When we started talking about ideas for Hob, the biggest aspect that kept coming up was the world itself needed to be centre stage for both gameplay and story. The main goal was for it to be something unique and engaging, allowing the player to interact with the world in interesting ways.
Those core goals are what drove the idea of a world dishevelled like a Rubik’s cube; it’s not complete, and the player needs to help fix it. It was proposed that...