Dev Log #6: Worlds Are Taking Shape – Engine Work, New Scenarios, and One Unkillable Bug
It has been a busy few weeks at Living Echoes. We have been heads-down on the game engine, expanding our world roster, and — most importantly — playtesting everything until it breaks. And oh, it breaks. More on that in a moment.
Today's update is a big one. We want to share what we have been building, what is coming next, and give you an honest look at the messy, exciting reality of making this thing real.
Four Worlds for the Beta
We have been pouring energy into the worlds we want to bring to the first beta — and we are thrilled with how they are shaping up.
Ephilia is our high fantasy playground. Think epic stakes undermined by petty motivations. Dragons who should be destroying the world but are too busy looking for love. A king who pulled a legendary artifact from a sacred stone — not because he was chosen, but because it looked like a really good hammer. The tone walks a line between genuine heart and absurdist humor, inspired by Discworld and the best chaotic tabletop sessions.
Greyhold & Dhom Khar goes in the opposite direction — grim, low fantasy, morally grey. A frontier town in the shadow of an ancient dwarven stronghold, where gold flows downhill, everyone has an angle, and the economy tracks every copper. If Ephilia is about laughing at destiny, Greyhold is about surviving in spite of it.
Navia — some of you already know this one — is our contemporary urban fantasy set in modern Poland. The old Slavic gods never died; they just traded temples for corporate empires and nightclubs. Veles builds shadow networks. Perun wants open worship. Mokosh seeks balance. And the players are caught in the middle of divine power plays that can start at a village healing ritual and end with souls escaping from the underworld.
Scarlet Coal is our darkest setting. A storm-wracked island where the only thing keeping the dead at bay is a screaming ore called Wailcoal. The deeper the mines go, the worse the dead become — and the worse the dead become, the more coal is needed. It is a cruel, closed loop on a dying rock where nobody is purely good, nobody is purely evil, and every choice is made when all options are bad.
Each of these worlds uses our RPG mechanics built around Grit, Flow, Presence, and Insight — the same system we detailed in Dev Log #4. The situation-based design from Dev Log #5 is the backbone of all four.
New Scenarios on the Horizon
Beyond these four worlds, we have something else cooking. One of our writers — who worked on, among other projects, Tainted Grail — is currently preparing two additional scenarios. One is a classic horror story and the other is a criminal mystery.
Here is the interesting part: these two scenarios will use a different ruleset. Instead of our stat-based RPG mechanics, they will run on a narrative-first system — mainly Freeform Universal. This means lighter mechanical crunch and more emphasis on storytelling flow, which fits perfectly for horror tension and detective work where the drama lives in the choices, not the dice.
We are excited about offering both styles under one roof. Some stories need stats and tactics. Others need atmosphere and consequence. Living Echoes should handle both.
Building Blocks, Not Scripts
One thing that has been genuinely eye-opening during this process: switching from writing scenarios the traditional way — linear scripts, predetermined beats — to designing them as building blocks and events.
We talked about this shift in Dev Log #5, but now that we are deep into actually doing it for four full worlds, we can say with confidence: it produces better stories. The approach gives the game engine (and therefore you) far more freedom. Instead of following a track, you are dropped into a living situation. What happens next is genuinely up to you.
It is harder to write this way. But the payoff in player agency is enormous. To give you some perspective — the world bible for Scarlet Coal alone is almost 300 pages. And that is a single island. When you design in building blocks rather than scripts, every location, every faction, every possible event needs to exist as a self-contained piece that can connect to dozens of others. The amount of detail required is staggering. But the payoff in player agency is enormous.
Playtesting Reality (a.k.a. The Immortal Stabbing Incident)
We have been testing the system extensively, and in general, the rules are coming together nicely. Quest chains, long-term progression, how the engine tracks your impact on the world — all of this is being put through its paces.
But playtesting also means finding spectacular failures. And we have a favorite.
During one session, the game engine generated a random NPC with wildly exaggerated stats — we are talking virtually unbeatable. At the same time, we were experimenting with the death mechanics, which at that point had been turned off for testing purposes. The result? A fight in which the player could not die, could not run away, and was being stabbed. Repeatedly. Endlessly. Just… standing there, getting stabbed by an invincible NPC, unable to do anything about it.
We fixed that one.
Moments like these are exactly why we test. We are currently working through stat balancing for generated NPCs, making sure quest chains resolve properly, and verifying that long-term progression does not produce any more unkillable nightmares.
Engine Optimization
On the technical side, we are also focused on optimizing response times. Right now, the engine takes longer than we would like to deliver its responses. For a voice-driven, immersive experience, speed matters — you do not want to be waiting in silence after making a dramatic declaration. We are working on it.
A Personal Note
If we are being honest — and we always try to be in these logs — this whole thing brings a lot of joy. Watching worlds come alive, seeing the AI react to player choices we never anticipated, building something that genuinely feels new — we are really proud of the work we are doing.
A Note About the Beta
That said, we want to set expectations clearly. When the beta arrives — and let's be honest, it will be more of an alpha — it will have its rough edges. Bugs. Awkward moments. Maybe even the occasional invincible NPC.
We are counting on you to help us find them. Your feedback is what will turn this from something promising into something great. There is still a long road ahead, and we would rather walk it with you than pretend we have already arrived.
Thank you for sticking with us. More updates soon.