Hello, Library explorers!
We’ve been in a very “foundations” phase lately which is more tell than show, but it’s the kind of work that makes everything downstream stronger and more fun.
Gameplay: richer interactions
Lee’s been refining the framework Fractured Library is built on, and we’ve upgraded the interaction system to support more context-specific options — inspired by classic Sierra-era adventure games. Yes, this includes extra interactions like “sniff” and “lick.”
We don’t recommend licking wilderness signposts… but we do support your freedom to make questionable choices. Because Fractured Library is exploration-first and doesn’t feature combat, these interactions add a layer of immersion and give us plenty of room to hide secrets, jokes, and little story moments in unexpected places.
Story: character bible in progress
On the narrative side, I’ve been building more detailed character sheets for our cast (including minor NPCs). It’s easy to go too deep and wonder how it’ll all fit into a single level, but the upside is we’re creating a reference “encyclopedia” we can lean on whenever we’re writing interactions. Less relying on memory, more characters who feel like real people living real (slightly weird) lives in the Library.
Art: tileset locked for production
We’ve also solidified the look and feel of our base assets and officially locked in the tileset — ready for production. It’s very easy to get distracted by the newest shiny thing, so this feels like a genuinely good milestone.

Thank you for following along — we’re really grateful to have you with us. More soon.
- Hannah & Lee
