Its a realist world.

Jusant comes from a team that know how to write a conversation, though.

So why the change of pace this time around?

Standing on a plateau in Jusant. Behind the main character buildings are visible carved into the cliff face

It felt weird to have a premise of an abandoned tower just to run into someone.

Maybe it was a bias we had coming fromLIS2.

At the time, it felt natural to have some kind of dialogue.

A zoomed out shot of one of the cliffs you climb in Jusant

Jusant, he continues, has no classical rewards.

Instead, you see the vista.

Each biome throws up a new mechanic that I think keeps players interested.

Looking down into a cavern from a great height in Jusant, seeing the remains of city buildings

Within a single area of Jusant, you might notice new cultures built on top of the old.

This environmental storytelling substrata is something Jusants team spent a long time getting right.

What we tried to do in Jusant was that, but, to have a different layer of past.

An underground cavern in Jusant, showing glowing jellyfish creatures floating in the air

We tried to achieve a look for the very old architecture, then another for the more modern architecture.

Then they fucked up everything.

We wanted to show all that in one frame of the image.

Nature has taken over after people have left the tower, says Caplain.