
One of the core ideas behind Rumbral is that nothing is told directly.
We wanted to create this captivating and enigmatic world, so the way it is explain had to follow the same philosophy.
We didn't want something explicit or linear, but rather, an implicit and subjective experience, where things aren’t meant to be fully clear.
And yes, there are collectible texts in the game that support the understanding of the world and its lore, But they’re not mandatory, and even then, they don’t tell you exactly what’s happening.
Instead, we pretend it to be more like a atmospheric experience that can be felt, more that a story that can be told. Colors, lighting, minimal sound all of it works together to shape that atmosphere and intention.
If that resonates with you — we’re glad you’re here.
More soon.
— The Rumbral team