LETHE is a 2.5D platformer in which Alan Zane, a loving husband and father, remembers for the last time his most treasured memories.
Alan is already at an advanced stage of Alzheimer's disease and will have to fight against the monster within his brain which tries to erase his memories.
Dive into those shattered moments in this original platformer. Solve mind trick puzzles. Understand better the struggle of this disease. Realize the most important; the result of one's life.
The exploration of a very mysterious disease from a different perspective: inside the mind of the victim. Explore and understand how Alzheimer's disease can feel to those affected in a touching and personal story
Get to know the story of Alan while solving mind-tricking puzzles in a platformer world plagued by the disease which try to rip everything apart
The game mechanics are not ability related. Solve the puzzles with your brain and not with your hands!
With 4 years of professional experience in videogames and 6 more years in independent projects. His last position in Gameloft consisted on coordinating a small team of 4 programmers. In N.O.V.A. Legacy, Jairo coordinated Madrid development team with studios in Vietnam, Indonesia and Belarus.
More than 10 years of professional experience in Gameloft and Ubisoft. Mathias was a lead game designer for Gameloft and participated in projects like Littlest Pet Shop, Dragon Mania, Disney Magic Kingdom, Asphalt Overdrive and N.O.V.A. Legacy. Mathias also worked as a production assistant for Gameloft.
Daniel has been in the videogames and mobile apps industry for 5 years. After 5 years as a digital arts and Zbrush teacher, Daniel started to work for Cupra Studios as a lead artist (3D model & anim, concepts). He was finally hired by Gameloft as a 3D artist and taking the role of lead artist for some prototypes.
Carlos has been working in videogames since 2013. He worked as a Head QA Tester for Electronic Arts, participating in sagas like FIFA, Battlefield or Star Wars Battlefront and using dev kits of Sony, Microsoft and Nintendo. Afterwards, he worked as Senior QA for Gameloft and also as a Production Assistant in N.O.V.A. Legacy. Finally, he was the main game designer of some prototypes.
Level Designer & QA
Cristina graduated in Fine Arts in 2016. Later, she specialized in 3D Animation after completing a master's degree in Lightbox Academy. She has participated in several intensive courses, including a 5-month animation workshop by Maxi Diaz.
Professor of Digital Arts and Videogame Design since 2012, Carlos has worked in various fields, from writing videogame news and analysis, to writing comic scripts. Carlos is the writer of the script of GIANTS, published by Dark Horse Comics. The role of Carlos plays for Cuatro Monos is to achieve the emotivity levels desired without making the story dull.
"I think that inspiration is a small but very interesting percentage. Constancy is the fundamental keynote that must be had in the study of music, its power to transcend the marvelous limitations and its potential to reach the intimate of our soul and being able to give so many sensations. The musical world is infinite and a wonderful canvas to express our passion."
Alzheimer's disease is a neurodegenerative disease and it is incurable. This sentence is devastating but we are trying to show a complex situation from two different points of view.
While neurodegenerative process affects the victims, their families are extremely touched by the evolution of the disease. Initially, small changes in the behavior of the victim might not be perceived as a huge threat. However, the disease can not be cured and the symptoms get worse and at some stage the victims start forgetting even their closest family members.
Meanwhile, what is happening inside the mind of the sufferer is puzzling. How can the memories of somebody just disappear? Why some memories persist and others are deleted? Is the personality of the sufferer affected?
The game we are developing has a clear message: the victims have a monster in their minds, but they are still able to love and be loved. The leitmotiv of the game is expressed by this conversation: