Devlog

Notes on creating a living world. The authorities have been notified.

  1. 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?

    Read entry →

  2. 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.

    Read entry →

  3. 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.

    Read entry →

  4. 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.

    Read entry →

  5. 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.

    Read entry →

  6. 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.

    Read entry →