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Devlog #02: A Tale of Fluid Powers

[p]“She’s not the chosen one. She is the one who chooses. Not being ready is why she matters.”[/p][p]Internal character brief, early concept phase. [/p][p][/p][h2]Where It All Began[/h2][p][/p][p]At the very start, One wasn’t a character. She was a title, Fading Echo: One.
A placeholder for our first game in the universe. A way to signal a beginning. Simple. Clean.
A little mysterious if you like graphic novels. Also, a little long for a game logo…[/p][p]We didn’t yet know who the story would follow. The core abilities of the main character were already kind of there. The world of Corel was still forming… floating islands, broken æther, scavenged myths.
We were circling themes of collapse and survival; the fluid ideas were what started it all.[/p][p]Anyway, the number stuck around. One. It felt elemental. Lonely. Like a shard of something older…[/p][p]Character-wise, we had already met her mother. Rahne Kelevra was the evolution of a character that was created in various format around the TTRPG table of Fading Echo.
One thing we really liked about her was that she was the very last of her dynasty. There was something cool to the Last of the Kelevra notion.[/p][p]As Rahne Kelevra emerged… scarred, exiled, holding her past at arm’s length… we started imagining a daughter. A survivor raised in the margins.
And suddenly, that title wasn’t just a product label. It started asking questions of the story.[/p][p]What if One wasn’t just the title of the game… but the name she was given?
What kind of woman names her child One?
[/p][p]Not a romantic. Not a dreamer. Someone who has lost everything. Someone for whom names are too heavy, too full of memory. Someone who needs control.
And with that shift, One stopped being a title. She became a person. A daughter. A consequence. A fragment of a fallen world trying to grow into something new.[/p][p]It was only later we realized what we were building echoed the kinds of graphic novel origin stories we loved.
Not high fantasy epics, but grounded, emotional, human beginnings.
Not stories of grand prophecy, but of people caught in the aftermath of history. Trying, failing, surviving.[/p][p]One wasn’t designed to be a chosen one but someone who chooses.
She wasn’t meant to save the Echoverse. She was just a girl with a name no one should have to carry.A scavenger with a homemade spear. A ripple in the system.[/p][p]That was the beginning.
Not of a legend.
Of One.[/p][p][/p][h2]From Desert Scavenger to Legend-in-the-Making[/h2][p][/p][p]One isn’t born a hero. She starts as a desert scavenger on a broken world. She’s quirky, resourceful, full of strange charisma and bad decisions. She scavenges. She improvises. She survives.[/p][p]We built her to move differently. To think in curves. To fight like someone who built her own spear out of rust, memory, and intuition.[/p][p]That spear, by the way, was always central: her chosen weapon and kind of her only friend at first. Not a legendary blade passed down through dynasties, but a scavenged, customized, probably-too-heavy staff she learned to wield by trial and error. Her fighting style evolved to reflect that: reactive, experimental, never clean. She learns through motion, by messing up and adapting on the fly.[/p][p][/p][p]Did you know?[/p][p]From the very first round of concept art prep for One, we almost nailed it. Below, you can see the very first finalized piece we didand yeah… pretty close, right? As planned. (Mostly. The staff was there!)[/p][p][/p][p][/p][p][/p][h2]A Vortex of Personality[/h2][p][/p][p]One had to carry the weight of our narrative without ever feeling like a “designated main character.” She’s impulsive. Empathetic. Weird. Unfinished. We wanted her to feel like she was flowing through the world, not standing in opposition to it, more a ripple than a stone.[/p][p]She isn’t rebellious in a loud, punk way (though she kind of looks it). She simply doesn’t fit into any mold… neither the hardened reality of Corel nor the echoes of the defunct Legends’ Imperium. She’s a person of instinct, not doctrine. That’s why her Legend powers manifest in rough, natural forms. She doesn't cast spells or deliver heroic speeches. She leaps, misfires, adapts, and grows.[/p][p][/p][h2]The Hair That Almost Didn’t Float[/h2][p][/p][p]The floating hair. Let’s talk about it.
(Some of us lost theirs working on it.)[/p][p]It was, at one point, our most ambitious and most dangerous character design idea. The initial concept sounded very cool: her hair would rise and fall based on her Æther levels, growing longer or shorter depending on how “Legend” she’d become. A visual barometer of her power.[/p][p]Elegant in theory.
