Vestige - banner

Vestige - Press Kit

Vestige is a third-person narrative adventure built with Unreal Engine 5. You play as Paul, an amnesiac man who wakes up on an enigmatic island and tries to piece together the fragments of his past.

The island is divided into seven distinct zones, each symbolising a stage of grief. Throughout his journey, Paul discovers crystals containing memory fragments that shed light on the events that led him there.

Vestige offers an introspective experience in which exploring the world goes hand in hand with accepting oneself and the past. Release planned for 2027 on PC.

Story

Paul wakes up on an island, disoriented, with no memory of how he got there. He gradually understands that this place is not a real space, but an island shaped by his memory and his emotions.

As he explores a fragmented environment, he uncovers vestiges of key moments in his life: his personal history, his relationship with his wife Marie, and the events that led to his current situation.

Vestige tells a journey whose goal is not to defeat grief, but to understand, accept and rebuild oneself.

Features

  • One island, seven stages of grief each zone of the island embodies an emotional state experienced by Paul. The landscapes, natural shapes and architectures become an inner mirror of the character.
  • Fragmented environmental storytelling no direct exposition. The player gradually rebuilds the story by connecting memories together, like shards to be put back into context.
  • Sensory interaction gameplay relies on sensory signals that translate the character's emotional state, with no intrusive interface:
    — sounds and pulses,
    — vibrations and rhythms,
    — free movement, climbing, sliding.
  • A stylised, emotionally-driven art direction at the crossroads of several strong influences:
    — the poetic power of Kena: Bridge of Spirits,
    — the narrative lighting of Arcane and Little Nightmares,
    — the credible materials of Where Winds Meet and Death Stranding.

Screenshots

Vestige - in-game screenshot 1Vestige - in-game screenshot 2Vestige - in-game screenshot 3Vestige - in-game screenshot 4

Logos and Icon

Vestige logo - blackVestige logo - white

Our Story

PYRAMIDE is a web and design agency based in the heart of the Alps, in Grenoble. Over the years, the team has built solid expertise in creative project management, art direction and software development.

Driven by a shared passion for video games and interactive experiences, the company decided to launch a new activity dedicated to game development.

It is in this context that PYRAMIDE Games was born, a video game studio aiming to design experiences with a strong artistic and narrative identity.

Vestige is one of two games currently in development at the studio. The project is carried by a team of more than twenty people - game designers, writers, concept artists, 3D artists, level designers, developers, sound designer and composer - united around a shared vision.

Artistic Statement

With Vestige, we want to create an experience that approaches grief not as an obstacle to overcome, but as an inner journey. Video games feel like a unique medium to make an emotion felt rather than simply told.

Vestige explores three intertwined themes: grief as an emotional path, childhood as an intimate part of oneself to acknowledge, and memory as a tool of understanding rather than revelation. Regret and guilt are confronted without judgement, through Paul's relationship with his wife Marie.

Our art direction seeks a balance between the poetic power of Kena, the stylised human presence of games like Life is Strange, and the material grounding of Where Winds Meet. The goal is to create a world that is readable, immersive and emotionally strong.

Our narrative approach takes inspiration from Gris, RiME and What Remains of Edith Finch: no direct exposition, but fragments to connect, where the player remains active in the interpretation of what they discover.

Team

Direction
Valentin Ribezzi — Game director, project lead
Rémy Bal — Assistant Game Director, marketing and communication lead
Writing and narrative
Hugo Molé — Writer
Clara Cugy — Writer
Nolan Persch — Narrative designer
Léna Talmo — Storyboarder
Game and level design
Liam Armonia — Game designer (consultant)
Mathieu Van Nevel — Game designer
Adam Armonia — Level designer
Nielisson Mendonça — Level designer
Art and concept
Maïlys Boukhobza — Art director
Vadim Toumire — Concept artist
Kathleen Bessout — Concept artist
Lucas Renard — Concept artist
Paloma Bellec — Branding
Mike Destivelle — 3D artist
Quentin Cavalier — Concept artist (intern)
Émile Brayet — 3D artist (intern)
Development
Enzo Hugonnier — Lead developer
Clovis Gehin — Developer
Sound and music
Yohan David — Composer
Francesco Armiento — Sound designer
Marketing and communication
Antonio Davisseau — Marketing, communication
Sarah Lorentz — Marketing, communication (intern)

Contact

The team is available for interviews (in English and French).