Devlog
Notes on creating a living world. The authorities have been notified.
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A Thief from Nowhere
A pickpocket appeared at the fair, stole a real ruble and forced us to test a larger idea: when does a passing stranger become someone the world must remember?
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When a Day Became a Story
In v0.7.0 the mechanics worked but not the story. V0.7.1 connected illness, contracts, evidence and a preventable murder into one causal day.
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A Company Is Not a Party
Satisfy v0.6 derives conversational companies from where people sit and stand. They shape who hears whom—but they are not MMO parties.
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When Every NPC Told Everyone Everything
Every NPC tried to tell everyone everything it knew. One tavern exposed the result—and taught the simulation that a living world also needs silence.
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How Rumours Travel
In Satisfy, news should travel through mouths, rooms and relationships. A rumour keeps its source, loses detail and may change what people do.
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One World, Two Languages
Why Satisfy should be one shared world—not two language copies—and how English-speaking lands and a crank-powered translator could help players meet.
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Why I’m Building Satisfy
From hundreds of hours in MUDs to rabbit-ear quests and empty sandboxes: why I’m trying to build the living MMO I kept looking for.