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Dawntide

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In Dawntide, the story returns again and again to Porthwarren, a coastal town that stays mostly the same while its people shift in and out. Riley is still here—working in cafés, watching old streets, and quietly wondering whether staying put is a choice or a habit. The people closest to him have changed positions in his life. Sal is often too busy, Joe prefers quiet corners, Billy’s moved north for school, and Ranzo only appears when the tides allow. These connections haven’t disappeared, but they’ve thinned out. There’s space between them now, and Riley notices it more when he stops moving.

When Everyone Comes Back at Once

The local folk festival is one of the few times the town feels full again. Ships come in, breaks line up, and familiar voices echo through streets that were quiet for too long. Ranzo brings energy, Billy asks difficult questions, Sal handles the schedule, and Joe hovers at the edge of every group. These reunions are calm on the surface, but under them is the weight of things left unsaid. Riley keeps thinking about someone who isn’t here—someone whose absence changed more than anyone wanted to admit. As plans are made and events begin, that thought remains, pulled forward by the rhythm of being surrounded again.

A Story Told by Routes and Repetition

Dawntide builds its structure around early route selection, allowing players to focus on different characters without forcing a fixed narrative shape. The current version offers early chapters for each route, with some paths continuing into a second phase. The writing focuses on how people interact with places they know too well, and how even small decisions can shift long-held patterns.

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