In practice? Total chaos.[/p][p]We killed the reactive-length mechanic after multiple prototypes. It confused players, overloaded the silhouette, and complicated animation cycles especially in combat. We almost scrapped the floating aspect entirely… several times.[/p][p]But there was something about it. When One stood still and her hair refused to obey gravity, something clicked. It made her feel uncanny. Light. Not of this place. And that feeling, that she was slipping between things, never fully grounded, was essential.[/p][p]So we simplified. We kept the float. Not as a system, but a signature.[/p][p](And yes, as mentioned in the previous Devlog, we actually built an entire plugin dedicated to One’s hair.)[/p][p][/p][h2]From Awkward to Ætheric: How She Grows[/h2][p][/p][p]We didn’t want One’s growth to come through flashy transformation scenes or costume changes in the game. We are an indie team and well, those are super costly.[/p][p]We quickly realized that in fact we wanted her development to be subtle, mechanical, and earned. It felt right for the character and for the game we are building.[/p][p]Through the game’s perk system, One gets stronger. She gains confidence.[/p][p]The gameplay reflects it naturally, but so do the small things: how she spins her staff in idle animations, how the player confidence with the character evolves and creates the feeling that she stands with more weight on her back leg or her blink feels more controlled.[/p][p]Early-game One hesitates. Her attacks are slightly wider, slower. Her posture shifts.
Late-game One? She’s a conduit.[/p][p]Her form flows into water mid-combo, her Pathways blinks stretch with confidence.
But nothing shouts change. It hums it.[/p][p]She grows like tide rising. Quiet. Irreversible.[/p][p]We felt that a mix of gameplay elements, animations, and player experience was the right way to express her journey. Fingers crossed we were right![/p][p][/p][p]Did you know?[/p][p]Our animation artist once watched a stunt performer spend six straight hours trying to nail a single move where you flip the staff behind your back, spin it under your arm, and catch it without looking.[/p][p]The success rate? Roughly one clean catch every 40 tries. Apparently, the trick is to not think about it. (Which is wild when you’re actively trying to not hit yourself in the head with a metal pole.)[/p][p]By the end, the stunt performer was bruised, exhausted… and grinning like he unlocked a new animation tree in real life. We channeled exactly that energy into One’s idle loops.[/p][p]She’s not perfect, she just keeps practicing. Which honestly, is cooler in our opinion.[/p][p][/p][p][/p][p][/p][h2]The Powers of a Natural[/h2][p][/p][p]Because One grew up isolated from the Legend’s legacy, her abilities had to feel instinctive, not taught. She doesn’t “know” the Seven Heritages but she channels them.[/p][p]More on Fading Echo’s lore in future devlogs and blog posts…[/p]
  • [p]Art of Metamorphosis shows up in her transformations into water: fluid surges of survival instinct, not studied technique.[/p]
  • [p]Art of Pathways manifests in early, panicked blinks before becoming something she trusts. Not fast travel. Not a power fantasy. Just a jump born from need... and eventually, the ability to use existing portals.[/p]
[p]We leaned hard into this tension: raw potential without refinement.[/p][p]One doesn’t understand the Æther. But the Æther? It definitely understands her.[/p][p][/p][p]Did you know?[/p][p]Our original idea for One’s powers was pretty ambitious: she would alter the very fabric of reality around her… Could she bend space? Reshape matter? Maybe even rewrite the laws of physics?[/p][p]Then we stumbled onto the “water form” idea… and, well, the debate ended very quickly.[/p][p]Because honestly? Why bend reality when you can turn into a sentient water blob and do absurdly cool stuff with it?[/p][p]Case closed. Blob it is.[/p][p][/p][h2]Final Reflection: Be water my friend![/h2][p][/p][p]One was never supposed to be perfect. She was built to flow to make mistakes, to move through ruins with grace and awkwardness and raw momentum.
In a multiverse collapsing under the weight of power, tradition, and dogma, she is something else entirely.[/p][p][/p][p]She doesn’t seek to control. She doesn’t seek to lead. She just keeps moving.
And in that motion, in that refusal to solidify, she becomes the most Echoverse thing we’ve ever made.[/p][p][/p][p]Got questions? Wanna see more?
Join us over on Discord and get in the loop.[/p][p]
The Emeteria Team[/p]