Hello there, I would like to introduce the game we are working on:

The Silent Swan is a first-person open world narrative experience across a monolithic, derelict world.

Summarized, this is The Silent Swan at different levels:
At a gameplay level, you will be entering a massive, abandoned, walled-off land, with many locations, all of which manually handcrafted, of unique design and architecture, all of them with interior spaces. Bringing the meaning of “open world” into urban locations for a very first time on this scale. Featuring the City in the Mist, a giant, non-procedural, interiored, and interconnected, brutalist-gothic city. You will carry alongside you a notebook, where you will keep track of the items, codes, and keys you obtain, as well as archiving the mysterious letters of she you seek. Some of these items include a flashlight, a telescope, and movie reels.
At a story level, you are entering this zone in the following of the footsteps of your wife, who one day disappeared, leaving behind a letter that only you know of. Throughout the adventure, the player will learn about the nature of this zone, the dangers it entails, the stories that happened within it, as well as about the player character themselves.
At a conceptual level, its greatest aim is to become an exponent of freedom for those who feel caged when they are presented with massive structures and landscapes in videogames, only to find out that most of it is gated away by invisible walls, or is simply a facade with nothing behind. The Silent Swan presents a very simple proposal: the Wall surrounds and defines the playable area, wherein everything will be navigable. If you can see it, you can go there, and it will always reward you with traversable interiors, and unique landscapes. If the story, or any lead gathered from the lore, leads you there, then you will also find some item or collectible.

Despite the size of the world, and the time it takes to move around (which is ultimately not as much as I personally would've braved to try), we wanted to make sure that you don't feel as though you are losing your time, and never think of “if only I could activate the cheats and increase the movement speed”. For that purpose, we have taken the following measures:
You will never walk the same path twice:On the outside, every major location of the world will contain a zeppelin station, with a plaqued number (which you may need to find by looking around), containing the code you need to insert to make a fairly silent zeppelin flap its way there (thus making it so that you can only fly to places whose code you already know). If it weren't enough, the zeppelin will contain a button with which you can fast-travel a route you have already flown through at least once.
In the City and towns, we are making sure to add as many pathways and roads to move inbetween any two locations as possible. This way, if you need to return to any certain place, you can always pick a different road, and sight something different along the way.

In the buildings, the same principle is applied. We try to add as many rooms, walkways, terraces, and such, with which to make each visit a tad more interesting. Samewise, after reaching the heights of any building, you won't need to go through the ordeal of walking back down, instead being able to simply drop down and survive thanks to the anti-fall military stilts.
The story moves you on:The very progression of the story will ensure that there is always a new, next location to move on to, with minimal backtracking. Though the door for further exploration, lore, collectibles, and storylines of characters, will remain optional and open at all times for those who would enjoy more of what is being presented.
You will not have to guess where to go:A great, ridiculously large percentage surpassing the 99% of the entire world will be devoid of anything game related. The reasons it is there is for freedom and “sense of world” purposes. Thus, how to make it so that the player knows where will be something they should check out, and where it will not be, so as to not make them check every nook and cranny to find their next step? Fairly simple: the story and environment will lead you. If there is no visual or story clue that you should visit the 48th floor of a certain building, then there will be nothing there.

We understand that with these design principles we are placing ourselves upon a very thin, and dangerous line, but we trust that through proper balancing and testing we will hit the perfect equilibrium we seek.
You can follow the game on Twitter for the fastest updates and overviews of the game, while what is mentioned there is discussed more in depth here.
https://twitter.com/The_Silent_SwanDuring the upcoming weeks I would love to add more posts regarding the specifics of the game, and the design principles with which different decisions have been made. As well as more detailed information about how one moves across this world, the challenges they will face, and perhaps most important of all, the characters and their storylines you will encounter.
Looking forward to your feedback.
