ATARI ST · MEGADRIVE · AMIGA

LORE OF THE EMBER

THE top-down game that could have shipped in 1992.

A gothic action game where a plague contaminates the map, tile by tile, in real time. On the three machines of the golden age: the Atari ST, the Megadrive and the Amiga. Open devlog, development in the open.

No spam. One email when something worth seeing comes out.

Three machines, one world

Three machines

The game was born on the Atari ST. Today it also runs on the Megadrive and on the Amiga. Same world, same story, and each time the best that machine can do.

The solo dev behind the game

Frederick, solo developer of Lore of the Ember

Frédérick, born in 1978. A potentiometer Pong at the age of four, an Atari 1040 STe at ten, and Tilt, Joystick and choose-your-own-adventure gamebooks for reading.

Lore of the Ember is a deliberate return to the machine where my passion took root. Machines like these do not let you do everything, so you cut. And what you cut is often what gives a game its character.

A solo project, coded in the evenings. Picking up an old Atari engine I have been tinkering with for years, finally pushed all the way, and which ended up taking the game to two other machines of the same era. A public devlog at every step.

Read the full bio →

Project progress

Atari ST

21 / 22

Core engine

Done - The foundations: a smooth 50 frames per second display

Player movement

Done - Pixel-perfect movement, gravity and jumping

Scenery and scrolling

Done - Tile-based scenery and smooth scrolling

Scenery collisions

Done - Floors, walls, platforms and ceilings

Smooth characters

Done - Sprites that move without flickering

Grid corruption prototype

Done - The map corrupting itself, and the respite you earn by clearing an area

Move to C and assembly

Done - Tidier code: a reusable engine on one side, the game on the other

A real world to explore

Done - A map larger than the screen, a camera that follows the hero, and a plague that sleeps off-screen

Building the world

Done - The scenery of all 5 acts laid out on the grid

One game for STe and STf

Done - The same game runs on both machines, detected at startup

Plague outbreaks

Done - The plague spreads from outbreaks that can be tuned one by one

Horseback level with depth

Done - A ride where several layers scroll at different speeds, on STe as well as STf

50 Hz scrolling with enemies

Done - The scenery races at full speed on STe, steady even with enemies prowling out to the edges

In-game HUD

Done - Hearts, score, lantern gauge and lives, in a banner that stays rock steady while the scenery scrolls

Boss on a plague arena

Done - The Ashen Wolf: a boss who seeds outbreaks of plague

Music

Done - The title screen and intro themes, written for the game

Two-player ride

Done - A side-on ride in the saddle for two players, with scenery on two layers of depth

Two-player co-op

Done - The second hero joins the game at the press of a button, with their own lives and score

Intro in five shots

Done - Waking up, the lantern, crossing the village and the castle, before the first joystick in hand

Scenery read from disk

Done - Scenery moves out of memory and onto disk: bigger levels, and a hard disk install

The screen takes the hit

Done - Shakes, shards and a white flash when a monster blows apart

All 5 acts

In progress - Morteveille playable from beginning to end

Megadrive

5 / 6

The game boots on Megadrive

Done - The scenery and the hero show up on Sega's console

The whole game

Done - Enemies, plague, outbreaks, co-op, intro and the ride: everything the Atari version does

Scenery in colour

Done - The scenery is no longer held to the Atari's sixteen colours

Night and the halo

Done - A territory where you only see what the lantern lights

The second level

Done - A second territory, and the roar of the collapse when you die

Playable start to finish

To do - All 5 acts on cartridge

Amiga

3 / 5

The game boots on Amiga

Done - The foundations of the A500 port

The real world runs

Done - The level, its enemies and its real colours, on a 1 MB A500

In-game HUD

Done - Hearts, score and lantern gauge, steady while the scenery scrolls

The whole game

In progress - Everything the Atari version does, on Amiga

Playable start to finish

To do - All 5 acts on Amiga floppy

The story - 5 acts

I

The Forest of the Hanged

The trees bear strange fruit tonight.

Boss: The Ashen Wolf
II

The Cemetery of Morteveille

The dead don't rest here. Someone woke them.

Boss: The Lady in Black
III

The Castle Ramparts

The storm lights up what the night wanted hidden.

Boss: The Twin Gargoyle
IV

The Castle Entrails

Every room tells of a sin. The last one is mine.

Boss: The Mirror Knight
V

The Scarlet Dungeon

The price of a miracle is always paid by the innocent.

Boss: to be discovered

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Frequently asked questions

What machines does Lore of the Ember run on?

Three of them: the Atari ST (STe, STf and Mega STe), the Sega Megadrive (Genesis) and the Commodore Amiga. The Atari is the original and the most advanced version; the other two follow. Each version has its own page: Atari ST, Megadrive, Amiga.

Why three machines rather than one?

Because the game was made for those years, and three machines mattered back then. The Atari ST is where the game was born and the one that decides everything: whatever fits there fits everywhere else. So the Megadrive and the Amiga do not get a watered-down version, they get the same game plus whatever their machine can do better.

Are the three versions identical?

The world, the story and the mechanics are the same everywhere. What changes is what each machine allows on top: the Megadrive shows far more colourful scenery, for instance. No version is held back to look like the others.

What is "grid corruption"?

It's the game's signature mechanic: a plague contaminates the tiles of the map in real time. The playfield itself becomes an enemy, one that keeps evolving even when the player stands still. The player can clear areas with the lantern, which grants a short local immunity.

What is the story pitch?

Auvergne, 1347, the Black Plague. A knight named Alaric wakes covered in blood that isn't his own, with no memory. Beside him, a lantern holds a presence, and a promise he has forgotten. He has to reach the castle of Morteveille before dawn, across five gothic acts.

Where can I follow the project?

The devlog publishes an article at every notable step, and it filters by machine. The homepage also shows progress bars, one set per machine. You can also sign up to the newsletter to get the important announcements by email.