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The Ashen Compass above Veyra’s weathered stone ruins
CLUEDRIFT ORIGINALCASE 011
VEYRA / AFTER THE STORM

The Ashen
Compass.

WHAT DID THE CITY CHOOSE TO KEEP?
AN ARCHAEOLOGICAL ADVENTURE THRILLER

A city uncovered.
A map misunderstood.

The excavation crew believes a newly exposed gateway leads to a legendary treasure chamber. You are the expedition’s field surveyor. Your measurements suggest that their confident route crosses structures they have never seen.

Your mission: find the true archive, work out which routes are safe, and secure its contents before the excavation destroys the site.

1–4, shared screen6 chapters / 18 investigations3D and measured fixed viewsContinuous original score
A$49Digital edition
Proposed launch price
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  • Six illustrated locations and four recognisable expedition members
  • A survey instrument with a damaged foot you can test and correct
  • Fragments, guides, passage sections and archive fittings to inspect
  • A notebook with overlays, personal notes and saved competing arrangements
  • Four progressive hint levels for every named puzzle
  • Alternative safe routes and recoverable preservation choices
  • A final operation tracking every person and delivered case
  • Three endings shaped by the evidence you actually carry out
Before the expedition

Fictional archaeological danger, deception and threatened loss of historical material. No graphic violence, reflex timers or sound-only clues. Optional device narration has a full written transcript. Progress saves in the same browser; fixed views support devices without 3D.

LOOK BEYOND THE OUTLINE

Measure carefully.
Question the obvious route.

A line on a plan may be a walkway above you or a channel beneath your feet. Learn what the compass measures, test the city’s surviving mechanisms and compare sources that were never meant to stand alone.

The notebook keeps what happened in an experiment. Deciding what it means remains your work.

An upper colonnade crossing above Veyra’s lower channel
SIX CHAPTERS · A COMPLETE EXPEDITION

From exposed stone
to a defensible history.

01

The City Exposed

Establish how the entrance worked and prepare a crossing the expedition can use.

02

The Makers’ Court

Understand the workshop tools and open a passage through the court.

03

The Map of Another Height

Separate the city’s levels and establish a safe route towards the Sun Hall.

04

The Chamber Everyone Wanted

Work out what the display concealed and follow the hall’s original function.

05

What the City Preserved

Test the history recorded in the archive and correct the excavation route.

06

Carry the Truth Out

Choose what to preserve, prepare its equipment and bring the expedition out.

CARRY THE TRUTH OUT

A discovery matters
when it survives.

Choose the evidence your expedition will preserve. Then document it, pack it, position the team, support the crossing and register each load at camp. A plan on paper is only the beginning.

The crew waits for your deliberate handover. Reading, experimenting and conversation do not run down a hidden clock. Checkpoints let you reconsider major choices.

Completion time and difficulty have not yet been measured in an independent fresh-player test.

Available soon