First Edition published by Piper&Samson 2025, ISBN 97887-975906-0-7
This digital version uploaded exclusively to Issuu and graphic-storytelling.com with permission from both creators.
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No part of this book may be reproduced in any form or by any electronic or mechanical means, including information storage and retrieval systems, without written permission from the creators, except the use of brief quotations in a book review.
This is a work of fiction. Names, places, and events are either products of the author’s imagination or used in fictitious manner. Any resemblance to actual persons, living or dead, or actual events is purely coincidental.
Produced at The Animation Workshop, Viborg, Denmark
One
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Akin. Afar. Known. Alien. It is relational. To where, who, and when you are on your journey. Building a universe, such as the one that is the foundation for the document you are about to read, is a practice of looking at things from more than one place and time. It is a careful navigation of “what if’s”, and it requires balancing logic with intuition, reference with creation, and fact with fiction. To me, that is the fertile song that sings through this project.
Hearing Sam and Chili talk about the Akin and Afar universe - right from when it was just a rough idea called ‘Shattered Moon’ - has repeatedly made me think of Jim Lovelock’s 2019 book “The Novacene”. To me, the project has - consciously or not - aspects of both Gaia-theory, and of thoughts of new forms of life, which will be as dependent on the rest of nature as we are.
Playing with dichotomies like “us/them”, “nature/technology”, “biology/ spirit” flows through ‘Akin and Afar’, with its creators (somewhat paradoxically, perhaps) wielding the distinctly human practices of logic, analysis, modelling, visualisation and storytelling. Stories where human, plant, and technology merge into other forms (of humanity?) in nature.
Those stories are simultaneously age-old: a pilgrim searching for meaning, two children seeking shelter, an archaeologist looking for knowledge to replace legend, and an outcast needing to form an identity of their own. Fundamental narratives, but in a new world. A setting that tries to wrestle with what nature is, and what it might become. At times wonderfully exaggerated, yes - but engageable and hopeful. Because it dreams of being a game.
Thanks for sharing, Sam and Chili - and good luck with the project from here. :)
Martin Rauff-Nielsen
One
The World
After approximately a million years parts of the Earth have changed quite a bit, whereas others remain familiar to us.
Seen here is an overview made from many different regional maps.
The History
Akin & Afar is set in our own Earth’s distant future, when post-apocalypse has had the time to heal into a thriving prehistoric civilization. With an equal blend of solar punk and eco-futurism, humanity has been reshaped into photosynthesizing plant-beings that live in symbiosis with nature and wildlife.
The Cure
The cure for cancer was discovered by scientists Philippa Piper and Roberta Samson during the 21st century.
Due to plants’ natural resistance to cancer, the first step was to introduce plant DNA to human cells, using plant chromosomes. After allowing the cells time to divide, the two sets of chromosomes — human and plant — merged into a new hybrid chromosome carrying a more adaptable string of human DNA. The hybrid chromosomes made it possible for cell division to become more flexible than in regular human cells, so dead cells or tissue could be replaced much easier.
The next step in the research was to create a stronger cell wall. This kept cancer from spreading as quickly thanks to the rigid structure found in the walls of plant cells.
This Cure was then developed into a vaccine. With most of Earth’s population getting the vaccine, the hybrid DNA was passed on generation after generation.
A Close Call
Just a millennia after the discovery of the Cure, the solar system has an unexpected visitor. An asteroid of unknown mass was spotted as it passed by Pluto, and while its trajectory was calculated to narrowly miss the Earth with no cause for alarm, the Moon was in severe danger. The asteroid’s path would take it close enough to the Moon to upset the gravitational balance between her and the Earth.
Several attempts were made to steer the rock off its course, but in spite of all the world’s resources pooled together, mission after mission failed. The day of the flyby was an event to be remembered throughout history. People flocked to the continents where the Moon would greet its visitor in the sky, filling up hotels and camping in the fields, throwing the local economies into high gear. Preppers huddled in their homebuilt bunkers, families gathered around TV screens and dinner tables, people prayed, cried, and placed bets on what would happen.
For most, it was a day of disappointment. Just a speck passing by, no grand explosions, no doomsday trumpets. Once new readings and calculations had been made, the experts spoke: the Moon had a new orbit, one of steady and gradual decline, something that would not have any greater consequences until centuries ahead.
Over the next few millennia humanity kept striving for the future, but where people had once dreamed of interstellar travel with the solution to every problem in the stars, people now turned their gazes inward. With the Moon perpetually closing the distance to the Earth, the population had to adapt to new conditions every few generations. Seismic activity kept increasing, the tides grew gradually taller, and the Earth’s magnetic field kept fluctuating, causing major blackouts and spikes in radiation deaths. Humanity at large became obsessed with controlling evolution to guarantee the prosperity of their children. Gene manipulation was popularised with designer babies and artificial wombs, where certain traits were brought to the foreground or introduced completely new, making each generation more resistant to the changes of the world.
The population continued to grow and the need to adapt became a part of everyday life. People began to dream again of all the wonders of space, and soon man had spread to the Moon, Mars, and beyond.
The Day the Moon was Struck
Several hundred thousand years later, when gene manipulation and technological advancements had pushed Earth beyond recognition, tragedy struck. A projectile no one saw coming, an asteroid of incredible mass and speed, no larger than a few hundred meters across, entered Earth’s path and pierced the Moon.
It was instant and brutal, as the Moon’s molten liquid guts spilled across the sky and the world was set ablaze under a fiery meteor rain. The sudden destabilization of the moon caused its orbit to become highly irregular, leaving the Earth’s magnetic field completely reversed.
Without the full protection of the magnetic field, Earth’s inhabitants stood little chance against the radiation of space. 99.98% of the human population on Earth was wiped out, leaving just a few million individuals to brave this new and hostile world. That number then shrank drastically over the next few decades as the Moon’s orbit stabilized, the magnetic field returned, and Earth adapted to new conditions.
The solar radiation didn’t just affect humans. All other organic organisms faced the same mass extinction, and any form of tech fried and became virtually unsalvageable.
» In the time between the two Moon Events, man established bases all across the Moon that over time grew into cities. The whole population was killed upon impact.
Ages later, the lights of the old Moon bases can still be seen during lunar night, their solar powered plants still running on routine programming.
The knowledge of what the lights are have been lost to time, and many believe them to be the eyes of the Moon goddess.
» The shift in the Moon’s orbit caused the gradual slowing of Earth’s rotation, eventually settling into a new 40 hour day. A year is now 219 days, with three 73 day long seasons.
Moon’s New Orbit
With the Moon shattered and settled into its new elliptical orbit around the Earth, the planet has seen quite a few changes. Most prominently is its appearance, with the gravitational pull of the Moon having shifted the mantle with each orbit and thus caused some tectonic plates to sink and others to rise.
The coasts near the equator are practically unlivable due to the extreme tides, and the conditions are not much better closer to the poles. Earthquakes are a lot more frequent, with tsunamis and volcanic eruptions now being a common sight, together with hurricanes, tornadoes, and aggressive thunderstorms.
But in spite of this new hostile environment, life has found a way to make the best out of it, all those millenia of gene manipulation upping the chance of humanity’s survival just enough to overcome even the most dire odds.
Moon’s new orbit takes it in and out of Earth’s Roche limit, giving it an accordion effect. When the Moon gets close to Earth, the gravitational pull prompts the Moon pieces to separate into a disc, a process that is interrupted and reversed when the Moon’s orbit takes it away from Earth.
This dance is commonly referred to as the moon being akin and afar.
New Humans
The tragically perfect cocktail of the two moon events mixed with years of gene manipulation triggered the dormant plant cells in humans to mutate, creating the plant-like humans seen in Akin & Afar. Due to the small gene pool of a heavily reduced population, the cells mutated to make humans look different depending on their environment, which is why not all humans are the same type of plant.
These new humans are able to photosynthesize, removing the need to consume food partially or even entirely. Photosynthesis works differently from plant type to plant type, but most create energy through the consumption of water and absorption of sunlight through their skin and foliage.
Plant traits also vary in different types. Most humans typically have leaves, petals, branches, etc. growing from places facing upward, such as the top of their heads and their shoulders (also referred to as their “crown” or “foliage”). All humans have roots growing beneath their skin that connect to their foliage. These roots’ primary function is to transfer water around the body, but secondarily they can be used to connect to the vast system of roots connecting all plants. Through this system people can communicate with each other over great distances.
Tree types often have darker skin to match the color of most bark, and small branches growing from their heads, their leaves changing with the seasons. Likewise, flower types have petals growing from their heads, shoulders and sometimes hands, arms, and legs. Their skin color may also adopt a tint of the color from their petals. This goes for grass and shrub types as well.
Fungi types are quite unique from other humans. They are all an underlying type of plant with the ability to photosynthesize, but due to living in dark environments such as caves or underground tunnels, spores have begun to grow on them. This symbiotic relationship between host and fungi means the fungi gets nutrients from the energy the host produces, and vice versa. When outdoors, this sustenance comes primarily from photosynthesis through the host, providing nutrients for the symbiont fungus since it itself cannot photosynthesize. While indoors, the host’s intake of food sustains them both, with the addition of baths in underground hot springs, where the fungi absorbs the nutrient rich water. Fungi type humans typically eat more food than humans without a symbiont during their daily lives. Other types of symbiotic species that behave in a similar way also exist, for example moss.
