Synopsis
Meet Alan. Not "Alan the Magnificent" or even "Alan of Moderate Achievement" - just Alan.
Armed with a sword engineered to achieve maximum rust coverage while still technically qualifying as a weapon, Alan navigates a world where NPCs engage in eternal conversation loops and quest-givers treat bread delivery with the gravity of preventing apocalypses. As it turns out, they might be right—organized bandits are raiding sealed archives, dark forces are stirring in forgotten places, and the village has chosen this exact moment to hold a festival. Because apparently, the best time to let your guard down is immediately after receiving warnings about imminent doom.
This would all be concerning if Alan could remember who he was or how he got here. But memory loss is the least of his problems. Something is wrong with this reality—NPCs display too much awareness, the physics engine is erratic, and the interface's attempts at helpfulness carry an unsettling undertone. All while the game itself seems to be building toward something larger than fetch quests and rusty swords.