Devlog #01: Building Corel.
[h2]Devlogs from the Edge[/h2][p][/p][p]Welcome to the Fading Echo devlogs, our dispatches from the frontlines of building a multiversal, collapsing reality held together by code, caffeine, and questionable decisions (might or might not be Chouffe related). [/p][p]We're a small team chasing something big: a game packed with fluid systems, cracked worlds, and characters who bleed story. [/p][p]These logs are where we share how it's all coming together: the mechanics, the lore, the scars, and the sparks. It's messy. It's ambitious. Sometimes it breaks. [/p][p]But every broken piece tells a story, and we want to bring you into that process, one devlog at a time. No polish. Just passion. Probably some clumsiness also… [/p][p]Anyway, the Maze is open. See you on the other side! [/p][p]The Emeteria Team[/p][p][/p][h2]Devlog #01: Building Corel. A Story of Mad Science, Broken Shards & Questionable Choices [/h2][p][/p][p]Let’s talk about Corel. [/p][p]The world. The wound. The lab rat that bit back. It’s not just a setting in Fading Echo. It’s a character. A system. A broken machine that still lashes out. [/p][p]From the start, we knew Corel couldn’t just be another “fantasy biome.” Our goal was clear: create a world on the edge of collapse and make the player feel every crack. ⠀⠀[/p][p][/p][h3]The Art of Ruin. Corel’s Design Blueprint[/h3][p][/p][p]Corel was built around three core pillars: [/p]
[/p][p]P.S. Initial vision for the game’s level structure. Final result: not even close. As planned.[/p][p][/p][h3]The Echoverse Connection [/h3][p][/p][p]In the Echoverse, Shards are prime realities, and Corel is one of them. An Æther-rich anomaly that caught the eye of House Kelevra and their unique brand of “unchecked expansion.” (More on the Legendary Houses soon) [/p][p]Unlike most Shards, Corel was born without Shadows, meaning no mirrored realities, no echoes. That gave us a narrative free pass to overengineer every inch of it: tighter, more isolated, more oppressive. [/p][p]Under Kelevra’s domination, Shadows eventually formed as twisted reflections shaped by their exploitation. We designed them with the same philosophy: everything tells the story.[/p][p][/p][h3]Bastion & Breakdown [/h3][p][/p][p]When Kelevra stumbled across Corel, they didn’t see a lost world. They saw a blank slate. A goldmine. A perfect Shard to mold to their will. They arrived. With drills. Without mercy. [/p][p]They built the Bastion, their extraction hub. And that’s when everything started to spiral. We asked ourselves: What does colonization look like when it’s dressed in baroque armor and powered by liquid magic? Corel is the answer. [/p][p]We visualized its unraveling through: [/p]
[/p][p][/p][h3]Gameplay Roots in World Rot [/h3][p][/p][p]Corel is alive… and pissed. Each zone is part of a reactive, layered Ætheric ecosystem: [/p]
[/p][p][/p][h3]Corel Was Never Meant to Be Comfortable[/h3][p][/p][p]Corel is a hostile sandbox where everything wants something from the player: The world. The systems. The history. And the only way out… is through. [/p][p]We’ll dive deeper into Corel’s systems, [/p][p]Ætheric mechanics and narrative architecture in future devlogs. There’s a lot to unpack and yeah, we’ll also talk about the Maze, the core loop, Vellum, the Houses, and all the weird stuff we've buried in this thing. [/p][p][/p][p]Got questions? Wanna see more?[/p][p]Join us over on Discord and get in the loop.[/p][p][/p][p]The Emeteria Team[/p]
- [p]Systemic Depth – Elemental interactions, layered logic, and true player expression.,[/p]
- [p]Narrative Embodiment – Worldbuilding told through decay, exploitation, and consequence.,[/p]
- [p]Traversal as Storytelling – Verticality and fragmentation that reflect the destabilized state of the world.,[/p]
- [p]Fragmented island clusters – instability made explorable. [/p]
- [p]Environmental storytelling – abandoned machinery, shattered sites, ætheric scars. [/p]
- [p]Fluid systems – literal (water-as-magic) and metaphorical (morally grey choices woven into play). [/p]
- [p]Elemental puzzles? They’re the Shard’s nervous system, misfiring. [/p]
- [p]Enemies? Not just mobs, they’re localized anomalies, grown from corruption. [/p]
- [p]Combat? Changes based on terrain, fluids, and dynamic states. [/p]