Open-world action RPG
The Evening Question
A Kshatriya saga set in Aryavarta-Khand, a fictional ancient India. Aditya is an armourer's son; Eshannya is a chronicler's daughter. The story is carried less by what they do than by the things they never said to each other — and the game keeps every one of them.
Every line you choose to withhold is written into a journal — and later becomes a key. The game is built so that restraint is a mechanic, not a missed option.
Villagers run real 24-hour schedules and can die permanently. So can your horse. Nothing waits politely for the player to arrive.
You take three vows and the story will not let you honour all of them. What you drop is what the ending is about.
You play the same character young and old. The save carries both, and the older chapters read the younger ones back to you.
Banded lighting, hand-drawn tileable textures and a posterising post pass — cinematic ancient India at SNES resolution, not blocks.
Ten ambient pieces in eight ragas — bansuri, tanpura, sarangi, bells — generated by a script in the repo and crossfaded adaptively.