Jon Marrick
EN

Exploration · Stealth · Mystery

Some signals take twenty years to arrive.

Twenty years after the shipwreck that took his father, archaeologist Jon Marrick hears his voice on an old radio. A coded message opens a trail through Lisbon, Istanbul, Egypt and Greece, out into the Atlantic. Someone is already on it: Orpheus. And they are not after relics.

How to follow a lead

One finger is enough. The rest is paying attention.

I

Explore

Tap the floor to move. Whatever glints deserves a second look: a note, a photograph, a lock newer than the cabinet it guards.

II

Decipher

No history degree, no arithmetic. The clues are in the scene, and they make sense as you play.

III

Stay unseen

Patrols only see what is in front of them. Use the shadows and a little noise and, if there is no other way, a dart: it puts them to sleep, it never kills.

Who’s who

Some help, some lie, and one or two do both.

Jon Marrick
Archaeologist

Jon Marrick

Twenty years ago he buried his father without a body to bury. Tonight, an old radio gave him back his voice.

Sofía Vale
Investigator · Access specialist

Sofía Vale

She opens what everyone else calls sealed. She works alone because she trusts no one. Yet.

Professor Elias Marrick
Jon’s father

Professor Elias Marrick

He vanished in the Atlantic twenty years ago, on an expedition. Officially, he is dead.

Professor Helena Navarro
Historian · Lisbon

Professor Helena Navarro

She keeps evidence of the shipwreck in Lisbon. And a sentence she has not said for twenty years.

Rourke
Orpheus field commander

Rourke

Pragmatic and dangerous. He lives by his own code, and it is not written in any contract.

Adrian Blackwell
Director of Orpheus

Adrian Blackwell

He is convinced that whoever controls a certain power will prevent the wars to come. The worrying part is that he means it.

Orpheus soldiers
Private security

Orpheus soldiers

A black compass on the badge and orders not to ask questions. They see what is in front of them; behind them is another story.

Meet all the characters

What you should know

Before you open the first door.

Nobody dies

Guards fall asleep and, a while later, wake up with a headache. That is all.

No puzzle is paywalled

No paid hints, no ads to keep going. If you get stuck, the answer is in the scene.

Dialogue in English

It was written in English and stays that way, with subtitles in your language.

With or without an account

Play without signing up. Add your email and your game is saved to the cloud and follows you to any device.

Frequently asked questions

Is it free?

The prologue and the first chapter, Shadows of Lisbon, are free to play now. The full adventure, all ten chapters, unlocks with a single purchase of $12.99. Once and for good: no subscription, no ads and nothing else to buy inside.

Do I have to kill anyone?

No. Jon slips past patrols or puts guards to sleep with tranquilliser darts, and they wake up a while later. In the whole adventure there is not a single death on your hands.

Do I need an account?

No. Without one, your game is saved in your browser. With one, which only asks for your email and no password, it is also saved to the cloud so you can pick it up on another device.

What language is the dialogue in?

English, its original language, with subtitles in your language.

What can I play it on?

In the browser on your phone, tablet or computer, with nothing to install. You play with one finger or a mouse.

How many chapters are there?

The first adventure, The Atlantis Signal, has ten: from the prologue in the Marrick mansion to the final voyage across the Atlantic.

Is my progress saved?

Yes, automatically, every time you move forward. Without an account, in this browser; with one, in the cloud too. If you buy the full adventure, it belongs to your account and comes with you to every device.

The radio is talking again

It asks you not to come looking for him. Nobody said you would listen.

Begin the adventure