Über Echoes of Lyra
A girl who lost her voice. A world made of her own mind. An instrument that says what she cannot.
Echoes of Lyra is a third-person narrative adventure about a thirteen-year-old girl who stopped speaking, and the world she walks through to find her way back.
You explore a broken world, solve puzzles by listening, and face its creatures in real time alongside Caelum, her guardian. You don't kill them: you set them free.
You don't kill. You set free.
The Shadows of Velaria are not monsters. They are pain that hardened until it took shape. Each one began as something that tried to protect Lyra, and became her jailer instead. You face them, and you let them go: when you do, they resolve into a single clear note and rise as warm light.
Explore, listen, remember
Lyra carries a music box that stopped playing years ago. In Velaria, it becomes a lyre with a will of its own. When danger comes, Lyra flinches, and the lyre places itself between her and the world. It has five strings, and it will always have five.
It's also your only compass. There are no arrows or markers: the lyre turns toward what matters, glows near what deserves attention, and sounds a single off-key note near the places that are holding something. Memories come back as sound, and puzzles are solved by ear.
He walks beside her. He doesn't rescue her.
Caelum is tall, calm, armoured in light. He speaks rarely and never waits for an answer. He never fights for her: he breaks what protects the Shadows, and only Lyra can set them free. Neither of you can win alone.
A world composed like a painting
Velaria isn't a dream and it isn't an afterlife. It's what's left inside when the outside becomes too much to carry: colossal ruins, cathedrals sunk into rock, gold light bleeding through the cracks. Five regions, five ways of surviving something that can't be survived.
Built in Unreal Engine 5, with Spanish voice acting and an original score where music isn't a soundtrack: it's the language of everything. In the spirit of films like Pan's Labyrinth, A Monster Calls and The Piano, and games like GRIS or Neva.
✦ Features
- Volume I: around 5–7 hours of narrative adventure
- Real-time encounters where nothing is killed and everything is released
- A companion who supports without solving
- Music built into the mechanics, not laid over them
- Reviewed throughout by a clinical consultant specialising in childhood trauma
- No graphic depiction of harm: the metaphor is the story
Some voices are buried so deep we forget they were ever ours. Echoes of Lyra is about finding them again.