Field notes
Notes from
the meadow.
Occasional essays on quiet games, simulated weather, and the choices that live underneath the surface of One Quiet Tree. Spoiler-light, mostly.
A game that waits
No countdowns, no daily streaks, no second screen. Notes on building a game whose only pressure is the weather.
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Weather is the second player
Rain, heat, storm, frost: how a small weather simulation became the most expressive character in the game.
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Two endings, and all the shades between
Why the story has two central fates instead of one score — and how care, harm, and neglect all find their way into the final page.
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