Firewatch inspiration
The goal isn’t “more mechanics.” The goal is a reason to keep walking with destinations that matter, paths that guide, and a world that breathes through subtle detail.
A first-person narrative exploration game set on Achill Island, focused on place, pacing, and atmosphere.
Target: Summer 2028.
The goal isn’t “more mechanics.” The goal is a reason to keep walking with destinations that matter, paths that guide, and a world that breathes through subtle detail.
Rua is being built slowly and deliberately. The plan is to open the platform first get the foundations strong then pour story and atmosphere into it until it feels real.
Right now, the focus is on building the “platform” for Rua, the core that everything
sits on. That means solid foundations before content:
• Core project structure and clean workflow
• Player movement feel and camera rhythm
• Code systems that won’t collapse later
• Animation groundwork (base locomotion + interaction approach)
• Asset direction (stylised realism, consistent palette, Irish atmosphere)
• Terrain experiments for Achill Island scale and silhouette
• Early lighting tests for warm haze, long shadows, and depth
Once the base is strong, the next step is a focused playable slice a short walk
that proves the mood, pacing, and place. Then the world expands carefully: more paths,
more landmarks, more story, more moments.
The main rule: keep it honest, simple, and emotionally grounded.
You’re trying to escape the noise,the screens, the endless feeds, the constant
pull of technology. So you go somewhere that still feels older than all of that.
Somewhere with wind, distance, and silence.
Set on Achill Island, the story is less about “winning” and more
about reaching places that change how you feel.
This will not be a game for everyone. It will be a grounded, slow journey where the landscape guides you with shape and light. Movement is intentional, quiet tasks pull you forward, and the world rewards patience with viewpoints, atmosphere, and small discoveries that imply history.