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SunderBoundNewsDev Log #6: Story & Narrative
Community

Dev Log #6: Story & Narrative

SunderBound · published 17 Apr 2026, 15:17 UTC

All newsPlayers around this dateRead on Steam

Greetings, citizens of Haven!

In the last couple of weeks, we dived deeper into the direction we want to take SunderBound after the open playtest gameplay-wise. This week, we want to take a slight detour into the story and the lore that you’re going to experience while blasting your way up the Mega-Tower.


The World of SunderBound


Let’s start from the beginning. Generations ago, a massive military conflict sparked an irreversible and devastating ecological catastrophe. All survivors sought shelter inside a massive megalithic fortress called Haven. Over the years, sections of it have fallen into disrepair. Overpopulation, resource scarcity, and corruption have gripped the populace, but hope lives on. Hope for those living above to keep building up and reach for clear air and skies. And hope for the downtrodden, that they may some day climb up the tower to a better life.


Haven has and always will be governed by its esteemed Council of Ministers. The figure, known as ‘The Minister’, is the head of the council, and together, they strive for the survival and prosperity of all citizens of Haven. Or at least, that’s the official version. Tensions have been rising, especially in the lower depths of the Mega-Tower. The Children of Rust are stirring up rebellious uprisings, and things have gone bad enough that even Ministers have begun to take the journey down to enforce order. Prey all that no tragedies would befall them.


Despite all, hope endures. Haven will stand.

How the Story is presented to the player

From this point on, the story is yours to experience. However, as a non-linear action game, we want SunderBound to focus on, well, the action! Because of that, we’re opting to tell our main story through specifically designated story missions. They will also be used to introduce new game mechanics, enemies, biomes, and bosses, unlocking them for your regular play sessions after. In short, these story missions will be:

  • Handmade, unlike the regular levels, which are procedurally generated (check our last dev log!)

  • Fully replayable

  • Focused on story

  • A way for you to unlock new locations, game mechanics, and enemies to fight.

What about the regular missions? We’re working on ways to integrate side stories there without disrupting the action. For that reason, we will utilize environmental storytelling, dialogue quips between Vuk, Nu, and their adversaries, and possibly some other surprises ;)

See you again soon, with some more tidbits on SunderBound! 

Obey the Minister, and thank Him for His service.

- Daniel, Community Manager @Kipi Interactive

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