The trace
A storm uncovers a stair and deposits a thin line of salt along an older wall. The clue is material, not a floating marker.
An illustrated note on simulation, folklore and making a world feel older than its files.
Nacre / field notes
This studio note describes a fictional design problem: how can weather leave readable evidence without making the world predictable?
A storm uncovers a stair and deposits a thin line of salt along an older wall. The clue is material, not a floating marker.
An archive map shows the wall but omits the stair. The player must compare two kinds of evidence.
We preserve the contradiction long enough for observation to matter, then let a witness complicate the answer.
Telusuri catatan perubahan dunia, tambahan konsep, dan alasan keputusan pengembangan.
Contoh kegiatan uji permainan, pertukaran peta, dan percakapan pengembangan dunia cerita.
Urutan percobaan pengembangan konseptual. Tanggal sasaran tidak merupakan janji rilis.