Devlog #1: The Worldbuilding in Fine Work (& Recent Updates)


Hello, Muck!

Recent Dev News

▶Due to the nature of the new builds - previous saves from previous demo builds may not be updated with the newest build. You will need to start the demo from the beginning. 

▶Major dev edits to the rhythm game so tracks will feel smoother during big turns and corners

▶Updated Koreographer to handle custom data, allowing us to make beatmaps more quickly and easily

▶Implemented a new tool that lets us quickly check the visual novel for errors to prevent the game from crashing when someone reaches a dead branch.

▶Devops overhaul to make updating art assets easier utilizing Perforce

▶Rhythm game refactor to combat spaghetti code and support cool new rhythm game features

▶Pushing a new build to support international versions of Windows

⠂⠄⠄⠂⠁⠁⠂⠄⠄⠂⠁⠁⠂⠄⠄⠂ ⠂⠄⠄⠂☆

The Worldbuilding in Fine Work

Any great narrative game has a richly realized world, and we want Fine Work to be no exception. Plus, what’s the point of romancing outlandish QTs if they don’t have a compelling backstory? It all starts with a solid setting. 

The Story of Fine Work takes place in the city of Gleamhold, in a region of space bordering two great domains (Montemanor and Fluem, for the curious). Over the course of Fine Work, you’ll play as a sendshaper, an artisan that can receive memories, and shape them into artifacts. Throughout the game, you’ll meet some of the cutest (and strangest) beings Gleamhold has to offer, and craft lasting connections as you work with their memories to meet their needs.   

The world of Fine Work is very different from our own. In this world, people like you and I (warmly referred to as muck) live forever. While there are fewer muck out there than there are people on earth, the worlds that muck inhabit and travel to are numerous and varied. The universe through which they travel is often referred to as The Ether. In addition to muck, stranger beings, known as Grands, pursue mysterious plans, seek inscrutable pleasures, and are generally not to be trusted. Forerunners, ineffable deities, serve as pillars of The Ether: too massive and abstract to be perceived, their idle dreams spin off worlds that muck can inhabit and explore.  


The problem all beings face, from muck to forerunner: forever gets boring. Our worldbuilding and lore is very interested in the consequences of “deep time”: what happens to a mind facing eternity? What strange patterns emerge when habits, grudges, desires are pursued and looped indefinitely? To stay vivd is to grow, to change, to be renewed against the desert of deep time. To mesh is to die in truth: to become frozen, blended with the surroundings, inert and automatic. To this end, muck swap memories to stay vivid: a fresh memory, given to another, is called a send. Sendings are the primary currency in the world of Fine Work. People go to great lengths to acquire fresh send, including stealing memories from sleeping Forerunners…

 

Much more to come, so stay tuned, friends :3 And, as the customary farewell of Fine Work goes:

“Stay vivid!”

⠂⠄⠄⠂⠁⠁⠂⠄⠄⠂⠁⠁⠂⠄⠄⠂ ⠂⠄⠄⠂☆

If you’re looking for more ways to connect with Fine Work - take a visit to our social media pages. We share new CGs, character art, and more!

Fine.Work

...Haven’t visited our Kickstarter pre-launch page yet? Come follow the project so you don’t miss any updates! Following the page supports us & boosts the project pre-launch.  

Support Us By Following Our Kickstarter! 

⠂⠄⠄⠂⠁⠁⠂⠄⠄⠂⠁⠁⠂⠄⠄⠂ ⠂⠄⠄⠂☆

Get Fine Work

Leave a comment

Log in with itch.io to leave a comment.