Reports of unusually companionable beasts, ambitious homesteaders, and a settlement with no agreed-upon founding story have reached this desk. Two games are now in development.
Wildbright’s systems form a story-web. A companion changes how you
travel; travel changes what you bring home; home changes what your kin
can attempt next.
1
Meet
A creature is someone to know, not something to collect.
2
Tend
Build a home whose shape records the life you lived there.
3
Venture
Read the land, take a risk, and find a way back.
4
Remember
Loss closes one chapter and changes the chapters after it.
Field notes & closed betas
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