Kai walks into the Havenwood courtyard. Five townsfolk stand around the well and the shop, each a tall figure with a round void somewhere in their clothes.

Chimera

A town that was painted before it was built. A boy drawn in ink who does not always stay drawn. Somewhere past the chapel, the paint stops.

Anchor stabilized 27 October 2026. This is the record of where the game stands. The record is kept in order.

Where it stands

What is anchored in the packaged build, as far as the record knows. The build is native, on a Mac, and playable from the courtyard to the estate gate. The record has been wrong before and corrected itself.

Engine
Unreal Engine 5, since 19 October 2026. Before that the same world was proved in Godot, and before that it was a browser game.
Look
Locked on 20 October: ink lines, five value bands, lavender shadows, paper grain, flat painted colour, no global illumination. How it works.
Places
Twelve are built, on one map with no loading: the courtyard and the street, the lane down to the harbour, the church square and the hill village, Dyers' Steps, the chapel, the shop and the Rusted Cog from the inside, a rooftop garden, and the road to the estate gate. A first patch of the opening desert lies 7.4 kilometres off. The Long Road is a separate exploration prototype, now dressed in golden grass, stone, trees and river arches. The world.
People
Kai and 15 townsfolk, made from three lineup drawings and one of Greta alone. Each has a name and something to say. Four will trade with you. A few walk routes. The characters.
Story
A desert prologue and four acts, since 26 October. Act I is Havenwood, and Havenwood is what is built. The cast and the systems are written. The story, the mechanics.
Latest build
Long Road 6, 27 October 2026, macOS on Apple Silicon. Launch checks passed. The scenery and light have moved toward the paintings; Nic has not accepted this build yet. The jump and village ground changed after his earlier playtest.
Now
Nic's eye on the latest Long Road and the darker Stranger. The hollow still shows its boxes. A clean performance sample for Long Road 6 remains open. The roadmap.

Moving

The first recording. A camera followed a drawing around a painting for forty seconds and nobody stopped it. Courtyard, street, arch, well, two conversations. Trimmed at the ends, otherwise as it happened.

It plays on its own and loops. There is no sound in it; the sound is in the navigation.

Havenwood, 22 October. Walk, run, talk. The camera goes through the tree once, which is on the list.

From the build

Frames from the review rig, which takes the same views after every change so the look can be checked against the day it was accepted. The rig does not know what it is looking at.

Kai from behind in the courtyard, his cape blowing, the Shopkeeper and Child nearby.
Courtyard, late afternoon. Kai, the Shopkeeper and the Child under the painted sky.
The street: a tree in a stone planter, an arched door with steps, a lantern.
The street. Laid out from the town kit on a one-metre grid.

Where the people come from

Every figure in the game starts as this drawing. It is taken apart, turned into a shape, and the drawing is put back on as skin. The head and hands are built by hand. They do not remember any of this.

Lineup drawing of six figures: Kai in a navy cape, a woman in teal, a shopkeeper in yellow with a cone hat, an old man in violet with a ring head, a child in coral, a fisherman in blue.
The lineup. Masks and holes: tall faceless or masked figures, one round void each. Kai is the one in red.

How it got here

Three versions of the same square. The story stayed where it was. Everything around it was replaced, twice. The record calls this iteration. The whole timeline goes back to May 2025.

Pixel-art village square with a fountain and a large tree, from the browser game.
February 2026. A browser JRPG in pixel art, with battles and quests. It is still in this repository's history.
Three-dimensional village square with half-timbered houses and a fountain, from the Godot build.
September 2026. A native 3D town in Godot. It played, but it read as toy blocks, and that led to the painted direction.
The painted-look street from the Unreal build.
October 2026. Unreal Engine, with the look locked and the figures drawn.

End of the painting.

The paint stops here. Past this line the town is not drawn, only described, and the description is restricted.

go anyway