
Vesper Vaughn
The Explorer
Nineteen, curious and quick-thinking, with a staff he can throw and teleport to. He’s spent his whole life in his famous parents’ shadow.
Left-handed. Never seen without his hat.
Trailer
The Story
Find the Passage. Bring Them Home.
Vesper Vaughn is nineteen, quick on his feet, and quietly sure he’ll never live up to his parents. Cassius and Lyra Vaughn are the most famous explorers in Lamoria. They came home heroes from the expedition that found the Nowhere Shard.
Nobody else from that expedition came home.
Years later, his parents vanish chasing the Shard again. Kiya Laestelle, a childhood friend whose own parents led that expedition, turns up with a lead. The Shard pulls Vesper into the Umbral Passage, a hidden chain of worlds where the lost crew is still waiting, and every one of them remembers the name Vaughn.
Learn from the past to define the future.
Frames from our story animatic
Relics
Long ago, Lamoria’s ancient civilisations sealed their strongest feelings inside objects. A relic only works for someone who shares its feeling. Fewer than 150 are known, and one good find can make an explorer famous.
Relics in the story
The Cast

The Explorer
Nineteen, curious and quick-thinking, with a staff he can throw and teleport to. He’s spent his whole life in his famous parents’ shadow.
Left-handed. Never seen without his hat.

Voice on the Line
A treasure hunter and Vesper’s oldest friend. She talks him through the Passage by payphone, and when a fight turns ugly she answers his call with her golden khopesh-whip.
Her parents never came home.

Ruler of Velyxara
Once the famed geologist of the Vaughn Expedition Crew, he was left behind in the name of progress. Now he hides inside his relic armour, and his Sentinels rule the streets.
Never seen outside his armour.
The lost expedition
Taiden and Sage Laestelle, Kiya’s parents, led the crew that found the Nowhere Shard. Kiya has been looking for them ever since.

Expedition Leader
A brilliant, clumsy researcher who made the Umbral Passage his life’s work, and led the crew inside.
Missing, somewhere in the Passage.

The Steady Hand
Kiya’s mother. She’d been leading relic hunts since she was young, and she was the one who kept the crew together.
Missing.
How It Plays
One move runs the whole game. Throw the staff into a marked wall, post or ledge, then teleport to it. Throw it at an enemy and it’s a weapon.

Aim at a marked wall, ledge or enemy and let it fly.

Press again and Vesper is there, hanging from the staff, ready to climb.

The same staff is his weapon: combos, parries and finishers.
A train station between the worlds of the Passage, and Vesper’s base. Every trip into a new world starts and ends on its platform.

A scarab relic sits in a glass case on the library balcony. Break the glass, catch it before it hits the floor, and it’s yours.

Kiya talks Vesper through the Passage from the payphone on the platform, one call at a time.
Leaving the Station

Place it in the station clock. Its doors shut and lightning fills the atrium.

A train bursts out of the tunnel, bound for the relic’s world.

Pull the lever and the train heads into the Passage.
A desert town under Kasu’s thumb. His Sentinels patrol the streets and push the townsfolk around. Step in when they do, and the town starts to come round to you.
How a World Plays
Combat
Staff combos, a last-second parry and a dodge that slows time, plus abilities to unlock at Umbral Vigil shrines and upgrade with gems. Pick one to watch it.
Charge a jump, launch about seven metres up, then leap again.
Strength
Speed
Magic
Discovery
Kiya
Unlock abilities with the totems you find, then upgrade them with gems. Every ability has its own preview clip, so you know what you’re getting before you spend.
Systems
The map, your quests, every enemy you’ve studied and your outfits all live in one book.
The map couldn’t load. Try reloading the page.
Drag to pan. Scroll to zoom. Double-click to explore.Drag to pan. Pinch to zoom. Double-tap to explore.
This is Velyxara from the game, drawn the way Vesper’s journal draws it. It starts blank, the way it does before he’s been anywhere. Double-click a spot (double-tap on a phone) and the ground around it inks in, and every district you uncover writes its name on the page, just like when Vesper walks into it.
Hold the spyglass on an enemy and its page fills in: how it moves, how it fights and where it’s weak. A few lines from those pages:
Scares the locals for fun. Real brave.
On a wall, throw your staff to bring it down.
Swing as a shard reaches you to send it back.
Teleport to shake them off.
Only a Void Guard parry opens him up.
Two hits, then throw your staff into its face.
Main and side quests, with objectives in Vesper’s own words and a pin on the map when you track one.
Beaten Sentinels and Reavers drop pieces. Drag a piece onto its outfit at the forge and Vesper strikes it on the anvil. Twelve outfits in all: six forged from enemy pieces and six from the shops.
The Umbral Passage
The Passage is a chain of trapped worlds. Each one is held by a member of the lost expedition, and each one keeps a relic. Velyxara is only the first stop on the line.
Worlds on the line
Screenshots
EmberScope Studios
EmberScope Studios is an independent team of seven in Ontario, building Vesper and The Umbral Passage in Unreal Engine 5 since July 2024.
We keep art, level design, music, story and code close together, so every ruin, route and fight serves the same game.


Wishlists tell Steam to show the game to more people, and they let us know you’re out there. It takes a second and means a lot to a small team.