What a person made
The ruleset adaptation. The world and its systems — regions, oracles, the way a vow
accrues and breaks. Every location's description, written before any image of it existed.
The interface. The voice the Machine Game Master is held to. All of the code.
No scene art here was drawn by hand. The scene art, music and ambient
audio were generated during development — the images from prompts built out of the world
text that already existed — and then put through a fixed pipeline: cropped, downscaled to a
native pixel grid, quantized to a palette chosen per scene with dithering off, and
upscaled only at whole-number multiples, so no pixel is ever half a pixel. The smallest
icons are the exception: the 16, 24 and 32 pixel rungs and the on-screen keyboard's glyph
were drawn by hand at their native size, because nothing survives being shrunk that far.
That last part isn't a detail. Dithering on, against one shared palette, gave us
speckled skies tinted pink. So dithering is off and every scene carries its own palette.
Forty-four plates ship: nine regions and thirty-five zones. The village of Pale Hollow
was reframed, rotated, rebuilt around its longhouse, and passed over once more before it
was allowed in.
The Machine Game Master's responses are generated live as you play.
We'd rather tell you exactly where the line is than let you find
it yourself.