Limb Regeneration
These new hybrid humans are able to regrow lost limbs under the care of a trained healer. A sapling will be planted and coaxed to grow into the body of a patient, becoming part of the root and nervous system within. Then, across multiple days or months depending on the severity of the injury, a new limb will grow into shape with the help of binding and pruning. These new body parts work to a great extent like their flesh counterparts, with the exception of the cosmetic differences and a slight change in feeling. Should a patient forgo visiting a healer, their wounds will scar and harden into bark or similar, depending on the individual’s plant type. These scars can be very painful if they grow in spots that stretch and contract a lot, and can take a long time for a healer to remove and regrow properly.
Reproduction
Unsurprisingly, reproduction has also changed quite a bit for humans over the past 1 million years. With the new plant-human hybrid genes, human reproduction — both physical and cultural aspects — has evolved in different directions depending on the type of plant type an individual is. Some types still retain the mammalian reproduction systems, where the baby grows in the womb of a parent; some plant pollinated seeds where the roots form the baby; others reproduce completely asexually, through fragmentation or vegetative propagation.
Procreation through seeds and pollen has opened up the door for children being genetically made up from the DNA of more than two parents. A person’s seed may be pollinated by two partners, making the child a mix of all three parents, as long as the plant type of each parent is compatible with one another. Those who reproduce asexually can introduce new DNA to their children post birth through grafting.
With both reproduction through seeds and asexually being widespread, the need for sexual intercourse has in some clusters completely disappeared. In many places sex is still a thing done for pleasure, with in some cases ritualistic ties to procreation and romantic love.
» Example of grafting (below), where a budding branch from the parent is inserted into a cut on the child’s scalp.
» A baby grown through vegetative propagation (right), essentially a clone of the parent.
Clusters
The communities formed by nomadic families, permanent settlements, and even the larger cities, are called clusters. The type of plant a person is doesn’t determine the cluster — a cluster could be a diverse mix of hybrid species, and are in more cases than not welcoming to strangers who need a place to stay for a while.
Clusters can differ in size and culture, often keeping their own traditions surrounding holidays, religion, and family. It’s a pretty equal divide between nomadic and permanent clusters, with the nomads usually filling the roles of herders, traders, and scavengers, and the permanent clusters typically sustaining themselves through farming, fishing, and smithing. Nomadic clusters also differ from each other in how often they move, with frequent travellers following the seasons, and others moving every few years when resources get scarce.
» A branch is pulled out with the roots intact, from a place close to the spine. The branch is then planned and over the next couple of years the roots will form a baby.
When a permanent cluster grows into a town or even a city, members of the community might find that this lifestyle doesn’t fit them anymore, and thus they break off from their roots to form their own cluster elsewhere. Others might do the exact opposite and leave their small nomadic cluster behind to go experience the massive communities in the cities.
Some clusters are well known and will be marked on regional maps, with the common paths used by the nomads drawn out, but many more clusters are only known to the people who are familiar with the immediate area.
» A nomad moss tent (above) and a stilted coastal house woven from the foliage of four trees (left).
Wildlife
Due to human waste created after the Cure was made, environmental pollution also caused Earth’s wildlife to adopt the new plant-human hybrid DNA over time. The species that did not go extinct during the events of the Moon disasters went through convergent evolution alongside humanity, which means they too adopted photosynthesis as a source of nutrition and energy. While many sea creatures remain vastly the same, many of them having withstood mass extinction events before, the land dwelling animals have similarly to humans developed foliage mixed in with their feathers, fur, and scales.
The ecosystem at large looks quite different after experiencing the hard reset of the second Moon Event. In spite of the newfound ability to turn sunlight and water into energy, the photosynthesis is not alone sufficient to keep some animals from starving — especially among larger or high energy species. Most animals still keep a physical diet of food, whether that be herbivorous, carnivorous, or omnivorous in nature, allowing the old traditions of prey versus predator to persist, albeit with lessened stakes. With some natural disaster always in motion, the wildlife population is kept in balance with the rest of nature.
In many cases symbiotic relationships between plants, wildlife, and humans have formed, on both biological and cultural levels. For example, there are animals who benefit from living close to human settlements, relying on their neighbors for protection while in return providing wool and other byproducts, as can be seen in many sheppard clusters. In other cases plants and organisms such as moss and fungi might take up residence on a host — this being an animal, human, or robot — providing extra energy to the host while asking for nutritions in return. In places where sunlight is scarce symbiosis like these might be necessary for both parts to survive.
Robots
Robots have since early human history had a place in mythology and stories, with many attempts made at creating thinking computers. It wasn’t until the 21st century that the development of sentient machines truly took off, kickstarting the debate on AI and all its potential. A century later, when Dr. Samson and Dr. Piper finally cracked the code to the vaccine against cancer, the discourse surrounding the subject had cooled down and AI in the form of efficient machine learning and algorithmic processes were used to effectivize areas such as the health care system. No truly sapient AI had yet been developed.
After the first Moon Event, the endeavors to create a fully sapient AI came to fruition. An artificial intelligence with the same level of awareness and free thought as a human was brought into the world. This enabled the manufacturing of robots, primarily to be employed as workers in the gene modification facilities, as caretakers to the embryos. While some protested the creation of the robots, the world at large agreed that
while they were different from humans in body, they were equal in mind and should therefore gain full rights as citizens of Earth.
Over the course of the next several millennia, as humanity adapted to the changes caused to the planet by the Moon’s declining orbit, the robots grew into something commonplace and were fully integrated into society. They were free to do as they wished, could attend school, work in all manner of fields, own property, and start families of their own, with other robots and humans alike.
Due to the fluctuations in Earth’s magnetic field, the robots ran the risk of getting their complex electronics fried when walking outside during the day without proper protection. Through the public healthcare system most robots kept up with their regular check-ups and maintenance, upgrading their anti-radiation casings when new advancements were made available.
Unfortunately, most of the robots died together with the majority of humanity in the second Moon Event. The few survivors would eventually power down from lack of maintenance, or by their own desire to leave Earth in the hands of nature, their bodies now empty husks left behind as reminders of a forgotten time.
A New Home
Over time, as thousands of years passed by, the robot husks were embraced by the nature around them and eventually the first plant connected to the body of an old robot, creating a new form of life.
The mechanical husks can each host either a singular plant or a group of plants (also referred to as a bouquet) that repoweres the body’s systems through bioelectrical charge. When a plant connects to the system of a robot husk, the plant’s vascular system and cells connect to the robot’s systems, making two previously separate systems become one new whole.
Where the plant was previously part of the complex root system beneath the earth, it now becomes its own individual. It can be a traumatic experience for the plant to be cut off in such a sudden manner. Therefore, some will form their own clusters together with other robots to find the kinship they once lost, while some may want to explore connections with other organisms like humans or wildlife. Thus, while they’re few in numbers, it’s not uncommon to find robots living in human clusters.
Robots run on solar power and are also able to perform photosynthesis through their plant matter. Their husks allow for the plant to experience a more humanoid sapience. They are however mute, and only communicate through roots or telepathically through VOCs*.
Robot husks are spread out across the globe, and are more commonly found near other old technology. Their lifespans can vary greatly based on plant species, the state of their body, and environmental conditions such as extreme temperatures and climate. If a robot’s plant dies, the husk is simply taken over by another plant who will inherit some fragmented memories of the previous tenant. In extremely rare cases the memories of the original robot have survived in fragments, granting the plant glimpses of the world before the second Moon event.
*Volatile Organic Compounds; chemicals which are released into the air and picked up by other plants/humans.
Two
Akin & Afar: the Game
Located in the northern hemisphere, just above the polar circle, the Ruin Coast is a place known for its diverse landscapes. Here, the sun permanently watches over the lands during summer, and everlasting night makes the winters cold and unforgiving.
To the west lies the coast where the tides come and go with the Moon; to the east vast volcanic plains stretch out to the horizon; and between them the deep and tangled woods lie next to the tall and sleeping Siblings. The river lazily weaves its way across the lands, a ribbon tying the area together, occasionally mingling with the main trade routes traversed by cart and foot alike.
Scattered like seeds, ruins can be found in even the most remote corner of the map, giving the coast its name.
Style
The game Akin & Afar is a single player walking-simulator RPG* that builds its narrative on character interactions and exploration. The visuals of the game puts the focus on beautiful landscapes and nature, with a locked camera perspective which allows the player to move freely on a 3D plane. It’s intended for PC and console.
There is no combat present in the game, however the player will be required to withstand nature as they come across extreme conditions such as floods, landslides, earthquakes, and storms. These parts will be done in a form of mini-games and quick time events, ie. moving in specific patterns to avoid lightning strikes, jumping from rock to rock in an avalanche, or timing the travel between coastal islands to avoid the tides.
