark forever. Oh, and did I mention the crazy sewer mutants who pop out of nowhere?
* ''Franchise/{{Halo}}'': Averted in the original ''VideoGame/HaloCombatEvolved'', where the flashlight can indeed run out. The flashlights in ''VideoGame/{{Halo 2}}'' & ''[[Videogame/{{Halo3}} 3]]'', however, 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.
* ''[[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.
* ''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 ~ key and typing: bind <key> "impulse 100"
* 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 required dark areas), this comes in handy.
* 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".
** In ''VideoGame/BioshockInfinite'' the Police in the Soldiers Field Carry flashlights that won't go out after they're dead.
* 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.
* In ''VideoGame/{{Metro 2033}}'' 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]].
* Downplayed in ''VideoGame/{{Unreal|I}}'' with the Searchlight. It is not in fact infinite: simply, its charge is so high, no sane player is likely 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[[/labelnote]], the game doesn't even have tailored a message specifically for it (it says "''Flashlight'' batteries have died." just like when [[TenSecondFlashlight the regular 60-second flashlight]] dies out). Another big difference from the regular example is that its beam is far brighter[[labelnote:+]]wider and cooler-tinted, so it gives the impression of more power[[/labelnote]] than the common flashlight.
* ''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.
* ''VideoGame/BlackMesa'', the FanRemake of ''VideoGame/HalfLife1'', removes the flashlight's power gauge entirely, allowing it to shine as much as you want. Which is good, as the mod is ''a lot'' darker than any of the official games, and the beam isn't particularly bright.
* ''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]].
* The first two ''Franchise/AlienVsPredator'' first person shooters avert this trope for the Marines - their shoulder lamps will only last several minutes, and their nightvision drains power way faster (although the power recharges over time, and rather quickly at that).
** For Aliens and Predators, this trope is played straight, but it's [[JustifiedTrope justified]] by the species abilities and high-level technology respectively.
* ''VideoGame/FarCry'' 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.
* In ''VideoGame/{{STALKER}}'', 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.
* 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 technically it's broken (hit points at 0 and offering no armor protection at all).
* 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 {{PvP}} setting.
* Both flashlights (armor-mounted and handheld) in ''VideoGame/EmpyrionGalacticSurvival'' are infinite.
* The ''Doom'' mod ''VideoGame/TheAdventuresOfMassmouth'' has the Zippo Lighter "weapon", used to light up the dark areas in the mine level. It's actually a replacement for the chainsaw weapon, that makes clever use of ''Doom'''s built-in MuzzleFlashlight code.

[[folder: Platform Game]]
* 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.

[[folder: Puzzle Game]]
* ''[[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.
* 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]].

* In ''VideoGame/NetHack'', lamps and candles are available as [[CommonplaceRare quite rare]] light sources. Now 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.

[[folder:Role Playing Game]]
* The Pip-Boy wrist computer in ''VideoGame/{{Fallout 3}}'', ''[[VideoGame/FalloutNewVegas New Vegas]]'' and ''[[VideoGame/{{Fallout 4}} 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.
* An interesting variation: in ''[[VideoGame/SaGa2 Final Fantasy Legend II]]'' 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?
* ''VideoGame/MassEffect3'' gives the crew muzzle flashlights, but it's plausible to presume they're run off whatever absurdly high-capacity battery is flinging minuscule slugs at absurd muzzle velocities all day out of the gun, and they're never on for very long anyway.
* ''VideoGame/SwordOfVermilion'' has a TenSecondFlashLight in the form of candles, but lanterns and the Luminos spell last until you leave the current dungeon.
* The move 'Flash' in the ''Franchise/{{Pokemon}}'' games lasts until you leave the cave or use a ladder to a new room,but otherwise needs no refreshing.
* 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.
* ''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.
* Averted in ''Dungeons of Daggorath'' for the TRS-80 Color Computer, where you have three variety of torches (Pine, Lunar, and Solar) that will eventually burn out, requiring replacements. They start to dim as they near the end of their lifespan.

[[folder:Survival Horror]]
* 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.
* Michael the firefighter has one of these in one of the last chapters of ''VideoGame/EternalDarkness''. [[HandWave It's described as being "heavy duty"]].
* Used throughout the ''VideoGame/FatalFrame'' series. 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]].
* 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 [[ 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]].
* In ''VideoGame/SlenderTheArrival'', your flashlight doesn't run out until the final level, where it dies.
* 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 on will drain the battery, and driving around will recharge it.
* 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.
* 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]]]].
* The glowstick plays this straight for every ''VideoGame/{{Penumbra}}'' game that features it. The flashlight is infinite in the third game, ''Requiem'', although it's implied that this takes place in a surreal, out-of-body experience, as the other two games use a TenSecondFlashlight.
* Simon Jarret spontaneously finds one during the first third of ''VideoGame/{{SOMA}}''. [[spoiler:Turns out, later on, that it's simply grafted into the electronic components of the suit he's wearing.]]
* 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]].
* 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 {{PvP}}, it's purely beneficial.

* The ''Film/WhoFramedRogerRabbit'' game for the NES -- sort of. [[FridgeLogic For some reason]], you have to use a different flashlight in each cave, but those caves stay lit permanently. [[NuclearCandle And all over]].
* In the InteractiveFiction series ''VideoGame/{{Enchanter}}'', the Frotz spell available from the beginning turns any object into a permanent light source.

[[folder:Tabletop Games]]
* ''TabletopGame/DungeonsAndDragons'' has a few, thanks to [[AWizardDidIt magic]].
** Everburning Torches, which are ExactlyWhatItSaysOnTheTin. They're so inexpensive, almost every adventuring party above level 1 has at least one packed.
** The ''Continual Light'' spell, which when cast on any random handy item turns it into an infinite light source, hails back to the earliest versions of the game.
* Played straight in a lot of tabletop games, out of RuleOfFun. It's much easier to mark down "flashlight" on a character sheet than "flashlight and 500 AA batteries". This also allows GM's to shut off the flashlight [[RuleOfDrama when dramatically appropriate]].