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Why two games, one world?

On the decision to express a single dark-fantasy universe as an MMORPG and an AI-run tabletop crawl at the same time.

By The Critfall team


The obvious advice is: make one game. Finish it. Then maybe, someday, make another.

We’re ignoring it — carefully.

Same dark, different light

Critfall is built around one tension: warmth is finite, the dark is not. That idea is fertile enough to grow in two directions at once, and each direction wants a different kind of game.

  • Emberlight is the surface. It’s hopeful, communal, slow-burning — a place where you hold ground together. That’s an MMORPG. That’s Critfall Online.
  • Grimecrawl is the deep. It’s a debt-city with gallows humor and a clipboard for a heart — a place where four people get in over their heads in one tense evening. That’s a co-op crawl. That’s Critfall Tales.

Same world. Same rules about light. Completely different feeling under your hands.

The risk we’re taking

Two games is more surface area, more to get wrong, more to maintain. We know. The bet is that a universe — one with a coherent point of view — is worth more than either game alone, and that each one makes the other feel more real.

If we’re wrong, you’ll read about it here first. That’s the deal with building in public.


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