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The same went for splitting up the island into zones instead of "one huge explorable island". Back in the day, we were under the assumption that one single large merged space would be the best way to allow players to explore in Dyscourse, but after building out more and more of the world and after significant testing with players, we realized that the completely open scheme of wandering the island was causing not just technical problems but felt bad from a story / design perspective. We attempted to band-aid the problem in prior builds by creating invisible walls that arbitrarily and annoyingly boxed the player into a space in order to prevent game-breaking discoveries around the island before the stage had been set for that particular interaction. It was simply the wrong way of approaching it, and realizing this error and iterating on it was exactly what was needed.
Moving forward, we want to continue to ensure bugs are fixed and players are happy. What that means, we're not 100% sure. Entirely brand new stories aren't planned in the near future but we can't be sure what else might be in store for Dyscourse moving forward. We'll definitely let players know about any big updates coming down the pipe!
(Wow, just wanted to say, this is like the first time I've gotten a reply from the devs/dev/SOMEONE from the team, I know you didnt have to reply, thanks for doing so. :P )