WORLD 001 / A FIRST-PERSON NARRATIVE DUNGEON CRAWLER

The Labryinth
of Memory.

The map you drew has waited
for forty years.

THE EXPERIENCEFirst-person dungeon crawler
AT ITS HEARTMemory, grief & companionship
STATUS In development
CREATED BYEmpire Nexus Studios

01 / A WORLD RECONSTRUCTED

Forty years ago,
you drew the map.
Now it’s come for you.

An old computer. His father’s maps. A game that remembers him.

John returns to the dungeon crawler he once played with his father. The old computer, the floppy disk, and handwritten maps lead back to a game that has kept more than he expected.

Begin in a playable green-screen dungeon. Recover six familiar companions and command them through a round-based battle. Beyond a door that should not exist, the remembered game becomes a world John can inhabit.

A floppy disk, handwritten dungeon maps, and a green wireframe adventure on an old computer.

THE PAST ISN’T FINISHED WITH YOU.

Reconstruct the past.
Uncover the truth.

02 / INSIDE THE LABYRINTH

You are not alone.
You are your own party.

I

Inhabit the party.

Switch into your companions’ actual bodies, each with a position, weapon, health, and ability of his own. John remains the viewpoint; each companion brings a different aspect of him to the fore.

II

Think. Prepare. Act.

Face real-time encounters with guarding, spells, and tactical pause. Order the party to follow, hold, protect, or focus. Read a watchman’s windup, prepare a Ward, and switch to the Mage when an opening appears.

III

Grow through understanding.

Remembered discoveries and story actions build shared Understanding and unlock new readings of Firebolt and Ward. Repeated fights don’t earn progress. Magic uses renewable Clarity; the memories stay with you.

03 / THE SIX WHO RETURN

Different bodies.
Parts of the same self.

Six companions in the opening journey.
Six ways of seeing what lies ahead.

Fighter
Courage
Lord
Responsibility
Samurai
Discipline
Thief
Adaptability
Bishop
Wisdom
Mage
Imagination

What will you hold on to?

Follow a fragile trace of your father’s handwriting, or turn toward the companion asking for your attention. Preserve an unfinished route, or make a new mark together.

These moments are untimed. Consider the other aspects’ thoughts, review your choice, and decide when you’re ready. What you keep—and what you miss—stays with the journey.

FROM THE WORKING GAME

A world
taking shape.

In-engine footage and screenshots.
Work in progress.

Trailer revision 5, 80 seconds. In-engine footage from build 0.32.0. Edited in-engine scenes and directed cameras, with stock synthetic character voices; not an uninterrupted playthrough. Work in progress.

The maps and old computer from the Labryinth opening
The maps that begin the return. In-engine trailer still, build 0.7.0.
A green-screen dungeon on the old computer
A remembered kind of adventure. In-engine trailer still, build 0.7.0.
The embodied dungeon in The Labryinth of Memory
Beyond the screen. Cinematic in-engine trailer still, build 0.7.0.
Read the Labryinth development journal ↗

Still finding its way out of the labyrinth.
A first playable slice is in active development. The opening and early expedition are playable internally; the wider campaign is still being built.

Meet the studio

ANOTHER WORLD AWAITS

Perchance

Step inside Hamlet. Let curiosity play its part.

THE STORY CONTINUES IN YOUR INBOX

Stay in
the story.

Choose the worlds you want to hear about.
We’ll keep you close to what comes next.

Download original ↓