Greetings, fellow non-floaty humans!
This short article will serve as a debut into a series of insights about the development of Voltaire, including what we consider our core concepts, design philosophies and ideas we have for the future of the game.
Occasionally we may also reveal a couple of more personal insights about us, the team of whimsical developers behind the curtains, so you may even get a glimpse into who's creating your game!
Well then, onwards with it!
Today's topic: Duality ☯️
From very early on, we decided that we wanted the core ideas in Voltaire to revolve around a very simple concept of duality, meaning we were looking to introduce some form of contrast in the way the game feels throughout it's most basic gameplay loop.

One of the more obvious ways we embraced this concept was by creating two very distinct day and night cycles, with day-time being a stress-free, soothing, farming simulation and resource management cycle...

...whereas night-time brings action, combat and even requires a healthy amount of careful planning from our players!

This makes Voltaire an interesting combination of two often opposing game concepts and genres: it's both an action-riddled roguelite, and a whimsical farming-sim with tons of opportunities for player creativity.
Stay tuned for [Part 2/2] where we will continue to expand on how this concept is helping us shape the world of Voltaire.
Oh! And don't forget to sharpen your fangs, eat your veggies, and consider Wishlisting the game if you like what you've seen so far!
🦇 Ta-ta! 🦇
