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<title>Rally Mortis developer diary</title>
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<description>Notes from the garage: the making of Rally Mortis, a watercolour car carnage game in pre-alpha.</description>
<language>en-gb</language>
<lastBuildDate>Sun, 18 Oct 2026 11:30:00 -0300</lastBuildDate>
<image><url>https://rally-mortis.com/media/seal-192.png</url><title>Rally Mortis developer diary</title><link>https://rally-mortis.com/diary/</link></image>
<item><title>Pre-alpha, and a trailer</title><link>https://rally-mortis.com/diary/pre-alpha-and-a-trailer/</link><guid isPermaLink="true">https://rally-mortis.com/diary/pre-alpha-and-a-trailer/</guid>
<pubDate>Sun, 18 Oct 2026 11:30:00 -0300</pubDate><description>Today Rally Mortis gets a front door: this site, a list to join and our first trailer, cut from the pre-alpha build to the main title. What pre-alpha means, how we made the trailer and what happens next.</description>
<content:encoded><![CDATA[<p><img src="https://rally-mortis.com/media/img/key-art-1280.webp" alt=""></p><p>Five months ago this diary started with a hearse sketched in a notebook and a sentence we could not take back. Today the game has a website, a mailing list and a trailer, and we are a little nervous about all three.</p>
<figure class="clip"><button class="player" type="button" data-trailer data-poster="/media/trailer/rally-mortis-trailer-poster.webp?v=c7fcb9c6" data-mp4="/media/trailer/rally-mortis-trailer-1080.mp4?v=5b84c623" data-webm="/media/trailer/rally-mortis-trailer-1080.webm?v=d10a52bf" data-caption="Rally Mortis, pre-alpha trailer. Gameplay captured in engine; everything you see is work in progress."><img src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" data-src="https://rally-mortis.com/media/trailer/rally-mortis-trailer-poster.webp?v=c7fcb9c6" alt="" width="1920" height="1080" fetchpriority="high"><span class="play"><svg viewBox="0 0 24 24" aria-hidden="true"><path fill="currentColor" d="M7 4.5v15l13-7.5z"/></svg></span><span class="label">Watch the pre-alpha trailer · 1:24</span></button><figcaption>The pre-alpha trailer. Gameplay captured in engine; story art from the game. Sound on, ideally.</figcaption></figure>
<h2>What pre-alpha means</h2>
<p>Rally Mortis is in <strong>pre-alpha</strong>. That means the game exists and can be played from the first scene to the end of chapter one, but almost nothing in it is final. Textures, cars, voices, music, the interface, the balance of every race: all of it is still moving. Some of what is in the trailer will look different when you play it. Some of it will not be there at all, and something better will be in its place. That is the deal, and it is why every clip on this site carries a little <em>pre-alpha</em> label.</p>
<h2>How we cut the trailer</h2>
<p>We gave ourselves a simple rule: show the game, not a promise. Every shot of driving in the trailer is captured in the engine from the pre-alpha build, at full speed or slowed down, never repainted. The story moments come from the painted panels that play between races.</p>
<p>Then we cut it to the main title. At a hundred and one beats a minute it is a procession, not a sprint, so the trailer opens slowly, with the house, the family and the will, and only starts to run when the money is mentioned. After that, almost every cut lands on a beat. Towards the end the cuts come twice a beat, which is about as fast as a funeral march can be persuaded to go.</p>
<figure class="art"><img src="https://rally-mortis.com/media/img/panel-urn-960.webp"  sizes="(max-width: 1072px) 100vw, 1040px" width="960" height="540" alt="The executor, Ambrose Crane, holds up a silver urn" loading="lazy" decoding="async"><figcaption>The prize: Mr Crane holds up the urn. Inside, instructions.</figcaption></figure>
<p>We wrote no new dialogue for the trailer. Every spoken word in it is from the game: the will, Vee, Pell and the deceased himself.</p>
<blockquote><p>The prize is my urn. Inside, instructions. Do make some noise. I shall be listening.</p></blockquote>
<h2>What happens next</h2>
