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Interrogation draws inspiration from classic adventure games like Gabriel Knight and modern greats like Disco Elysium, but we introduced a puzzle-piece grid and limited questioning to make conversations more strategic and game-y. You can’t ask everything, so you have to choose your questions wisely.
Trading evolved through a lot of prototyping before landing on a “haggling sim” model inspired by games like Potionomics and Recettear. It’s expressive, tense, and surprisingly personal.
Expeditions are where things venture off the garden path. The core loop of the whole game takes cues from games like Dredge, Cult of the Lamb, Loop Hero, and Darkest Dungeon, but instead of fishing or combat, our ‘venture out and do X’ is unique. You gather resources and companions, study the known variables of the map’s encounter cards, and choose your loadout carefully. We’re aiming for that sweet spot between strategy and luck.
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