Save points come in the form of shrines and shelters, each providing a unique experience depending on what the chosen character might need. The save points are many and easy to find, with the options to rest, cook, and craft. There might be NPCs** present at these locations
to exchange words with, get quests from, or who will offer to travel with you if you’re heading in the same direction.
All dialogue is conveyed through text, either in small boxes above the characters’ heads for short interactions, or through classic RPG interactions with larger character portraits. Big pivotal moments in the game will feature cutscenes, such as the game’s opening and endings, upon entering a new area, when quick-time events start, etc, some of which will be narrated.
To keep track of their journey, interactions, and quests, the player will have access to both a quest journal as well as a free text diary. The path they’ve walked will be shown on the game map.
The goal of Akin & Afar is to be a cozy experience with fun challenges in a world that encourages the player to explore and uncover all its secrets.
*Role-Playing Game
**Non-Playable Charactres
» Examples of how a checkpoint may look when come across in the game. One has been set up for the Siblings and Archeologist (left), while the other is made for the Pilgrim and Robot (below).
» The UI should be minimal and made up of collapsible menus, with the possibility to hide everything completely, allowing the player to walk through the world without visual distractions. The tabs will include things like a free text player journal, game and area maps, character sheet, inventory and crafts, a quest tracker, etc.
» Mock-up for game POV and UI.
The game will consist of a 3D plane on which the player can move in any direction, with 2D assets for things such as vegetation, rocks, and building parts. The camera will be locked in one direction which may vary from area to area, and will always be centered on the character.
This will enable us to composite the shots in specific ways, guiding the player’s focus exactly where we want it to go. The goal is to give the game the look and feel of a living diorama.
Story
In Akin & Afar you embark on a journey across the Ruin Coast as one of four playable characters: the Siblings, the Archeologist, the Robot, or the Pilgrim. Each character has their own reasons for traveling with the goal to reach an area up north, but for all of them the story is centered around the experiences gained while on the road.
Throughout the game the player will have the opportunity to explore the area, discovering its peoples, their different cultures and lifestyles, their beliefs and traditions. While some PCs* will want to know more about the factual history of the world, others will turn their gaze inwards to find a place for themselves, and one might discover the whole universe through stories told around campfires. The more paths the player trods, seeing the Ruin Coast through the eyes of the different characters, the more will become clear about the world they all call home.
» Concept for in-game sprites.
*Player Characters
Player Characters
The player is able to pick between four characters that each have their own goals and story. These characters all have a set design and backstory, but will have customizable names and pronouns to make each player’s experience more personal. As the game progresses the player will have the opportunity to trade and craft new clothes and gear, granting the choice to customize the character further.
The ability to collect and craft is present in all four characters, although the items differ. Collectibles and crafts can be used to trade with NPCs, as equipment for the character, as offerings to be left at shrines, or simply as keepsakes for the character to remember their journey by.
Crafts left behind in one playthrough might appear in the next one when choosing a different character. For example, if in one playthrough the player crafts a bark boat and sends it downstream, that boat can be spotted when the game is replayed in a different role. This is to give the sense that all the stories are connected to one another, despite the characters never meeting, and that someone can leave a mark on the world no matter how small.
Paths
Each character has a set of predetermined paths they can choose from, with none having access to all — the Coast, the Forest, the Mountains, the Grasslands, the River, and the Triad’s Passage. Depending on the character’s personality, background, and goals, they will get the choice between a different set of paths. For example, the Triad’s Passage is only relevant to the Pilgrim, while the only characters foolish enough to brave the mountains are the Siblings, hence those paths are locked to those characters.
However, the choice of path is not absolute. Many of the paths cross each other, or are connected through the many trade routes that cut across the Ruin Coast, providing the player a moment to either temporarily explore a different nature, or switch path completely. Similarly, both the Triad’s Passage and the River zig-zag across most, if not all, of the explorable areas, allowing the player to experience a little bit of everything. Going back the same way you came is also always an option, unless the path has for some reason been ruined.
With limiting the paths a specific character can take, we’re hoping to encourage multiple playthroughs that each bring something unique to the player’s experience, while reinforcing the different characters as individuals.
Storyboards
Opening Scene
Akin & Afar opens with a cutscene introducing the setting of the game through one of the in-universe creation myths.
Since the point of the game’s story is to let the player piece together the puzzle of the world’s history, our goal with the opening scene is to leave the player wondering what is truth, what is complete fabrication, and what resides somewhere in between.
Depending on which character they decide to play as, different answers will be found along the way, and only through traversing every path will the full picture be revealed.
1. [SFX: wind and a calm melody from wood winds and plucked strings.]
2. It’s said that the Moon’s face wasn’t always broken.
3. [SFX: pearling water and fluttering insects. Music cont.]
4. That once, there was a time when the Sky-Mother—
11. It’s said that the People of Old had little regard for the ground they trod on and the nature they lived in.
They poisoned the air and the waters; they gutted the mountains and uprooted everything that dared defiantly grow — all in the name of progress.
They were the Gods of their world, but it wasn’t enough. They hungered for the stars as well.
5. —looked down upon the Earth with a gentle smile—
6. —full of comfort and love.
7. [SFX: fluttering of wings. Music cont.]
8. A time when the Sun—
9. — was but another star in the sky.
10. And the Earth was ruled by Man.
12. And so—
13. —they built their cities—
14. —of spires so tall—
15. —they scraped the sky—
18.
16. —tearing asunder the wool of the heavens—
19.
17. —and reaching into the path of the Moon.
20. A touch was all it took for Her to stumble in Her Dance.
The Earth felt Their Sister’s sorrow and commanded the seas to drown, the land to devour, and the skies to burn.
The Sun stood witness and followed suit; He brought down his light to scorch Man’s cities, His warmth setting the world ablaze.
21. A small touch and She was set off Her course.
22. A once benevolent Goddess, now out of step with Her siblings.
23.
24. Her sorrow grew so foul—
25. —it broke Her very being.
26. She rained down her pain on Man, striking all she could see.
The Sun calmed his onslaught.
The Earth settled into Their rest.
27. Man fell.
28. But the Moon—
29. —She could not forget what Man had done to Her.
30. When she is near she reminds us of our ancestors’ guilt, moving the ground and shifting the tides.
31. But now and again She grants us time to rest, drifting away to show us Her mercy.
32. Always, she watches us, judges us, spares us.
33. That is Her purpose.
34. Her endless Dance—
35. —of akin and afar.
Three
Meet the Characters
The Siblings
Having grown up in a nomadic cluster the siblings are used to a frequent change in scenery along their generationally trod paths. They spend their summers up in the mountains with their herds of buffalo creatures, watching over them while they play, graze, and reproduce.
During the winter the cluster elders and young set up a trading post on the southern plains, while the able bodied go on missions to help other clusters with anything from manual labor to gene pool diversity.
» The cluster collects furr from their herd, weaving the fibers into elaborate fabrics, dyed warm bright colours using the plants in their surroundings.
» As the only player characters that come as a pair, the player will only be able to control one at a time, with the other following.
» Bones and fabric scraps can be combined into tools or decorative pieces of larger crafts.
» The younger sibling is trusting of people, while their older sibling tends to avoid people.
The Older
» In early spring their crowns (referring to a person’s foliage) sprout “calf ears”, soft fluffy buds that later bloom into leaves.
The older of the two is reckless by nature. They tend to act before they think, often landing them in trouble or ending up getting hurt. They bear many old scars, despite being so young, from cuts and broken bones.
But when it comes to taking care of their little sibling, it’s a completely different story. While still wild and free, the older sibling is careful with their little sibling, guiding them through the world like a guardian. When the weather turns sour, they do not hesitate to offer up their cloak, even if it leaves themself freezing.
The Younger
The younger of the two siblings is a truly careful person. They dislike doing anything they’re not already familiar with, and will think many times over before acting.
Despite being so careful by nature, the younger sibling still has the wonder of a small child, and will do things that most children do. They love to play with their older sibling and has a vivid imagination, often filling their travels with tales far and wide. They love to look for trinkets on the ground and if they come across an altar they’ll always leave an offering.
» The younger sibling quickly finds joy in collecting pretty shells off the river bank, using them for crafts or trading them for goods at the markets.
Story
While on their journey from the southern summer stead to the thawing fields of the Siblings mountains up north, the cluster’s path is struck by a rockslide. No one is severely injured, but the siblings end up separated from their kin by the chasm. With no way to cross to reunite with their cluster, the pair is forced to take a different route north.
Remembering the teaching of their parents the younger sibling knows to follow the river which winds slowly through all of the Ruin Coast and is the safest way for them to get home. But the older sibling is impatient and thirsting for an adventure, insisting they instead brave the mountains, a path that while being the quickest way to get north is also the deadliest.
While traveling the siblings will discover a lot about the world that they hadn’t known before. Where they once had the comfort of a dry tent and
warm fire, they now have to find their own nightly shelter and scavenge for food. They learn to collect trinkets and make crafts to trade with kind marketplace sellers for food and ferry tickets. But in the cold harsh mountains resources become scarce and the settlements few.
