Harmonic Abilities
Wield forgotten melodies to manipulate matter — shatter crystalline barriers, bridge chasms with resonant bridges, and awaken dormant mechanisms through precise tonal combinations.
A hand-drawn metroidvania where sound shapes reality
Wield forgotten melodies to manipulate matter — shatter crystalline barriers, bridge chasms with resonant bridges, and awaken dormant mechanisms through precise tonal combinations.
The world breathes with you. Every action ripples through a dynamic score — combat swells the orchestra, puzzle rooms hum in counterpoint, and silence speaks as loudly as any crescendo.
Scattered across Aetheris lie fragments of the Prime Harmony. Recover each phrase to restore the world's voice — and uncover why the music stopped in the first place.
No prescribed path. Aetheris opens gradually as your repertoire grows — new harmonies unlock new routes, rewarding curiosity and experimentation over checklist completion.
MetroidvaniaAn adaptive audio engine layers instrumentation in real time. Your location, abilities, and even combat rhythm shape the score — no two playthroughs sound identical.
Audio-DrivenEvery sprite, background, and effect hand-painted on paper, then digitized. Imperfections preserved — ink bleed, paper grain, the human hand visible in every frame of motion.
Hand-DrawnCore audio-reactive system now handles real-time stem layering based on player state. Testing harmonic combat encounters this week.
Hand-painted assets for the opening forest region finalized. 240 unique frames for player movement alone — paper texture pipeline is holding up beautifully.
Short-range teleport tied to a specific interval. Visual feedback uses glitch displacement — fits the lore of sound tearing space. Iterating on cooldown feel.
Built a custom middleware layer between FMOD and Unity. Allows harmonic analysis of player input to drive vertical remixing. Early results are promising.