Designer Notes
On Distance and Asynchrony
This game works best when played slowly. The pauses between fragments—whether minutes or weeks—cr...
On the Map's Mutability
The map's instability is intentional. It represents subjective experience, not objective geograph...
On Endings
Some of the most powerful endings happen quietly. You don't need a dramatic climax. Sometimes one...
On Echo Tokens
The token economy is tight by design. Three tokens isn't much. You'll need to let some mysteries ...