But no matter the path they take the siblings will come across many kind souls who offer them a good meal and warm beds for the night. They stay with families, sharing blankets with the local children, listening to the parents tell stories about the Gods and the nature they rule over. In the next town over they’ll find a spare room offered by a local healer who sends them off on errands to earn their keep. Eventually word of the two lone children traveling the Ruin Coast will spread and they’ll be greeted at every cluster’s door and sent off with enough supplies to last them to the next settlement.
» During their long travels, the older sibling does everything to keep their younger sibling entertained, by singing, coming up with games, and crafting toys to play with.
The River
Laying like a glittering band strewn across the area, the Parent’s Tail is a sure way to see a bit of everything when traveling the Ruin Coast. Its bends will take you from the endless horizons of the grasslands, over the towering Siblings through the deep woods, all the way to the wonders of the coast.
As the river moves over the curves of the lands, human hands have helped it keep its calm and steady flow. Locks let the Tail climb the hills as the elevation shifts, long staircases guiding it up the mountains and aqueducts carrying it across valleys and chasms.
Along the riverbanks paths and roads can often be seen taking up companionship with the water, the two together ferrying conversations between old strangers and new friends. Bridges and the occasional tunnel
allow them to cross, and eventually they part only to meet again further downstream.
The Parent’s Tail gives life to the lands it touches, more often than not surrounded by farmlands and lush fields. Even the driest of volcanic savannah blooms into olive tinted greenery when the river draws near. Flowers unfurl, trees and bushes sprout, and wildlife gathers to enjoy the sweet crystal clear waters.
Obstacles
The path of the Parent’s Tail is meant to be one of few dangers. Civilization can always be found nearby and where there’s people there’s shelter from the violent weather, floods, and quakes. The river interacts with all the other paths, making it an area to rest no matter which path you’re on, a place where no bad things can happen and there’s plenty of resources to be found and interactions to be had.
Along the river there will be tasks to perform, acting as challenges and quests for the player character. NPCs will ask for help with tasks such as manning lock gates and running errands, in exchange for trade goods or to rest on their boats while they take you down the river to the next settlement.
Settlements
The settlements along the Parent’s Tail are many and frequent, of varying size and culture. Due to the river keeping the surrounding soil moist and rich, most clusters found living near it are farming communities, with many of the settlements being permanent. Over time clusters will turn into towns that in rare cases grow into cities sitting astride the river. Here people from all over the world tend to gather, whether they seek education, companionship, or simply a change in scenery.
While the settlements differ in culture depending on which part of the Ruin Coast they reside in, there are a few things they all have in common. Busy markets can be found at their centers, with small clusters perhaps just offering some food and the large towns and cities offering close to everything.
The Mountains
Acting as a divider between the coast and the grasslands, the mountain chain known as the Siblings are a prominent feature of the Ruin Coast. The twin peaks of the Sibling’s Maw can be seen far on the horizon, a snow and ice covered jewel creating a fundamental marker for travelers at sea as well as on land.
The southern parts of the mountains are known as the Sibling’s Rest, a well populated area characterized by its grass green hills and jutting colossal boulders. Here the seasons cycle throughout the year, following the same rhythm as the rest of the coast area.
Further north, just south of the Maw, the land has been pushed higher and steep cliff sides show where the ground has cracked under the pressure. Up here, the summer heat is short and fleeting, with spring and fall being a rare sight as winter clings to the air with icy claws.
From the Sibling’s Maw all the way past Earth’s Keep and further up the coast, the Siblings are perpetually covered in a white blanket of snow.
Glaciers cry their rivers during the summers of endless sun, but that is the only sign of the passing seasons. The winds of the plains to the east and the open sea to the west battle over dominance of the peaks, tugging at the lone traveler’s coat as if to mock them for their attempts to stay warm.
For weeks a traveler would see nothing other than mountains and snow in their path, giving the illusion that they’ve been left alone in this world, lest they cross paths with some other reckless fool daring the Siblings. The bare cobbles of the main trade route would be a sight for sore eyes, and just beyond it the safe harbour of Earth’s Keep with its Temple lies.
Obstacles
The start of the mountain path is relatively free of dangers. The occasional quake can be felt, originating in the grasslands or just off the coast, but the Siblings have stood for ages and will stand for ages more.
When reaching the parts of the path that lie always covered in snow, the player will be faced with many more challenges. Avalanches, some caused by the strong winds and tremors in the ground, other by the player’s own carelessness, will lead to tricky quick time events and engaging puzzles for the player to overcome. When walking on ridges the wind will try and tear the player off the edges, causing them to fall if they’re not careful. And with the low visibility of a dense snowstorm it’s easy to get lost.
Settlements
While Sibling’s Rest differs very little from settlements in other parts of the Ruin Coast, much else can be said about the clusters living further north. The cold temperatures and harsh weather make for poor living conditions above ground, but throughout vast underground tunnels clusters of fungi hybrids have found a way to thrive.
The people of the caves are mainly fungi hybrids, requiring very little sunlight to keep them fed. While at first seeming very quiet and reserved, the clusters are very welcoming to strangers and will happily guide travelers through their tunnels for a safer route than over the mountains. Many still avoid the underground roads simply because the lack of sunlight can be fatal to other species of hybrids. Only those who
still retain the ability to make sufficient energy from the ingestion of food can make the journey through the Siblings.
Since the nature of the tunnels looks and acts so differently than its above ground counterpart, this area houses a set of unique collectibles, trades, and crafts. In spite of the lack of sunlight, there’s no need for the people living here to light their way using fire. Clinging to the walls and ceiling bioluminescent plants and fungi grow, providing sufficient light to see by. Even many of the inhabitants and animals living here glow with patterns on their own skin, or through symbiotic organisms.
Geothermal energy provides warmth to the air, and the caves are littered with hot springs for people to relax and wash in.
The Archeologist
Born to a cluster which repairs and trades whatever can be scavenged in the world around them, the Archeologist has always had a fascination with old tech. That fascination only grew as they got older, evolving into a need to find out everything about the world’s past.
Nearby their cluster’s permanent homestead there rests a giant — a ruin so impossibly tall and utterly alien in its sharp angled design and cool colours. In spite of nature’s best attempts to take over, nothing dares grow close to the sleeping beast. This was the young archeologist’s favourite place to play. They’d run around for hours on end, explore every corner and turn over every rock, until they’d mapped every room in immaculate detail. This was the start of a lifelong passion for archeology.
Once old enough they left their cluster behind to study in one of the world’s few large cities, built on top of a collection of old world ruins. They devoured any and all information they could get their hands on, and was soon publishing their own theories and findings about everything from the origins of the moon to the lost histories of humanity.
» Gloves equipped with extendable claws to dig through the ground.
» Born with a defect to their legs, the archeologist uses home-built mechanical prosthetics. They connect to their nervous system similarly to how plants fuse with old robot parts.
» Most trading clusters end up with many different species of plants mixed into their genes. With the ever-green crown of grass and pine-bark spots, the Archeologist is no exception.
» The unit on their back can fold down into a breathing apparatus should the air within a ruin be toxic.
» Among the scavenged old tech, the Archeologist’s cluster is also known for their new tech inventions.
» Over the years the Archeologist has managed to build their own private database of scattered data from old computers, data pads, and uninhabited robots, slowly piecing together the events of the past.
» They have many wild theories about how the world came to be the way it is, most of which they believe wholeheartedly.
» Home-made tools.
Story
News reaches the Archeologist about a big dig happening in the northern regions of the Ruin Coast. A recent storm has caused the floors of an old ruin to collapse, revealing an unknown amount of underground levels below. Despite lacking a formal invitation the Archeologist sets out to join in the excavation efforts, convinced they’ll do a better job than anyone else.
While undertaking the long journey the Archeologist cannot stop themselves from stopping at and exploring every ruin they come across, the area’s very namesakes. Many of them have lain undisturbed for ages, with heaps of old tech containing fragments of data for the Archeologist to extract and repair. To be the first to examine all these ruins is only working to boost their ego further.
However, for many clusters the ruins are sacred and strictly taboo to disturb or even mention, a lesson the Archeologist is soon to learn. Over the course of their travels they have to adapt to the cultures they come across, learning to ask permission before entering a ruin, and most of all to accept a ‘no’ — or face the consequences.
Even their own findings keep halting the Archeologist’s progress, with conflicting data and misleading records. The more they uncover the less they know for certain, the questions only piling up ever higher. The only way to acquire the answers is to continue searching.
By the time the Archeologist reaches the dig site, they do so a lot more humble and without any selfish need to be the best.
The Grasslands
A vast landscape of looming volcanoes and raw rich soil, the grasslands on the eastern side of the mountain range is a place of high risk and high reward. The volcanic ash makes the grasslands the perfect place to live for the agricultural communities spanning across the hilly landscapes closer to the volcanoes and the plains from Riverbend to Spire City. However, as enriching as the volcanic ash is, it can be just as destructive when the Earth spews its fiery arms from the ground to reach for the Sun and the Moon.
