Memory

Echoes of the Jade Road

You arrive at a village where no one dreams. Follow its conflicting recollections, uncover what happened, and choose how it will be remembered.

In developmentFirst Remembrance playable
Follow the road

The first remembrance

Liu’an sleeps, but its nights are empty.

The Wanderer tells a story. The Listener notices what is missing. Between them, a road opens into Liu’an, where a shuttered shrine, a diverted stream and stories told over tea point towards a forgotten bargain.

Explore painted places, question the people who remember them, and connect evidence in the Knowledge Scroll. The first Remembrance, The Village Without Dreams, follows the investigation through restoration and the return to an altered Road. The facts can be established. What they mean is left to you.

A woman waits with tea inside a quiet wooden inn on a rainy day.
In Liu’an, every answer begins with someone’s story.
An opened wooden floor reveals a hidden chamber inside the village shrine.
The shrine keeps its own version of what happened.

Perception

Between Raindrops

You have spent a lifetime noticing a second path through the world. Step between the falling drops, and learn what it means to answer.

In developmentRain Path playable
Take the old road

The rain path

Some things only appear when it rains.

Wet cedar, old stone, a bridge disappearing into mist. At first the road seems quiet. Then the rain bends around something that is not there. Attention becomes recognition, and recognition becomes a relationship.

You answer without words. A bow, a flute phrase, a repaired path or the patience to wait can become a conversation. The current Rain Path opening leads through five encounters to a shared dawn. The wider journey follows water, field, river and mountain, asking how care for one life changes the lives around it.

An old stone road curves through rain-soaked cedar woods towards a distant village.
The long way to the shrine is rarely an empty one.
Rainwater ripples in a stone basin beside a small spirit and speckled eggs.
Care leaves a place changed, but never new.

Self

Drifted

You wake aboard a conscious ship in an unfamiliar universe. Neither of you remembers how you arrived. Both of you need a way forward.

In developmentFirst episode playable
Answer the signal

First light

The ship is awake before you are.

His name is Seed. He knows how to be a ship, but cannot remember the life he had before. You cannot remember yours either. Observation, conversation and cooperative repairs turn mutual need into the beginnings of a home.

Life inside Seed, work aboard stations and direct flight share one journey. At Morrow Anchorage, take local deliveries, navigate a maintenance dispute and recover a fitting for the passage to Leth. The playable first episode ends with arrival across a pirate-contested corridor. What you become to one another is still yours to discover.

A lone traveller wakes inside the dark, luminous interior of a living ship.
Your first room. Your first conversation. Neither feels entirely safe.

Ideals

The Utopia Experiment

Found a society around ideas you believe in, then live with what history makes of them.

Playable prototypeThe First Century
Follow the experiment

The first century

An ideal is only the beginning.

Choose a founding promise, establish standing policies and send an expedition into a painted island. Settlements grow, institutions acquire interests, and decisions leave a history that the next generation has to live with.

The current prototype follows a society through one hundred years. Guide it year by year or let its institutions carry your policies forward, returning when a decision needs you. The wider design reaches across up to five centuries; this first playable asks what your promise becomes in its first hundred years.

The running Utopia Experiment shows the Verdant Assembly’s founding settlements on its procedurally generated island.
The First Century, running in the current game. Every experiment begins with a different landscape.
Firstlight’s district view in the running game, with painted buildings and available undertakings.
Firstlight: a founding promise, a place to live, and decisions still to make.

Truth

The Jack Vale Mysteries

A dead accountant hires a disgraced reporter turned private eye to follow a man pretending to be him. Jack Vale could use the money. He could use the truth more.

In developmentPlayable opening
Open the case

A Favor for the Dead

The impossible case pays in cash.

Jack Vale once published the lie that ended his reporting career. Now he works a late-1940s city as a private investigator: observant, theatrical and behind on the rent. A dead man’s instructions lead him into a murder and the financial machinery keeping the city in its place.

Examine scenes, weigh what people claim against what you can prove, and test your own theories. Wrong accusations and failed confrontations have consequences of their own. A ten-scene opening is playable; the first full case, A Favor for the Dead, is still being built.

Jack sits alone at his desk while rain crosses the office window.
Jack’s office, from the current playable opening.
A poised woman stands in the rain-dark office doorway while Jack turns toward her.
Evelyn Cross arrives with a sealed envelope and an impossible assignment.
Choose a world 1 / 5Echoes of the Jade Road