Started digging into the narrative side of Bloodrust this week. The visual direction is feeling solid enough that it's time to figure out what actually happens in this world.
The setting has a tone - dark, corroded, heavy - but tone isn't story. Spent a lot of time just writing. Lore documents, character backgrounds, faction motivations. Most of it won't end up in the game directly, but it shapes everything. When you know why a place exists, you design it differently.
The story will live in environments, item descriptions, and incidental dialogue rather than long cutscenes.