<ul><li><strong>Chapter one</strong> goes on being polished until it is something we would be happy for you to play. Then it goes to testers.</li><li><strong>Chapter two</strong>, Verdance and the twins, is being built.</li><li><strong>This diary</strong> carries on. More sketches, more wrong turns, more about the family.</li></ul>
<p>If you would like to know when there is something to play, leave an address on the <a href="https://rally-mortis.com/#notify">front page</a>. One email when chapter one opens, perhaps one more when the whole road does. No newsletter about our feelings.</p>
<p class="aside">Rally Mortis is a game for adults, with cartoon violence, crashes and watercolour blood. Everyone in it is fictional, including the country. Pre-alpha: everything here is work in progress.</p>
<p>Thank you for reading this far. The deceased would have been mildly irritated. We are delighted.</p>]]></content:encoded></item>
<item><title>Chapter one, end to end</title><link>https://rally-mortis.com/diary/chapter-one-end-to-end/</link><guid isPermaLink="true">https://rally-mortis.com/diary/chapter-one-end-to-end/</guid>
<pubDate>Wed, 14 Oct 2026 21:35:00 -0300</pubDate><description>For the first time, the whole of chapter one plays from the needle dropping on the will to the last wreath landing in the canal. What is in it, what is broken and what comes next.</description>
<content:encoded><![CDATA[<p><img src="https://rally-mortis.com/media/img/sk-world-map-1280.webp" alt=""></p><p>On Monday evening, for the first time, somebody in the studio sat down and played chapter one from start to finish without us having to restart anything, skip anything or explain anything over their shoulder. It took a little over an hour. Nobody spoke. Then everyone spoke at once.</p>
<figure class="sketch" style="--tilt:-0.7deg"><img src="https://rally-mortis.com/media/img/sk-world-map-960.webp"  sizes="(max-width: 1072px) 100vw, 1040px" width="960" height="660" alt="Sepia map of Valmora with a patch of colour, marked: we are here" fetchpriority="high"><figcaption>“Valmora: nine provinces, one road.” And in red, by the first stretch of coast: we are HERE (chapter one).</figcaption></figure>
<h2>The Noise Clause</h2>
<p>Chapter one is called <em>The Noise Clause</em>. It covers the first stretch of the Long Spine, from Port Saffron to Lowmarsh, and it runs like this:</p>
<ol><li><strong>The Reading.</strong> The prologue. The family, the gramophone, the will, and a race to the cars.</li><li><strong>Reading of the Will: Saffron Promenade.</strong> The first race proper. Checkpoints, rivals, a great many sun loungers.</li><li><strong>Heirloom: The Gilded Mascot.</strong> The deceased had a golden mascot modelled on himself. Hold it for ninety seconds in total, on the town hall steps, while everyone else tries to take it off you.</li><li><strong>The Long Spine: Coast Road.</strong> Night, rain, lorries and three and a half minutes to reach the Lowmarsh flood gates before they close.</li><li><strong>Reading of the Will: Lowmarsh Canals.</strong> The water rises. The roofs become roads.</li><li><strong>Rescue.</strong> Two and a half minutes to pull Juno Marsh’s tow truck out of a flooded garage.</li><li><strong>Final Viewing: Prudence.</strong> The eldest daughter, the hearse, the memorial gardens and the wreaths.</li></ol>
<figure class="clip"><div class="frame"><video data-loop muted loop playsinline preload="none" data-poster="/media/clips/prom-wreck3.webp" width="1280" height="720" aria-label="A rival car is struck from the will on a palm-lined street"><source src="https://rally-mortis.com/media/clips/prom-wreck3.webm" type="video/webm"><source src="https://rally-mortis.com/media/clips/prom-wreck3.mp4" type="video/mp4"></video><span class="badge">Pre-alpha footage</span></div><figcaption>A rival struck from the will on a palm-lined street in Port Saffron. Pre-alpha footage.</figcaption></figure>
<h2>The story so far</h2>
<p>Between chapters, the story so far is read into the record by Mr Twelvetrees, who has never been asked for his opinion and gives it anyway:</p>
<blockquote><p>Item. The deceased requested noise. Item. The driver was left the right to try. Item. He tried. See attached.</p></blockquote>
<p>We love this man. He will be back.</p>
<h2>What is broken</h2>
