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For Ember Harbor, we wanted Rush to feel like a small job in a world people lived in.

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The setting studies explored timber docks, warm workshop windows, and broad sky above the waterfront.

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That open sky mattered. Embers and meteors still had to stand out against the scenery.

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Adding a small pilot and a brass catcher made the collection run feel more personal.

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Dusk, night and dawn offered different moods. We kept pilot, catcher and paint as separate choices.

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The released game brings those ideas together. Catch embers, dodge meteors, and bring a little light home.
