tgame/docs/10-tone.md
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Tone

Confident fantasy stylization with muted weight. Substantial enough for adults, accessible enough for anyone, never juvenile or edgy. The hand-painted fantasy illustration tradition (Brom at his subdued moments, classical fantasy book art) translated to the late-90s pixel art era.

Reference triangulation

The mood is the intersection of three primary references:

Reference Contribution
WoW Stylized exaggeration for readability — chunky pauldrons, fat gems, weighty pommels, silhouettes that read at a glance. Confident proportions, not realism.
Quake Muted earthen palette dominated by browns / sepias / rust-reds with restrained accent colors. Materials look weathered, real, lived-in. Adult seriousness without edginess.
Machinarium Atmospheric environmental storytelling — every workshop tells you something about who works there. Warm interior glows against cooler exteriors. Wordless mood via lighting and texture, not subject matter.

Modern reference points that hit this exact mood:

  • Bastion / Transistor / Hades (Supergiant) — closest active match. Stylized illustration, muted-but-warm palette, atmospheric lighting, accessible-but-mature.
  • Stoneshard — pixel-art-specific reference: Diablo-influenced gritty stylized fantasy that stops short of grimdark.
  • Tunic / Death's Door — broadly accessible without being childish, confident art direction, small-scale fantasy with weight.

What "muted weight" means per surface

Palette weighting

The 256-color palette is locked, but the application leans muted. Materials use earthy ranges — leather browns, iron grays, oxidized greens, ember oranges. Effect ranges use muted magical colors:

  • Poison: sickly olive, not lurid neon-green
  • Fire: warm ember-amber, not arcade orange
  • Holy: dusty gold, not pure white
  • Curse: bruised wine, not vibrant purple
  • Cold: foggy slate-blue, not pure cyan
  • Arcane: faded lapis, not electric blue

The palette is rich enough to support both vivid and muted readings — we always pick the muted reading.

Backdrops

Warm hearth-light interiors, smoky and lived-in. Workshops have texture — tools hanging, half-finished projects on benches, rust on the bellows, candle smoke staining the ceiling. Zones are atmospheric and weather-affected — the Mire is foggy gray-green, not poison-neon green; the Ironwood is overcast and rust-red, not bright autumn. Machinarium's "every room is a story."

Items

WoW-style chunky silhouettes for readability — fat gems, weighty pommels, presence. But Quake-style material treatment — iron has rust spots, leather is creased, wood is grain-textured. Enchanted items glow as a soft warm ember, not a video-game halo.

Characters

Stylized but with weight. Real faces with slightly idealized proportions. WoW silhouette discipline — class reads at thumbnail size (the soldier visibly has thick pauldrons; the alchemist visibly has a bottle-laden belt). Not chibi, not realistic, not grimdark.

Writing voice

Middle register. Atmospheric, occasionally dry, never quippy.

Theodric stumbled into a lurkwight nest. Mira pulled him out, but Theora's tincture was lost in the muck.

Not too juvenile ("OMG Theodric almost died!"). Not too edgy ("Theodric was DEVOURED in a hideous orgy of carnage."). Not too purple ("Theodric, our brave warrior, encountered a foul beast..."). Just: stuff happened, here's what happened, here's what it cost. Confident, terse, atmospheric.

Patron dialog: courtly, dry, stakes feel real but not melodramatic. Item flavor text: evocative, terse, no winking at the player.

Audio

The Diablo II Tristram / Machinarium piano / Bastion plucked-string school, plus the Everquest Kelethin lineage of slow modal woodwind-led ambient. Wordless atmospheric melodic beds. Workshop ambience layered underneath (hammer rings, bubbling, page turns). Not orchestral-heroic, not chiptune-nostalgic, not ambient-droning. Melancholy-warm-confident. See 15-audio.md for production approach.

UI chrome

Burnished brass with riveted iron — something a craftsman would actually make. Not gold-filigree (too high-fantasy cliché), not skull-and-bones (too grim), not flat-modern (wrong era). Substantial, weighty buttons. Serif text with weight (Bookman, Garamond, or a chosen fantasy serif). No calligraphy.

What we're explicitly avoiding

  • Comical / mobile-game cute (Hay Day, Clash Royale aesthetic)
  • Grimdark / edgy (Darkest Dungeon's narrator pitched up to 11)
  • Juvenile humor (winking at the player, video-game-isms in the text)
  • High-fantasy purple (every NPC speaks like a Renaissance Faire performer)
  • Photorealistic (loses the era reference and the AI-look-erasure trick)
  • Saturated cartoon palette (loses the muted gravitas)

The tone matrix one-liner

Confident fantasy stylization with muted weight — substantial enough for adults, accessible enough for anyone, never juvenile or edgy.