<p>It is pre-alpha, so here is an honest list from Monday’s notes, lightly edited for language:</p>
<ul><li>The flood in Lowmarsh is sometimes faster than intended. Sometimes much faster.</li><li>Two rivals have been known to stop for a chat in the middle of the canal bridge.</li><li>One of the sea walls in Port Saffron is still, from certain angles, a road.</li><li>Pell occasionally assesses noise while the helicopter is still on the ground.</li><li>Probate once appeared on the roof. He seemed fine about it.</li></ul>
<p>All of it is on the list. The list is long. That is what pre-alpha means.</p>
<h2>What comes next</h2>
<p>Chapter two takes the road north into Verdance: jungle, a river crossing that floods, glasshouses full of rivals and, at the end, the twins. Two nephews, two trucks and, according to the brief, a chain that is optional.</p>
<figure class="art"><img src="https://rally-mortis.com/media/img/verdance-960.webp"  sizes="(max-width: 1072px) 100vw, 1040px" width="960" height="411" alt="Jungle canopy and mist over Verdance" loading="lazy" decoding="async"><figcaption>Verdance, on the road north. Mist, canopy and somewhere in there, two red-haired gentlemen in tweed.</figcaption></figure>
<blockquote><p>Nine provinces. Eleven heirs. One car without plates. The deceased requests a little more noise.</p></blockquote>
<p>We are not saying anything about the car without plates.</p>]]></content:encoded></item>
<item><title>Ink on the dashboard</title><link>https://rally-mortis.com/diary/ink-on-the-dashboard/</link><guid isPermaLink="true">https://rally-mortis.com/diary/ink-on-the-dashboard/</guid>
<pubDate>Fri, 09 Oct 2026 16:50:00 -0300</pubDate><description>The interface of Rally Mortis is a solicitor&#x27;s desk: paper, ink, wax and a clock. On designing a display you can read at speed, the menu in a dead man&#x27;s study and the settings that let you choose black ink instead of red.</description>
<content:encoded><![CDATA[<p><img src="https://rally-mortis.com/media/img/sk-study-menu-1280.webp" alt=""></p><p>A racing game asks a lot of your eyes. Where is the road, where are the rivals, how long is left, what am I meant to be doing? We wanted all of that on screen without a single chrome speedometer, because in 1975 Valmora nobody would have trusted one.</p>
<figure class="sketch" style="--tilt:0.6deg"><img src="https://rally-mortis.com/media/img/sk-study-menu-960.webp"  sizes="(max-width: 1072px) 100vw, 1040px" width="960" height="660" alt="Pencil drawing of Vane&#x27;s study: portrait, fireplace and sleeping dog" fetchpriority="high"><figcaption>The first sketch of the main menu. “Main menu = Vane’s study. Fire on. Dog asleep.” And underneath: the portrait watches you pick a level.</figcaption></figure>
<h2>The study</h2>
<p>The game opens in Cornelius Vane’s study. Rain on the tall windows, a fire, a portrait of the deceased over the mantelpiece and Probate asleep on the rug. You choose your race from his desk. His portrait watches you do it. We tried a version where the eyes followed the cursor and took it out the same afternoon.</p>
<figure class="art"><img src="https://rally-mortis.com/media/img/study-960.webp"  sizes="(max-width: 1072px) 100vw, 1040px" width="960" height="540" alt="Cornelius Vane&#x27;s study: his portrait over the fireplace, rain on tall windows, a bulldog asleep on the rug" loading="lazy" decoding="async"><figcaption>The study, finished. The fire is warm, the portrait is not.</figcaption></figure>
<h2>Paper on the windscreen</h2>
<p>In a race, the display is made of paper. The clock is a card. Your goals are a note pinned to the corner. The noise meter is a register filled in by hand, and when a codicil arrives it lands like a fresh page of the will. Everything is in ink on cream paper, so it sits inside the watercolour world rather than floating above it.</p>
<figure class="clip"><div class="frame"><video data-loop muted loop playsinline preload="none" data-poster="/media/clips/gameplay-hud.webp" width="1280" height="720" aria-label="Gameplay with the full heads-up display: noise meter, map and the deceased"><source src="https://rally-mortis.com/media/clips/gameplay-hud.webm" type="video/webm"><source src="https://rally-mortis.com/media/clips/gameplay-hud.mp4" type="video/mp4"></video><span class="badge">Pre-alpha footage</span></div><figcaption>A race on the promenade with the full display: the clock, the goals, the standings, the map and the noise register. Pre-alpha: every card is still being redrawn.</figcaption></figure>
