LETHE

Narrative videogame in 2.5D. Living the memories of an Alzheimer's disease victim.

Developed by an experienced team of former Gameloft developers.

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LETHE

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.

Understand Alzheimer's disease

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

A story-driven adventure

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

Accessible

The game mechanics are not ability related. Solve the puzzles with your brain and not with your hands!

Video

Images

Team

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.

Jairo Canales

Project Manager

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.

Mathias Takimoto

Designer

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.

Daniel Rosa

3D Artist

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.

Carlos Barrientos

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.

Cristina Gros

Animator

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.

Carlos Valderrama

Writer

"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."

Juan de la Torre

Music Composer

Advisors

Raul Mellado

Lead Programmer

Jonathan Maldonado

Engine Programmer

Ramon Acedo

Art Director

Motivation to make a game about Alzheimer's disease

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:

Do you know who I am?

I don't, but I know I love you very much