Lava tubes and caverns snake their way across the plains in large moats while rainwater towers stand ready to be opened in order to slow down the flow of lava. Tall windmills adorn the landscapes to catch the winds headed for the mountains.
The settlements around the volcanoes as well as Spire City have become known to be some of the more technologically driven communities, making the people who live there more loosely religious; they tend to rely more on their own wit rather than the will of the gods.
The grasslands are one of the locations that houses many of the ruins of Ruin Coast. Many of the ruins are well preserved within their casts of cooled magma, hidden deep within the lava tubes and isolated underground caverns furthest away from the volcanoes.
Obstacles
The closer the player gets to the volcanoes, the less straight forward the path becomes with the many moats cutting through the landscape. If the player chooses to stay above ground, they will have to help open the water towers once an eruption starts and avoid edges of moats during an earthquake. Getting too close will trigger quick time events in which you have to catch yourself from falling into the darkness below.
For a quicker path, the player can choose to venture through the underground tunnels, however this path is much more intense as the player will have to run from flowing lava and find an escape as the people above try to slow it down.
Settlements
Spire City is the largest permanent settlement found in the grasslands.
Located by the black banks of Riverbend, it’s the part of the Parent’s Tail’s trade route most known for their high quality agricultural goods. With technology being a large factor in this part of Ruin Coast’s way of life, Spire City takes its name after the tall windmill structures spread across its protective walls, gently spinning in circles like leaves caught in the wind.
Permanent settlements closer to the volcanoes have made their homes part of the landscapes. Their towns and villages can be found within
large cave-like structures, in which their homes have been carved into cliff dwellings out of the hard rocky or earthy material. These small protective half domes are usually placed on top of hills or in closed off valleys to avoid contact with lava that does not enter the tunnels.
However, as dangerous as the tunnels can be, it is not empty of people either. A few communities of fungi clusters have been discovered to live beneath the earth of the grasslands, however many will eventually flee to the mountains when the volcanoes are no longer dormant.
The Coast
Standing at the edge of the sea, the archipelago of the Ruin Coast is fully at the mercy of the tides. When the Moon is afar the difference between low and high-tide is noticeable, but not very drastic, allowing for travel between the islands without much danger. As the Moon draws closer — entering the phase known as akin — the high-tide drowns ki-
lometer long stretches of land, leaving only the tallest peaks dry, while low-tide exposes the seabeds from their depths, sweeping anything and everything with it.
The people here only live above the akin high-tide waterline, with settlements gathering on the very tops of the many underwater mountains. The sea creatures and nautical plants existing in the area have adapted to surviving for days out of water, most entering a death-like hibernation state when the ocean pulls away, only to be revived when the waves return. Similarly, the land dwelling plants have developed amphibian traits, thriving both in and out of the salty sea water.
Strong winds from the open sea force the trees to bend landward and keeps anything from growing too tall. Both on the islands and along the mainland it’s impossible not to come across windmills used for both farming and electricity alike.
Due to the extreme akin tides, the land along all Earth’s coasts are eroding quicker than before, taking any remnants of the old world with them. However, far out where even the lowest tide struggles to uncover the seabed, there lay a plethora of ruins. These ruins can only be reached during the akin low-tide, and the time before the ocean pulls back in is very limited, making excavation and exploration tricky.
Obstacles
Upon entering the area it will look very different depending on what time of day the player arrives there, and whether the Moon is akin or afar. If the Moon is afar the player will be able to travel without issue between the islands, only needing to deal with whatever obstacles the weather decides to bring, similar to other areas.
But should the player reach the coast during the akin part of the Moon’s cycle, then the timing of the travel will be crucial. Journeying between islands during low-tide will mean walking across the muddy and rocky seabed, which brings the reward of bountiful resources but the risk of getting stuck in the mud and drowned as the tides shift. Choosing instead to brave the waters during high-tide will grant the player a quicker journey to the next island, but the sea will be in erratic turmoil with maelstroms and giant waves.
Settlements
The islands along the coast are home to many permanent settlements where the people tend to frequently migrate from island to island depending on mood. There are a few established clusters present on the islands, but with all the intermingling and constant movement the lines have become blurred. Anyone who stays in the archipelago for long enough will eventually become part of the ecosystem and culture.
In the shallows between some of the islands, in spots where the sea turns into lakes during akin low-tide, great floating settlements have been built. These settlements are chained to the bottom of the sea and move naturally up and down with the tides.
The majority of people living in the archipelago are water plant hybrids, many of them having the ability to breathe under water for extended periods of time. Like the fungi people living in the mountains and grasslands, these plant hybrids require less sun to live, but with the added need of regular full submersion in water to not dry. To keep the moisture in their skin and crowns, special oils are commonly used.
The Robot
A plant feels the embrace of many at once, its roots tangling with those of its neighbors in the ground they’re bound to; a hivemind of leaves, trunks, and stems, a place where communication goes beyond the words of one individual.
When a young plant felt a new presence in its earthy home, it began to reach out to it, to welcome it. For a long time there was nothing to find - but then in a simple jolt, the entire world changed.
The plant woke up and saw for the first time. They saw a new body that no longer bent to the winds or felt the warmth of the sun. No voices echoed through the meadows or the sprawling roots of the earth. Where there was once hundreds of minds present at once, there was now only one.
Although a bit clumsy with their new husk, the Robot wants to become familiar with this new world. Having previously been an interwoven part of the planet’s life, they care a lot for the living creatures around them, and wish to once more be part of something bigger than themself; to be part of a cluster.
» Each new part that the Robot merges with carries a bit of memory from the previous inhabitant, such as memories of their loved ones, of distant lands, or pieces of the Earth’s history.
» The Robot is a new type of plant; a hybrid of shrubs and grass.
» The Robot can grow plants as their craft, helping others keep their crops healthy.
» Various arm and leg parts can be found throughout the game. This will allow for some customization of the Robot, depending on which parts the player picks up.
Story
As the first plant to overtake this husk, there was no one to tell them how the world works and they’ve been forever separated from their kin in the ground. Individuality was scary. However, this otherworldly place was also indescribably beautiful. The Robot could see creatures in the trees and hear them singing for the first time. Did they experience all of this too? Could they share it with one another to make it simpler?
Unfamiliar with traversing terrain, they stumble along their way, being only a little head on four little legs. They don’t get very far until they fall into a burrow, unable to climb back out, and fear and loneliness truly begin to take hold in the many hours they spend down there.
Fortunately for them, a scavenger notices the Robot inside the burrow, helps them out, and brings them to their cluster. The Robot quickly learns they’re able to communicate with humans in a similar way to their kin - and better yet, there are others like them out there; other plants who have grown into husks, some of which have created a cluster of their own beyond the mountains.
The Robot begins their journey to find this robot cluster. They meet other robots in human clusters who have adopted their ways of life. They discover other body parts of husks, which they use to build themself anew to help them overcome dangerous obstacles along the way and get more used to their new body. Some of these body parts also reveal memories of old hosts; glimpses of a round moon in the sky, and small life forms growing behind glass. Talking to people they meet on their travels teaches them about building lives and seeing the world in different ways, helping them form their own identity from old memories and new experiences - and it soon also helps them find their way to the robot cluster.
It is not the same home as the one they originally came from, but they now know a way to exist in a world where the unknown could become what you hold dearest within you.
» Starting out as just a small pod with four little legs, the Robot will during their travels find more parts to add onto their body. Depending on what robot parts the player picks up along the paths, the Robot can take on many forms in the game.
The Forest
The deeper parts of the forests of the Ruin Coast have been generally untouched by humans, leaving them to be densely populated by plants and wildlife. Some parts of the forest grows so thick that the average traveler could easily get lost for days, with only the distant sound of a mountain waterfall or a growl in the dark guiding them to the right path.
Whatever a person may leave in the woods will eventually be claimed by the nature around it, as is the case for the few robot husks that have rested in the greenery for many, many years.
The forest is home to a large variety of plants, the most common being willow trees, birch, pines, and aspen, with smaller plants ranging between many types of ferns, mosses, and berry bushes.
Just west of the Sibling’s Maw lies Willow’s Heart, a larger settlement named after the surrounding willows. The people of Willow’s Heart reflect the plants found in the forest, and just as the willows bend to the will of the wind, so does the people here adapt to change. Willow’s Heart has seen much restructuring through history due to wildfires and floods, but the core of the settlement - the Heart - has become sturdy enough to remain, its rocky foundation standing on tall thick pillars designed to hold against the floods so the sun can continue to shine through its ornamental roof into the gardens below.
Southeast of Willow’s Heart and close to The Peak, lies a glade. In its center, a large mill shoots up from the ground, its blades resembling that of helicopter seeds. From its base, three different kinds of enormous roots have sprouted, twisting around the column of the mill in a fascinating display of entangled unison. No one is certain when this mill came to be, but The Trading Mill has become a symbol of crossing paths and newfound relations, and acts as the primary trading location in this area of the Ruin Coast.
Obstacles
The forest is most familiar with floods due to frequent rain and the occasional heavy snowmelt close to the mountains. When a flood occurs, the player must quickly seek safety amongst treetops or protected houses.