<p>The hard part was reading it at speed. Paper is pretty and paper is pale, and pale cards on a sunny promenade disappear. So every card got a darker edge, the numbers got larger, and the most important one, <em>time remaining</em>, turns red and says so out loud when it gets short.</p>
<h2>Choices</h2>
<p>We would like everyone who wants to play this to be able to, so the settings are in from the start rather than bolted on at the end:</p>
<ul><li><strong>Blood: watercolour red, or black ink.</strong> The game is for adults, but not everyone wants the red. Black ink is drier, and the settings note adds that it <em>also keeps every limb attached.</em></li><li><strong>Screen shake and flashes</strong> can both be reduced. The game says so before it starts.</li><li><strong>Subtitles</strong> for every line, at a size you choose.</li><li><strong>Terms.</strong> Lenient, Standard or Ruthless: more time and softer hits, the game as the deceased intended, or less time, harder hits and a Ruthless mark on every medal.</li><li><strong>Controls.</strong> Two keys per action, pads with the usual layout and, for touch screens, automatic gas and tilt to steer.</li></ul>
<h2>The wax seal</h2>
<p>Every important moment ends with a wax seal: a will signed, a race settled, a chapter closed. It is a small animation, about a second long, and we have spent longer on it than on some entire streets. It is worth it. Nothing says <em>final</em> like hot wax.</p>]]></content:encoded></item>
<item><title>The Noise Registry</title><link>https://rally-mortis.com/diary/the-noise-registry/</link><guid isPermaLink="true">https://rally-mortis.com/diary/the-noise-registry/</guid>
<pubDate>Mon, 05 Oct 2026 11:45:00 -0300</pubDate><description>How do you score a race where the point is to make a scene? A notary in a helicopter, a statement of account, four ways to settle a reading and a deceased who dislikes encores.</description>
<content:encoded><![CDATA[<p><img src="https://rally-mortis.com/media/img/sk-pell-sepia-1280.webp" alt=""></p><p>The will is clear: four billion to the heir who makes the most noise. The will is less clear on what noise <em>is</em>. Somebody had to decide, and that somebody turned out to be us, a notary and a very long spreadsheet.</p>
<figure class="sketch" style="--tilt:-0.6deg"><img src="https://rally-mortis.com/media/img/sk-pell-sepia-960.webp"  sizes="(max-width: 1072px) 100vw, 1040px" width="960" height="660" alt="Sepia sketch of Mr Pell the notary" fetchpriority="high"><figcaption>Mr Pell, notary. “Assesses noise from a helicopter.” In red: never smiles on the record.</figcaption></figure>
<h2>Mr Pell</h2>
<p>Osgood Pell is the Notary-Assessor appointed by the estate. He follows the race in a white helicopter, writes everything down and reports it in the voice of a man reading the minutes of a parish council meeting.</p>
<blockquote><p>Good afternoon. I am your Notary-Assessor. I’ll be counting.</p></blockquote>
<p>He has four verdicts, and you will come to long for the last one:</p>
<ul><li><em>Noise assessed as modest. The deceased would have yawned.</em></li><li><em>Noise assessed as moderate. The deceased would have been mildly irritated.</em></li><li><em>Noise assessed as considerable. The deceased is sitting up.</em></li><li><em>Noise sufficient. The deceased is satisfied. Nobody else is.</em></li></ul>
<figure class="art"><img src="https://rally-mortis.com/media/img/panel-helicopter-960.webp"  sizes="(max-width: 1072px) 100vw, 1040px" width="960" height="540" alt="The Assessor&#x27;s white helicopter lands beside a row of cars on the promenade" loading="lazy" decoding="async"><figcaption>The Assessor’s helicopter lands on the promenade. Everything you do from here on is evidence.</figcaption></figure>
<h2>Variety, not volume</h2>
<p>Our first scoring model counted damage. The more you broke, the more you scored. Playtesters found the most expensive thing on the map and hit it forty times. That is not noise. That is a hobby.</p>
