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The Story, Told Properly

9 Aug 2026·2 min read

Scenes now read at a pace, narration looks like narration, battles open on a VS screen, and the game has music.

The story had the words but none of the delivery. Text appeared all at once, narration and dialogue looked identical, and fights simply materialised with no warning. This pass is about how the story feels to move through. Combat rules are untouched.

Lines Land at a Pace

Text now reveals as it's spoken instead of dropping in as a finished block.

  • Tap once to finish the current line instantly
  • Tap again to move on
  • AUTO advances by itself, with the pause scaled to how much there is to read
  • HISTORY brings back everything said so far, so a mis-tap no longer costs a line

If you have reduced motion enabled, every line arrives complete and the first tap advances.

Narration Looks Like Narration

Narration used to sit in the same box as a character speaking, with a name plate reading NARRATOR. It's now set apart — centred, letterboxed, no plate. Dialogue keeps the box and the speaker's name.

Portraits are framed taller and larger, and the person who spoke last stays on screen, dimmed, instead of vanishing. A conversation now looks like a conversation rather than one portrait blinking between two empty spaces.

Chapters Open and Close

  • A title card opens each chapter instead of a small label in the corner
  • A VS screen stands your team against the enemy before the fight begins
  • The battle screen shows which chapter you're in, so a canon fight no longer looks identical to a practice one
  • CHAPTER COMPLETE marks a first clear before the rewards

Replaying a cleared chapter skips the title card and the scenes, but keeps the VS screen. Skipping scenes you've never seen now asks first.

Music

The game has a music system. Volume and mute live under the ♪ button in the top bar, and your setting is remembered.

Tracks fade between screens rather than cutting, and moving around within a section — part list to chapter list to briefing — keeps one continuous piece playing instead of restarting it.

The soundtrack itself is still being put together, so it's quiet in here for now.

Part 1 Fights Last Longer

Early enemies had shallow enough health that most chapters ended in a turn or two — before you'd built enough gauge to use an ultimate even once. Raiders, Wild Beasts and Road Bandits now have roughly triple the health, so the opening chapters run long enough to actually show you what your kit does.

They hit no harder than before. What they do have is Cornered: on turn 10, all of their stats triple, once. Take your time learning the fight — but you can't wait forever.