A played-in-one-sitting narrative game about keeping a fire lit through a long night. Built in Godot. Shipped on Steam.
A friend was building a short interactive short-story and wanted a prototype that felt alive without looking busy. We took it the rest of the way.
Ember is a thirty-minute narrative game about a traveler who stops at an abandoned cabin on the coldest night of the year. You keep the fire lit. You read the letters left behind. Morning comes, or it doesn’t.
The whole thing runs on one mechanic — feeding the fire — and a small library of handwritten letters. No menus. No tutorial. No combat. It ships in English and Portuguese.
A one-mechanic game lives or dies on texture. Feeding a fire is inert on paper — it needed enough tactile and emotional variety to carry thirty minutes without a single menu.
We built the audio before the visuals — wind, hearth-crackle, and breath — so the fire had a voice before it had a sprite. Lighting and letter-discovery hang off that rhythm.
“We needed a team that would treat a short game seriously. IMPS did. They shipped the version we’d argued about, not the one we’d settled for.”