Albedrío is becoming an island
Today I published the Patreon page for Albedrio Vista.To do that properly, I first had to publish the devlog entries I already had on the website, so they are available on Patreon too. I
Login with Patreon to unlock marked mature mediaToday I published the Patreon page for Albedrio Vista.
To do that properly, I first had to publish the devlog entries I already had on the website, so they are available on Patreon too. I do not expect patrons anytime soon, and that is fine. Having the page ready was something I wanted to do before the project starts getting more visible. That is the first part of this update.
The second part is that I am going to begin and force myself to post often on Twitter/X and Bluesky. I'm kind of an introvert so this is a challenge for me. I'll set up a system. Small daily or near-daily notes: a screenshot, a fixed bug, a small scene change, a character update, a bad idea that did not work. I prefer building things, not posting about them, but that also makes the project feel too quiet from the outside.
If I want Albedrio Vista to keep traction, the development needs to feel a little more alive and visible.
The third part is the biggest one.
After watching Widow's Bay on Apple TV, I kept thinking about the shape of my own setting and about the borders of the playable world. Until now, Albedrío Vista was a neighborhood that felt somewhat isolated from the rest of the city, but not physically isolated. That creates forced limits: a forest you cannot enter because it is too dense, a construction zone that blocks one side, streets that exist mostly to say "not this way." They work as videogame borders, but they feel artificial.
I think the game becomes stronger if that isolation is literal. On an island, the player can move freely through the whole playable universe without fake barriers around every edge. The only real border is the ocean, and if the player walks into the water, the character thinking "I do not know how to swim, better not" feels much more natural than an invisible wall or a suspiciously convenient fence.
So I am changing the world: Albedrío will be an island.
The island of Albedrío will sit a couple of kilometers offshore. It will have a lighthouse, a forest, a beach, and of course the exclusive neighborhood of Albedrío Vista. The neighborhood is still the center of the game, but now it belongs to a more interesting place. It is not just a suburb with a border around it. It is a community separated by water.
This changes a lot. The global environment needs to be modeled differently, and I am already experimenting with the terrain using Godot's Terrain3D addon. The edges of the playable area need a different logic. The population metadata also changes, because living on an island affects routines, jobs, transport, services, social circles and the way people talk about the place.
It is a big change, but this is the right moment to do it. No demo or first alpha has been published yet. Once players have seen the first version of the world, changing something this fundamental would feel strange. Right now, it is still design work. Later, it would be a retcon.
So that is the current direction: Patreon is open, I will make the development more visible, and Albedrio Vista is moving to an island.