The idea
A path remembered
incorrectly by water.
The journey follows a return toward home. The player works with familiar objects, finds safe crossings and watches everyday actions change the place around them.
Development combines creative direction, iterative gameplay work, environment studies and original field recordings. I work with AI tools and human review; concept artwork and game footage are kept clearly separate.
Current focus: make destinations clear, give actions visible consequences and build depth through varied activities, rather than longer empty walks.
↗BONEWATER / Gameplay
Small actions.
Visible changes.
Carrying, placing and observing objects form a gentle route through the world, with progression and save/load checks during development.
≈BONEWATER / Environment
A place with
its own texture.
Weathered wood, wet ground, brown water and low forest. Real-world reference helps shape the environment; specific cultural details need review.
∿BONEWATER / Field sound
Listen closer
to the everyday.
Original field recordings are being explored for water, insects and walking surfaces. Their quality and in-game mix still require listening checks.