DUkiya
ENTER THE HILL OF WIND.
A coming-of-age adventure about a young inventor searching for her missing father, and discovering a forgotten world beneath her home.
THE HILL OF WIND
For generations, the people of the Hill of Wind have searched far and wide for the treasure promised by their ancestors.
Every year, the Harmattan blankets the hill in golden dust. And when the haze clears, ancient paths, forgotten doors, glowing stones, and hidden wonders are revealed.
They have always searched far and wide for what has been around them all along.
Dukiya
Dukiya has always been curious. She sees possibilities in the things others overlook, turning scraps into useful inventions that solve everyday problems. By her side is Malu, her best friend, loyal helper, and very lovable cow, who happily joins every adventure in exchange for mangoes.
Together, they tinker, play, and sometimes get into trouble. But when Dukiya’s father disappears, her curiosity becomes a determination to find him, no matter where the journey takes her.
Usman
Usman is Dukiya’s father, a hardworking miner who knows the Hill of Wind better than anyone.
He believes in the old promise of treasure beneath the mountain and has spent his life searching for it, like his fathers before him. But when he disappears deep within the mines, Dukiya refuses to believe he is gone.
His disappearance becomes the beginning of her greatest adventure.
mama keys
Mama Keys is an eccentric collector who has wandered the Hill of Wind longer than anyone can remember, gathering forgotten keys, strange objects, and curious treasures. Among her collection are ancient keys whose origins and what they unlock she can no longer remember.
When Dukiya begins uncovering the mysteries of the Deep, Mama Keys sees a chance to finally discover the purpose of her keys and recover the memories she has lost. Together, they follow the clues, uncovering secrets buried beneath the Hill of Wind.
The Deep
A vast hidden realm beneath the Hill of Wind, filled with strange creatures, forgotten settlements, ancient machines, magical landscapes and mysteries buried for generations.
And somewhere inside it are the missing miners.
Including Dukiya's father.
THE WANDERING BAZAAR
Dukiya opens a forgotten door and discovers a mysterious bazaar carried through the mountains on the back of a giant hermit crab.
Travelers from across the Deep gather here to trade strange objects, stories, and secrets. Among the stalls, Dukiya might find exactly what she needs.
If she can afford the price.
THE HUSHWINGS
The Hushwings are a mysterious clan of bats who travel the Deep, trading relics, maps, rumours, and secrets.They know hidden paths and forgotten places Dukiya could never find on her own, and they always seem to know more than they let on.
But with the Hushwings, nothing comes for free.
THE DAJIRI
Dukiya thinks she’s found a shortcut through the Deep.Instead, she wakes the Dajiri, ancient creatures that would rather have stayed asleep.
The Cloud Guardians
Dukiya thinks she’s found a shortcut through the Deep.Instead, she wakes the Dajiri, ancient creatures that would rather have stayed asleep.
Kaaru
Long ago, Kaaru was a traveling griot who wandered far and wide, keeping stories alive through music. One day, a lost traveler came to him, and Kaaru shared his greatest gifts: his lantern to light his path and his Stone of riches. The traveler promised to return in seven days, but never did. Seven days became seven years, then seven generations. Forgotten by the world, Kaaru began to forget himself. Now, his haunting song lures travelers into a world where memories disappear.
THE STORY ENGINE
EXPLORE → DISCOVER → ADVENTURE → SOLVE → UNCOVER → GO DEEPER

