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Death stopped being a teleport and the world got sound

Postv0.8.0

Death was one of the weakest mechanics in the game: HP hit zero and the character basically just appeared somewhere else.

That had to change. Death became a real state, with a body left in the world, losses applied once, its own screen, the choice to respawn or leave, and a short protection window after coming back. I later pushed the same idea to creatures: dead mobs leave bodies for a while too, which already creates room for skinning and other future interactions. That change also made another missing piece painfully obvious: the game was completely silent. So I added an audio layer with effects, ambience, footsteps, spatial sound, contextual music, and proper controls. The goal was not just to play audio files, but to make sound follow the real state of the world without becoming a second source of game rules. This release was about consequence and presence. Dying became an event. Walking into a cave, fighting, hearing rain, or just moving through the world stopped feeling like the same silent experience.