Devlog · Episode 17
I took the beeps out of the game
The alert sounds were dry beeps that wore me out. I swapped them for sounds with body and learned a lot about listening to a game for hours.

The game beeps wore me out. I had been testing for hours and at some point every click turned into a needle in my ear. If that tires the person making the game, imagine the person playing all night.
First, silence
I decided to remove everything. The game went silent, which felt strange, but I could finally hear what was really missing. Then I put the sounds back one by one, and each had to prove it deserved to return.

I found out that silence is a sound too. When nothing plays, every new noise gains importance. That is why the game only speaks when it has something to say, and stays quiet the rest of the time.
One sound for each thing
The click got the weight of wood, like knocking on an old piece of furniture. The danger warning turned metallic, because it has to get attention without startling you for nothing. The event call became a bell from far away, one that invites instead of shouting.

Each region has its own air
Part of the mood comes from the background sound. In the valley, dry wind blows through the cracks. In the forest, water drips and flows all the time. In the forge, embers crackle. Close your eyes and you know where you are.



Sound also tells you where you are without any text on screen. When the wind changes, you know you left the valley. When water shows up, you have entered the forest. It is a clue that weighs nothing on the interface and that players learn without trying.
The two-hour test
To wrap up, I played two hours straight paying attention only to the sound. Whatever bothered me was removed. What is left is what stays easy on the ear after a long time. Today the sound helps you play, and you do not even notice it is there.