Devlog · Episode 4
Over 3,000 voiced lines
The characters in the game really talk. Here is how I picked each voice, what went wrong and why even the alerts have one.

Silent people turn into scenery
A character who does not speak looks like decoration. You walk past and forget. That is why I decided everyone in the world would have a voice. There are already more than three thousand voiced lines.
When the world got a voice, the way of playing changed. You start hearing the city before you see the way, and remembering people by how they sound.

Four wrong words
It sounds small, but it is not. Hearing the name of a city said wrong pulls you out of the game right away.
Each one with their own voice
Every important character has a voice of their own. For the treasurer, I compared two previews side by side. The one that won sounded like someone who has counted coins all his life.

Even the game alerts speak. When something important happens, you hear it without looking at the corner of the screen.
The weapons master took the most work
The character who cost me the most was the weapons master, who teaches the basics. He has to sound firm without sounding angry. If the tone is off, everybody skips the text, and then nobody learns anything.
He is the first person who teaches you how to fight. If you leave that conversation angry at him, you walk into the game in a bad mood. So I recorded, listened, recorded again, until the tone became that of a master who trusts you.

To me, a good voice is the one you barely notice, you just understand.