From concept to game world
With the core concept established, we began translating Malk's narrative arc into practical rules for the environment. Players will return to familiar districts of Andalor, but the city will not remain unchanged: its condition should reflect the hero's journey and the consequences of unfolding events.
Three states of Andalor
At the beginning of the story, Andalor should feel alive and open: summer sunlight, busy streets, coffeehouses, carriages and the sense that a world of possibility lies before Malk. As events progress, rain and fog arrive, relationships become more strained, and familiar places begin to feel different.
After the Night of Yorroh, those changes become physical. Parts of the city are damaged, the streets grow quieter, sirens sound in the distance, and the surviving fortifications serve as a reminder that the boundary with the Inferno may become thin again.
Familiar places, visible consequences
For development, this means that a collection of striking environments is not enough. Locations, lighting, weather, ambient sound, the presence of NPCs and the state of the city must work together to communicate where the player is in the story. Andalor must remain recognisable throughout, so its transformation feels like a consequence of what has happened rather than a move to a different city.
The accompanying concept artwork helps us test this atmospheric arc and the broader art direction. It does not represent final in-game footage.




