Roadmap · Sound

The sound plan — a world full of people keeping rites, and nobody answering

Every sound the game needs is listed the same way as the art: music, ambience, effects, the interface and voice, each with its priority, the tool that will make it and a ready AI prompt or a short brief. The creature and skill sounds follow the art list automatically, so the two plans never drift apart.

The plan, in numbers

Sounds321 for the whole game
First release126 for Act 1
AI prompts ready225 sounds
Composed31 themes and key cues
AI music24 exploration and combat cues
AI effects49, plus 143 layered with libraries
Recorded by hand23 everyday sounds
StatusPlan ready — nothing made yet

What AI makes

Exploration and combat music

The quiet music of each place and the layers that join it in a fight, generated with an AI music tool and kept to the game’s small ancient ensemble.

Creatures and skills

Every monster’s voice, attack and death, and every skill’s cast and impact, made with AI sound tools and layered over sound libraries.

Strange places

The breath of a cave that leads underground, a drowned city, a whispering oak — the sounds no library has.

What a person makes

The themes

The main theme, the town themes, the boss pieces and the endings — the music players remember — are for a composer working with lyre, flute, frame drum and horn.

Recorded by hand

A hearth fire, a broom on a shrine floor, a stylus on wax, dry grain in the wind — small human sounds nobody sells, recorded at home.

Voice

The first release tells its story in text. If voice comes, a grave narrator comes first. Myrra never speaks.

How the game should sound

The music is played by people who are in the world: a small ensemble, never an orchestra, and a fight is the same musicians playing harder. Every town has the low crackle of a hearth fire — the sound of being safe — and an empty village has the same room with no fire in it. A choir is saved for only a few moments in the whole game, and there is exactly one stretch of near-silence.

Fair to every player

Every dangerous attack has its own clear warning sound and a matching visual warning, and every sound that tells you something comes with a caption. Nothing important is carried by audio alone.

The order

First the sounds heard most: the chime when loot drops, rising with its rarity; the warning sounds of the bosses; the hearth. Then the town themes, then everything else. Like the art, every AI-made or bought sound is logged with its tool and licence.