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Dev diary: light and fog

Why the fog decides where you fight, and how braziers and cold lights change a run.

By The Fogbreak team

Most design decisions in Fogbreak come back to one question: where is the light?

The lantern circle

Maren carries a ring of warm light with her. Inside it you can read the fight. Outside it the Hollowed are shapes in the fog, and you often hear them before you see them. Going out into the dark is sometimes worth it, but you will be fighting half blind.

Braziers

The old beacon braziers along the coast still work. Light one and you get a patch of safe ground where your shots hit harder and the fog backs off for a while. A lot of good runs come down to picking the right brazier to hold.

Cold light

Warm light is ours. Anything that glows teal belongs to the Hush: wisps, lures, the eyes in the fog. It is usually worth a second look before you follow it.

Running it in a browser

The fog is built from thin layers that your light pushes away, not from a heavy volumetric effect, so it stays smooth on an ordinary phone. It took a few attempts before it looked like a harbor at midnight rather than a grey filter.

Next time: the crossroads, and the doors you choose between segments.