A route-based narrative game · private beta

KEEPERS
OF MEMORY

Three thousand years of Ethiopian civilization. One sacred duty: carry the record through.

The premise

You are a Keeper.

Before archives had names, there were people whose duty was memory itself. In Keepers of Memory you walk the roads of four great eras — from the incense ports of D’mt to the courts of the Solomonic kings — as a sacred record-keeper: witnessing, writing, and deciding what survives. Every location is a real archaeological site. Every road is a choice. What you carve is what the future gets to know.

Four eras · twenty-four real places
D’MTc. 980–400 BCE

The temple of Yeha. The first script. A kingdom learning to write itself down.

AKSUMc. 100–940 CE

Stelae taller than Rome’s obelisks. A port the whole ancient world knew by name.

ZAGWEc. 900–1270 CE

Churches carved downward into living rock. Faith as architecture, architecture as record.

SOLOMONIC1270 CE →

Chronicle halls and mountain fortresses. The age when keeping memory became statecraft.

How it plays

80 Days meets Pentiment.

Routes

Choose your roads

Caravan, river or coast — each route carries its own dangers, encounters and knowledge. No two journeys keep the same record.

People

Living places

Villages where water is carried from the well and herders chase strays; ports where porters work the docks. Talk to healers, priests, merchants and kings.

Memory

Carve what survives

Your journal counts everything — sites walked, records spoken, curiosities found. At each era’s end you choose what goes into stone. Stone is what the future reads.

From the record

Bois Caïman, August 1791 — one of fifty-two woodcut plates painted for the record.

ENTER THE BETA →

PLAYS IN THE BROWSER · DESKTOP AND MOBILE

You were not supposed to find this
THE BROKEN STONES

Hidden inside Keepers of Memory is a second game. Across the outer game’s four eras lie eight broken stones — the carved justifications of Keepers who broke the order’s first law: witness, don’t intervene. Gather them, or speak the old code, and the Convocation opens.

RECORD WHAT WAS — or — CHANGE WHAT WILL BE

THE KEEPER NETWORK

Seven cells. One memory. Six playable campaigns across seventeen centuries — twenty-eight endings, and the network remembers every one. Your record in one century changes how the next one greets you.

THE HORN THE NILE MANUSCRIPTS THE FOREST THE COAST KINGDOMS THE CROSSING

Aksum 316 CE · Kongo 1483 · the Swahili Coast 1497 · Timbuktu 1591/2012 · Adwa 1896 · Saint-Domingue 1791. The seventh route was not chosen by any Keeper.

PLAY THE FIRST RECORD

Pivot One · the weight of the record

Before any hand is raised, the Archive requires the reading of what history built through these lives.

FRUMENTIUS OF TYRE
the shipwrecked ward · in our history: first Bishop of Aksum

Survived the wreck at Adulis, tutored a prince, converted a king — and became Abba Salama, father of a church that counts forty million members seventeen centuries later. One man. One shipwreck. One of history’s heaviest hinges.

AEDESIUS
the younger ward · the witness

Returned to Tyre and told the story once — to a historian. Every word the world knows of this hinge exists because he lived to speak it.

EZANA OF AKSUM
the prince in the classroom

The first king on earth to strike the cross on gold coinage. His conversion made Aksum one of the first Christian states in the world — taught, patiently, by the man the sea delivered.

c. 316 CE — Adulis
ACT I — THE ARRIVAL
Drag from the bow to aim — the arc shows your shot. Three shafts.