Cosmo D’s early access indie takes first-person RPGs in a bold direction.

“I like choice.

I like granular choice.

Pigeons looking at you in a moody train station in Moves of the Diamond Hand.

I like small numbers,” Cosmo D says.

“I think that’s based on my love of board games.

I like when the numbers are low and small and the margins are tight.

Citizen Sleeper and three dice on a Disco Elysium background

I like when the victories are close.

He attributes that to his background as a musician, where practice is an accepted part of the process.

Fans may be wondering when Tales from Off-Peak City Vol.

Henry from Kingdom Come: Deliverance 2 surrounded by characters from other seemingly niche, but successful games like Dragon’s Dogma 2, Baldur’s Gate 3, and Elden Ring.

1 will get the sequel its title seems to promise.

Counterintuitively, he says that making games in first-person is actuallyeasier, which surprised me.

The rough edges are part of the appeal.

A gator jacked in to some sort of brain wiring in Moves of the Diamond Hand.

“First-person, from a design perspective, takes a lot out of the design equation.

It actually keeps the production a lot more manageable.

“How do you style them?

A character sits on the stairs in the train station in Moves of the Diamond Hand, with a poster for a mayoral candiate behind him.

How do they move?

How do they react?

What if players want to customize them?

An empty jazz club in Moves of the Diamond Hand.

Who are they to the player?

He came to the city for college and never left.

“I moved through a lot of different professional scenes.

An alligator recommending a piano music book in Moves of the Diamond Hand.

The music scene, the jazz performance and traveling scene, the studio musician scene, different composers…

There’s just so many overlapping artistic worlds, many of which are super local.

They’re hyper-local and kind of underground,” he says.

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Just that feeling of passing through and reflecting on the journey.

It seeped into my work.”

In a world where success depends on chance, the roll of the dice is the perfect metaphor.

Disco Elysium

That was motivated, in part, by his desire to make something significantly bigger than his previous work.

But he also just wanted to spend less time alone.

“I don’t like working in isolation.

“Then once the game was released, and I started over to make this new game.

I slipped back into a more solitary mode.

I don’t really think it suits me.

And, if early access is anything, it’s an opportunity to hear what people have to say.

The biggest RPGs of the 2020s haven’t been “sure things.”