Wildfires are not as common of an occurrence, but can happen during the hottest season of the year. There is little a player can do when getting close to a wildfire; the only way to avoid it is by talking to NPCs who will warn you of the drier areas in the forest.
Nature can be as beautiful and calm as it can be dangerous and unpredictable; this goes for its wildlife as well. A player may run into animals who see them as a threat, and in this instance the player must decide if they wish to defend themself or get out of the situation with no harm.
Settlements
With moving clusters and evacuations being a common occurrence, the people of Willow’s Heart and surrounding settlements are pragmatic and keep belongings to a minimum. They don’t feel attachment to many things, as they know they may have to leave it behind at any point, and everything will inevitably return to the earth either way.
Many settlements consist of huts made of burnt dirt or wood, the larger ones typically having houses on stilts. Most settlements are temporary homes to be abandoned in the face of a flood or a fire, and later rebuilt to stand until their inhabitants must take their leave once more.
The Pilgrim
The Pilgrim is an inquisitive and emotional individual who seeks to find a meaning to their life outside of pure survival. They were born to three parents in the Trefoil cluster, a largely mixed community with a majority of clover-leafed people. Their main produce is livestock, grain, and textiles.
The cluster does what’s needed to keep their lives going; they will typically leave their settlements if a natural disaster is about to hit, have no heavy religious beliefs, and only rely on new technology if necessary - a truly neutral way of life.
Every day the Pilgrim would take care of the livestock, switch out suncatchers, wash clothes, and cook food until they moved to the next place along the same settlement route the cluster has followed for the past decade - only so they can start it all over again. Sure, new people would enter their cluster every now and then as they moved settlements, but soon they too would be part of the same routines. Their life is a cycle and yet the Pilgrim feels stuck in it.
Surely they must be here for a bigger reason than just existing?
» The walking stick is a common sight among pilgrims. They will typically leave their stick planted in the ground at the end of their pilgrimage, where it will take root and grow into a tree.
» Due to having three parents of different clusters, the Pilgrim is a hybrid of three different plants; clover, dragon tree and willow (salix
» The people of the Trefoil often wear capes of wool and grass grown from their livestock. These capes are used for both warmth and camouflage.
starkeana).
» Pilgrims of the Triad’s Passage are identifiable by their face paint and the beaded necklaces they complete along their pilgrimage.
» The Pilgrim can craft religious offerings to leave at altars, or trade them for goods.
Story
The Pilgrim’s mother comes from a different cluster than the Trefoil, where the people are more religiously rooted. When the Pilgrim airs out their frustrations to their mother, she suggests for the Pilgrim to go on a well known pilgrimage to find the purpose they seek; the Triad’s Passage.
Not being particularly religious, the Pilgrim is hesitant at first, but ultimately accepts the bead of the Trefoil and embarks to collect the rest at the temples along the Triad’s Passage.
Hopping from temple to temple, the Pilgrim encounters various beliefs and morals. Each temple and cluster sees the world in a different way than the last. Some do not believe the living should meddle with nature’s ways, and accept whatever disasters may come their way as the gods’ punishments for what humanity has done to their Moon. Some believe life has a right to defend and save itself. Others believe technology is just as natural as leaves on the trees while the next believe only nature can provide what is needed.
With each footstep the Pilgrim takes, they discover new perspectives on themselves and the world around them. They begin to form their own meaning of what life could mean to them.
When the Pilgrim is but a day’s travel away from the final temple - the Temple of Life - they learn the Trefoil has been hit by a flood. Should they turn back and endure the long journey home with the risk of finding nothing to return to? Should they continue and complete this pilgrimage they’ve worked so hard for? And what would either choice mean for them?
The Triad s Passage ‘
The Triad’s Passage is a trek commonly taken by those seeking enlightenment. It crosses all the other paths in the game, with one temple on each path. The goal of the Triad’s Passage is to reach the final Temple of Life, the main temple of the Ruin Coast as well as the largest.
At each temple a pilgrim visits, they will be gifted a pendant or bead to add to a necklace they carry from start to finish. This necklace starts with a single bead from their home.
All pilgrims that follow the Triad’s Passage are identifiable by their face markings. The markings are smeared on the pilgrim’s face and can be made from different materials, such as flour or chalk. The paint is typically white and the design differs from region to region. In the region of the Ruin Coast, the pattern design consists of markings below the eyes, above the eyebrows, and on the nose bridge.
Lessons
The pilgrims who undertake this journey typically wish to experience the world anew, in whatever way they interpret that intention. Each temple will present the pilgrim with new spiritual knowledge, advice and views on how life on this Earth should be lived. Some pilgrims go on the Triad’s Passage to ensure prosperity for their future - for example for a future marriage, a new family member, or cleansing diseases - by becoming closer to the gods.
No matter the reason, the goal for the Triad’s Passage is for the pilgrim to return home with a new sense of closeness to themselves and the earth they walk upon.
Temples
Temple of Healing (Grasslands)
Closest to the volcanoes the player will find the Temple of Healing. With part of the temple shaped by the nearstanding volcano itself, the temple stands as an impressive construction of protective dark volcanic rock, its northwestern wall almost melting into the rising cliffs of the volcano. Long crevices stretch across its walls and roof, culminating in a standstill waterfall of rock spilling off the side of the building, mimicking the arms of the Earth.
As a temple mostly dedicated to the Earth, a place of healing and acceptance of death, they stay close to where their help is most needed, namely close to the volcanoes. Most would be afraid to stay so close to such an uncontrollable danger, but the healers of this temple embrace death as part of their daily lives. They accept the lack of control over the future, and instead nurture the present so as to be content when the end comes. Death is inevitable, but there is nothing wrong with protecting what you hold dear by any means given to you by the Earth, be it through healing a wound or building a sanctuary.
Temple of the Sea (Coast)
Perched atop a slim cliff jutting over the ocean, the Temple of the Sea always seems at risk of toppling over. When the temple was built long ago the rock it stands on was connected to the island next to it, but time has eroded them apart. The oldest part of the temple is towerlike, while below the cliff a giant wheel-like structure has been grown to support the overhang.
The Temple of the Sea focuses their teachings on perseverance, a true reflection of their temple which stays standing despite the hardships it has faced at the hands of raging winds and tides. By embracing Her waves of anger and sorrow, they honor the Moon with tears so they can come back stronger tomorrow. Their temple is a place to submerge into grief and grow with the sorrows of the past.
Temple of Dreams (River)
Sunken into the center of the Parent’s Tail rises one of the Ruin Coast’s tallest ruins. The ancient building is hewn from black rock, a smooth rectangle, with a single word carved down its front — “PEAK” — giving name to the surrounding settlement. Spires and windmills have been erected on top of the ruin, and residing within its halls lie the Temple of Dreams.
While it may seem ironic for a temple dedicated to the Moon to reside in a structure that represents an old age of technology. The priests of the Temple of Dreams see this as a way to respect the past, to acknowledge and learn from our mistakes to make a gentler tomorrow. They teach spirituality through trusting your intuition over technology, and see dreams as messages of both the mind and the gods.
Temple of the Wilds (Forest)
Buried and obscured by the surrounding vegetation, the Temple of the Wilds could be missed in a single blink. More like a hill than a house, the temple’s walls are made of burnt dirt and moss in which creatures peek through their tiny tunnels and flowers grow from the grassy roof. Inside, strong roots sprawl from the high ceiling above, across the dirt walls and into the ground. Deep within the temple sits a mural dedicated to all three gods, luminated by the many candles below left behind by passing travelers. From the top of the mural, a pair of trees grow up through the ceiling, to spread their branches above the temple in a shielding entangled canopy.
The Temple of the Wilds worships passion and symbiosis with not only the Earth, but with others as well. Their focus lies on love, fertility and the primal spirit of life; only unison between the Earth and Its children allows everything to go on. Worshippers and pilgrims often visit the Temple of Wilds to bless seeds, pray for successful child-growth, or even to find romantic love.
Temple of the Tempest (Mountains)
Located at the very top of the Siblings’ tallest peak, the Temple of the Tempest can be found, where the worship is mainly devoted to the Sun. The temple resides within the mountain, in the upper parts of Earth’s Keep. Light is brought into the temple’s main chamber using mirrors through tunnels leading up to the surface. During the long summer days when the Earth blesses them with a cloud free day, the temple comes to life, filling the chamber with people to bask in the warmth.
The harsh climate of the mountain chain in Ruin Coast takes incredible amounts of strength of resilience to both pass through and live in, and the Temple of Tempest pride themselves upon these attributes. All life is made with one body and it is important to use whatever means available to strengthen and care for it. An important lesson to learn is to be able to accept help and strength from others when one can not provide it for oneself, and to give strength where others cannot.
Temple of Life (End)
Far north on the Ruin Coast, at the very edge of the cliffs, stands the Temple of Life as the largest temple of the area and the final destination of the Triad’s Passage. Its elevated placement brings believers closer to its designated god, the Sun, who shines upon the temple’s golden walls of suncatchers. Its sun-shaped spire reaches even higher to cast its moving shadow on the ground, like a clock, both to serve as a recognizable landmark from afar, and as a testament to the time spent by those who ventured this far across the region in His honor.
