A story-driven niche RPG built around three characters standing at turning points in their lives. Their past is only a brief sketch; their future is shaped by the choices that are made.
Those choices affect not only the protagonists, but also the world around them—often quietly, and not at once. The fate of the world does not rest on you; no grand feats await—only decisions made with an incomplete grasp of their consequences.
And perhaps, through these private stories, there is a rare chance to draw closer to an answer to a question that has unsettled inquisitive minds for centuries: why the world is the way it is.
I’m simply a fan of single-player RPGs who was fortunate enough to find the time to try making a niche role-playing game on my own. If it all works out, that would be wonderful. And if it doesn’t, that’s alright too: the process itself, learning new skills, and the chance to create something truly my own already bring me joy.
This project is a form of dialogue. I’m curious to see whether there are players whose view of the world resonates with what is reflected in the tangled story of the Crater’s inhabitants. Everyone here has a past and a future, and the two are inseparably linked. The motives behind their actions are shaped by different things: personal tragedy, foolishness, or the invisible, unspoken influence people have on one another.
This log is simply a way to record the path and the thoughts along the way. No plan, no obligations, no certainty about the outcome.
By the time the demo is released, the game reaches a point where it can be shared. This is the first chapter—an opening rather than a finished form, the moment when the world stops being closed and begins to exist beyond my notes and reflections.
In the near future, it matters to me to see how the demo is experienced: what choices are made, where doubt appears, which moments resonate, and which pass unnoticed. I’m less interested in scores and more in the experience itself.
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