The Temple of Life teaches that all life is sacred, no matter the path trodden. Life is hardship, change, and renewal across time. It is a constant cycling journey of the good and the bad, but life will continue to exist - and so one should not hold onto that which would make life wither. Visitors will often spend hours meditating in the sunlight shining through the arches of the temple, allowing it to wash past pains away and give space for the heart to grow with new joys. When a pilgrim returns home from the Temple of Life, they should have a new sense of what gives them the strength to take new breaths every day.
» The top of the Temple of the Tempest pierce the peak of the mountain, marking the pilgrim entrance for those on the Triad’s Passage.
Storyboards
End of the Triad’s Passage
The Pilgrim’s journey ends a little bit differently than the rest of the player characters in Akin & Afar; with a difficult choice.
This scene takes place at the end of the game, just before the Pilgrim begins their travels for the day, when a messenger from the Trefoil cluster finally catches up to them. The messenger reveals the Pilgrim’s mother’s necklace and confirms the visions revealed to the Pilgrim through the root communication system: their cluster has been hit by a flood.
By hearing perspectives and stories of many different people along the Pilgrim’s journey, the player will have made up their own perspective of how they view the world, and this is where these views truly come into play. No more talking about the meaning of life - now you must choose what it means.
No matter what the player decides to do, they will have completed their pilgrimage; they will have found the meaning the Pilgrim was looking for, one way or the other.
While the opening scene is made to feel more like panning across murals telling old tales, this cutscene (along with the rest of the game’s cutscenes) makes use of 3D models and environments. These 3D models are textured with a painterly 2D style to match the style of actual gameplay, and animated at a lower framerate, giving the animation a more stop-motion feel while keeping costs low. The camera gets up close and personal with the characters. It helps ground the player in the world and gives them a chance to share emotional moments with the character they’ve chosen for their journey.
Four
The Earth, the Sun, the Moon
Religion
It’s an undeniable truth that the Sun, Moon, and Earth all exist and that they to some extent influence all life on the planet. The Earth is the home of the creatures which the Sun nurtures and the Moon destroys. It’s a constant fact of the world.
Some clusters are of the belief that the deities have a consciousness and are aware of the humans they rule over, however never down to an individual level. Others might find themselves seeing the gods as more symbolic, choosing to take the characteristics of the trinity as a metaphor for their role in nature. Then there are those who fully reject the idea of the gods having something even remotely close to awareness, regarding them fully as the celestial bodies they are. All of these views on the gods can fall anywhere on the scale of worship and doesn’t signify whether or not a cluster is particularly religious or not.
The Deities
The mythos of the deities vary from region to region, with some overlapping beliefs in their depiction. One almost universal phrase is “their Eternal Dance” referencing how the celestial bodies orbit each other. Many depictions of the gods will have them holding hands and dancing, with a common religious symbol showing the gods connected by a circle.
Depending on the area, varying sometimes just from cluster to cluster, the deities will be assigned different roles in relation to each other. In some parts the three will be referred to as “the Siblings”, in other parts they are called “the Lovers”. Earth is sometimes known as “the Parent” with Sun and Moon taking on the roles of “the Son” and “the Daughter”. No matter their relationship their roles in the mythos stay fairly consistent, correlating to their assigned personalities.
Universally the Moon is seen as female, the Sun as male, and the Earth as non-binary.
Sun — Time, Life, Strength
Steadily traversing the day’s sky, the Sun is a constant and never-changing part of existence on Earth. His cycles tell the time, whether it’s through the shadows He casts, the yearly rings He causes inside of a tree, or the position He holds in the sky. His nurturing light breathes life into every single being on Earth, providing them with strength and power.
When the Sun is depicted it is usually in a humanoid form, as a man with a warm and kind smile. Though His face is rarely fully shown — artists rather depicting His entire head as glowing — when it is, He bears wholly white eyes and golden hair in a halo around His head. He is sometimes depicted as a many-armed sphere.
Followers of the Sun can more often than not be found surrounded by people and using technology both old and new. They believe that while nature should be respected, it’s not wrong to manipulate it if it is in the name of protecting life.
Earth — Love, Death, Healing
An equal, a sibling, a friend — that is how the Earth fits into the picture. Earth is love, It is from where life came and to where death takes us, this is true for everything. The Earth provides, nurtures, and heals, and It asks only the same in return. Nature is the self, and one is always part of nature.
The Earth is without gender and is almost exclusively depicted as a group of animals, a tangle of plants, or as great mountains. When depicted in a humanoid form It sports several sets of arms, often each from a different creature, and with skin reflecting the soil of the local environment. Its face usually bears an expression of content, a faint smile and always with closed eyes.
Followers of the Earth tend to view technology as natural just as much as anything that came from nature. This doesn’t necessarily mean that every worshipper of Earth embraces technology without question — just how a pretty flower can be poisonous, so can technology be harmful. All healers follow the Earth, being taught how to use nature to heal.
Moon — Hardships, Chaos, Gentler Tomorrows
Hanging scarred and broken in the sky, watching with a thousand golden eyes, the Moon has become a symbol of hardship. She serves as a constant reminder that while a gentler tomorrow does exist, nothing gentle lasts forever. The chaos She brings to the Earth for many represents the lack of control humanity has over nature, and how it’s best not to interfere with the gods’ plans.
Her humanoid form is usually depicted as a woman with glowing golden eyes, often in several sets or with many little eyes scattered across Her face. She will have long white or black hair, Her skin will bear cracks that sometimes reveal a red glow from within, and Her face is permanently twisted into a scowl. On occasion the rock fragments that orbit along with the Moon will be added to the art as a tail or a veil. The Moon is also commonly symbolized by a wave, a whirlpool, or a pitcher of water with visible cracks.
Followers of the Moon tend to refuse technology and any sort of intervention, especially when it comes to predicting and preventing natural disasters. They often live their lives in sync with the Moon’s orbital and light cycles, keeping their settlements near large bodies of water. In some extreme cases the followers of the Moon swear off the Sun completely, relying instead solely on energy from the Moon.
Worship
While it’s universally agreed upon that all three deities are real, the focus of the worship will vary depending on people and circumstance. Clusters close to bodies of water tend to worship the Moon, while a temple at the foot of a volcano would be dedicated to the Earth. However, this doesn’t completely exclude the other gods. There will always be a shrine or a room dedicated to all three gods where people of all faiths can pay their respects.
Symbols of the gods can be found everywhere, and it’s pretty rare to come across a person who doesn’t worship at all. The kinds of worship range from small acts of gratitude such as keeping a token to the gods on your person, to large acts of devotion like taking up residence at a temple. Most homes keep a shrine in a central spot of the house.
The priests of the Ruin Coast keep to the age old tradition of mimicking. As part of their temple’s uniform they are taught how to modify their crowns to mimic the attributes of different animals, through careful binding and pruning. Usually the chosen animal is closely tied to the main god of the priest’s belief, some examples being the rabbit for the Moon, the fox for the Sun, and the beetle for the Earth. Priests may also pick animals they feel spiritually connected to, even if the animal does not have a symbolic connection to their deity of choice. Since the Earth is often depicted as a group of animals, some followers of the god choose to honor It by not participating in mimicking.
» A mural that can be found in the Temple of the Wilds, depicting the three gods in their eternal dance.
» When passing by a shrine, whether in public or in one’s home, it is common to touch it to show one’s appreciation.
Five
The People of the Ruin Coast
Companions
Companions are characters the player can meet and bring along on their journey as they travel the Ruin Coast. Some companions may be headed in the same direction as the player, others are looking for the same thing as them, or simply feel a need to help the player on their way.
Each companion gives the player a quest to complete. For Salí, this may be finding a rare plant she’s been looking to research and document for years, which happens to be located near the Archeologist’s dig site. For Eukaryka, the player would have to assist her in healing a patient in order to recruit her for their travels. Likewise, Gellan may need assistance in crossing difficult terrain, or the Visc pair have to trade for a salve to further the healing process of Frainus’ arm.
Quests may differ in scale and number depending on the chosen player character and paths, but each companion has an end goal they’re trying to reach with the help of the player.
They can be met in different locations, once again depending on the player’s choices. Typically a player will encounter 1-3 companions along the way, or maybe even all of them if they play their cards right.
Eukaryka (she/her)
After her fungi type cluster had to flee their tunnels in the grasslands due to a volcanic eruption, Eukaryka has lived in dark mountain caves for about half a year. Resources are slim in their new home, and as the only healer next to her assistant, Eukaryka is under much pressure. She is currently on her way home from one of her many trips to the grasslands to find ingredients and tools for her work. Eukaryka is not much of a talker thanks to her cluster’s isolated homes, but is able to help the player find materials for crafting and can make food that gives the player an extra chance when getting a game over. With her experience living in caves and tunnels, she is also excellent at navigating dark spaces.
Eukaryka can be found in the Grasslands and the Mountains.
Albu Visc and Frainus Visc
(ve/vis/ver and ey/em/eir)
Albu is a sentient mistletoe plant who is married to ver partner, Frainus. Albu saved Frainus’ life from being claimed by high tides and gave up one of ver own plant seeds to regrow Frainus’ amputated arm, as a result of eir boat crashing into the cliffs. After the accident the couple decided to find a new home, where they can settle down and grow a family. Both are very calm people with a lot of care for those around them, and especially Frainus loves a good joke fitting for any occasion.
The couple will work together to help the player through physical obstacles and can use their navigational skills to help find the easiest way forward.
The Visc Family can be found by the Coast and the River.
Gellan (ze/zir)
Having lived a calm life in the Temple of Dreams for many years, Gellan now wishes to experience the world anew and so has decided to complete the Triad’s Passage once more. Spending so much time with zir eyes looking to the stars and zir mind contemplating on the past, Gellan wants to focus on what’s here right in front of us. As they travel together, Gellan will tell the player tales of the things they see and reflect on how their experiences of the day can help them tomorrow as they sit by the campfire. Sometimes Gellan will even tell the player of dreams ze has had, about a full moon and humans with fur on their heads instead of crowns.
Gellan can be found by the River and in the Forest.
Salí (he/she)
While the myths are fun, Salí believes there’s more to the story of humanity and his number one goal in life is to find its roots. Salí is a talkative biologist who loves the brimming life around her, and is always up for a good theory discussion on anything between the sky and the soil. Curious about his surroundings, he will often stop the player to show them a fun bug he’s found, or can inform them of potential environmental dangers ahead, such as dangerous wildlife. News of the dig site has reached Salí’s ears as well, and she’s decided to take the long trip there in hopes of finding biological traces of the human past.
Salí can be found in the Forest and the Grasslands.
NPCs
NPCs can be found all over the Ruin Coast, taking on the rolls of merchants, priests, fellow travellers and pilgrims, or just your run of the mill cluster inhabitant, working in the fields or out shopping for the evening’s dinner.
Not every NPC will have something to say to the player, but when they do it could be anything from a cheerful greeting, to sending the player on a small quest. It should be worth something for the player to take the time out of their session to interact with NPCs, whether it is by getting another piece of the lore, getting a new perspective on life, or getting the offer to trade something special.
The point of the NPCs is to make the world of Akin & Afar feel lived in and full of stories. The Ruin Coast shouldn’t just be the set dressing for the game, but should feel like an actual place with history and culture, and key to that is making sure the NPCs feel like individuals rather than copy pasted assets.
Six
The Making of Akin & Afar
» First plant-human hybrid concepts by Chili (left and above left). We hadn’t decided on the cause of the mutation yet, but we wanted the visuals to be bordering on body horror.
» Environment by S.A.M. (above right), showing underwater ruins. We kept going back and forth on the timeline for the world lore, talking about a span of just a couple of millenia to billions of years. Early on we decided we didn’t want humanity’s annihilation to be self-inflicted, wishing instead to portray a more hopeful future.
Exploration
In this chapter we want to share our process, with sketches and drawings made during the pre-production, exploration, and finalization of the world and characters. While there’s still a clear connection between start and finish, some ideas had to be dropped along the way t o allow the story of Akin & Afar to inform the final pieces of the worldbuilding.
» Environment concepts by S.A.M. (right) and Chili (below left). Hybrid exploration by S.A.M. (below right).
» Design exploration done for the Robot by Chili (left and below). We fell for the bigger silhouette, finding it a unique and fun contrast to the rest of the cast.
» Exploration for the Siblings done by S.A.M. (bottom).
» Early concept of a priest, mimicking a mix of an owl and a butterfly (top left).
» Pilgrim exploration by Chili. When brainstorming the Pilgrim, our initial idea was for them to be much more of a grumbling teen in a coming-of-age story. This ended up feeling too similar to both the Siblings and the Archeologist, so the Pilgrim was instead developed into a young-adult with wanderlust.
» Finalized designs for the Siblings by S.A.M. (left page, left). At the start of the game the kids will still be wearing their winter cloaks to stave off the frosty air of early spring.
» Final tweeks to the Robot’s design, by Chili (left page, top right). Since part of the Robot’s story is adding new parts to its body we felt it made more sense to have the design be mismatched rather than symmetrical.
» Pilgrim colour explorations done by Chili (left page, bottom right). We settled on a handful of colors for the project’s primary palette — green to represent nature, pinks and oranges as common fabric dyes, and cool whites and blues for old world tech.
» The Archeologist’s final design, by S.A.M. (top). Making the tech feel futuristic yet functional was the priority. The structure of the legs and backpack was inspired by the emu.
» The alphabet of Akin & Afar, by S.A.M. (right). Taking inspiration from how script evolves over time, the goal was to make a future version of today’s latin alphabet.
Afterwords
Nature and humanity are two sides of the same coin. Nature can be calm and beautiful, but also wild and terrifying. Humans can be compassionate and patient, but also arrogant and selfish. There can not be one without the other - and likewise, humanity can not be without nature, for it is what we are.
Akin & Afar not only reminds us of this, but also that we can not exist without each other. It is only by connecting with the world around them that the characters of Akin & Afar find the answers they seek. These stories were crafted from our wish to make our fellow humans hopeful for the future even when the world seems dark — and to help them work together for a gentler tomorrow.
Working with Sam has not only kept me motivated to pull through and work hard, but she also taught me to be kinder to myself when things got rough. Working on a big project like this is a huge undertaking, no matter how many times you’ve done it before. Something will always come up to surprise you, no matter if it’s good, bad, new, or confusing - but I’m so thankful I didn’t have to face the challenges alone. Thank you, Sam, for being the beautiful soul you are, for always picking me back up when I stumble, and for sharing oatmilk with me!
With all its hardships and laughs, Akin & Afar has become one of my proudest achievements and it always will be. As the project grew, we grew alongside it. I can’t wait to see where it might be in the future.
Chili Philipp
After spending almost five months on this project, it has been just as rewarding seeing it come to a close as it has been tough. To go from a handful of bullet points — there among “Human photosynthesis?” and “Kill the moon >:)”, which I think sums up Akin & Afar pretty well — to a 100 page book full of art and writing outlining a whole world of possibilities feels incredible. All the nail biting, sleep loss, and breakdowns suddenly become worth it, a fair price to pay for meeting the deadline with an empty backlog.
To me Akin & Afar is just as much about Earth’s future as it is about our present. We humans so often like to see ourselves as separate from nature, even putting ourselves above
it, where in actuality we are nature, as is all that we create. Everything on earth came from Earth, whether it benefits the planet, harms it, or simply exists. There is no “us versus it”, we simply are, and only by saving nature can we save ourselves.
I couldn’t be more proud of what me and Chili have accomplished. Through it all she has been my rock, continuously motivating me to work harder than I’ve ever done before. Out of everyone in my life I want to thank her the most — without her this book would not exist. I look forward to many future collaborations.
Chili Philipp
Chili Philipp is a Danish artist based in Viborg, Denmark, who studied Graphic Storytelling at The Animation Workshop. Her passion for fantasy and magic shines through in her art, which inspires thought and creativity with designs that blend functionality and outward expression seamlessly.
Themes such as the environment, the LGBTQ+ community, and self discovery are always present in Chili’s work, and add a layer of social commentary to otherwise fictional spaces. What she enjoys most is the visual development of worlds and stories, with its tasks of exploration and creativity.
When she is not drawing, Chili spends her time playing D&D, collecting TMNT memorabilia, and gaming with her girlfriend.
S.A.M. Robertsdotter
Sandra A. Mattsson-Robertsdotter — a.k.a. Sam — is a cartoonist and writer from Sweden. She graduated from Serieskolan in Malmö in 2020 and received a bachelor in Graphic Storytelling from The Animation Workshop in 2025.
Sam’s projects vary in styles and techniques, making her a versatile craftsman who likes to experiment with new ways to tell stories. She really enjoys working as part of a team, and is comfortable in the role as project manager and art director.
When she’s not keeping herself busy with a pen, she sails, crochets, and nerds out about Transformers and Star Trek.
Hanging shattered in the sky, the Moon constantly watches over humanity. When She’s afar the world is at peace, Her gentle gaze a guide for the night’s travelers. But when She’s akin the tides roar and the ground shakes, Her face drawn in close to bestow judgement on man.
In a future where humanity has evolved into plant-human hybrids who use photosynthesis as an energy source, society has reformed into nomadic groups and small farming communities where people live as one with nature. Technology left behind from the old world is being repaired and repurposed, with wind turbines and solar panels dotting the landscape.
Embark on a journey across the Ruin Coast as one of four characters: the Archeologist, the Robot, the Pilgrim, or the Sibling duo. Explore the settlements, towns, and cities; interact with the locals and help them in their tasks. Uncover the secrets of the ancient ruins and piece together the puzzle that is Earth’s history. Seek guidance at the temples and listen to the teachings of the priests to discover your path in life.
This book includes the worldbuilding and story for the game pitch of Akin & Afar, with artwork to showcase the stunning world and unique characters.