<p>So the deceased now dislikes encores. Repeating yourself earns less each time, and Pell says so:</p>
<blockquote><p>Repetition noted. The deceased dislikes encores.</p></blockquote>
<p>Noise is scored by variety: a near miss, a drift, a roll, a jump, a rival written off, a kiosk relocated, a landmark reconfigured. Each kind of mayhem has its own line on the statement, and the statement rewards a full page rather than one long line. The loading screen puts it simply: <em>noise is a matter of variety, not volume.</em></p>
<h2>Four ways to settle</h2>
<p>A reading of the will can be won four ways, and you choose as you go: by route, through every checkpoint first; by wrecking the family; by clearing the streets; or by noise, satisfying the deceased outright. They pull against each other. You cannot do all four. You can try.</p>
<figure class="clip"><div class="frame"><video data-loop muted loop playsinline preload="none" data-poster="/media/clips/act-mascot.webp" width="1280" height="720" aria-label="An armoured van, splashed red, rolls across a sunlit plaza after a collision"><source src="https://rally-mortis.com/media/clips/act-mascot.webm" type="video/webm"><source src="https://rally-mortis.com/media/clips/act-mascot.mp4" type="video/mp4"></video><span class="badge">Pre-alpha footage</span></div><figcaption>An armoured van learns about the Gilded Mascot, the heirloom everyone wants to hold. Hold it longest and the noise doubles. So do the dents.</figcaption></figure>
<h2>The statement of account</h2>
<p>At the end of every race the estate sends you a bill. It is a statement of account, itemised in the most pompous English we could manage, signed by Pell and stamped with wax. It was meant to be a results screen. It has become our favourite thing in the game.</p>
<blockquote><p>Bollards, benches, bins: 14. Rearranged.</p></blockquote>
<blockquote><p>Rolls, complete: 3. Landed, mostly.</p></blockquote>
<blockquote><p>Near misses: 22. Nerves: frayed.</p></blockquote>
<blockquote><p>Two (2) heirs, struck from the will.</p></blockquote>
<p>And every evening Radio Valmora reads out the standings: <em>the Registry tonight: Prudence leads, the Kessler entry is fifth and rising. Weather: dramatic.</em></p>]]></content:encoded></item>
<item><title>Final viewing: Prudence</title><link>https://rally-mortis.com/diary/final-viewing-prudence/</link><guid isPermaLink="true">https://rally-mortis.com/diary/final-viewing-prudence/</guid>
<pubDate>Tue, 29 Sep 2026 22:20:00 -0300</pubDate><description>The first boss of Rally Mortis is the eldest daughter, in a hearse, in a cemetery by the water, grieving professionally. How we built a fight in three parts, and why it has wreaths.</description>
<content:encoded><![CDATA[<p><img src="https://rally-mortis.com/media/img/panel-wreaths-1280.webp" alt=""></p><p>Every chapter of Rally Mortis ends with a final viewing: a one-on-one race against a single heir, in a place that suits them, with everything they have. Chapter one’s belongs to Prudence Vane-Holloway, who has been waiting since 1958 for a funeral worth dressing for.</p>
<blockquote><p>You were his driver. I was his daughter. I was grieving first.</p></blockquote>
<figure class="sketch" style="--tilt:0.7deg"><img src="https://rally-mortis.com/media/img/sk-prudence-ink-960.webp"  sizes="(max-width: 1072px) 100vw, 1040px" width="960" height="660" alt="Pencil portrait of Prudence Vane-Holloway in mourning black" fetchpriority="high"><figcaption>An early page for Prudence, from when the label still said “the widow”. The note beside her has not changed since: drives the hearse herself.</figcaption></figure>
<h2>The place</h2>
<p>The fight happens in the Lowmarsh Memorial Gardens: rows of headstones, cypress trees, narrow gravel paths, a great many wreaths and, this being Lowmarsh, a great deal of water at the bottom of the hill. It is a terrible place to drive a sedan and an excellent place to drive a hearse, which is the point. Prudence knows every path. You know none of them.</p>
<figure class="clip"><div class="frame"><video data-loop muted loop playsinline preload="none" data-poster="/media/clips/prudence-boss-chase.webp" width="1280" height="720" aria-label="Chased through the cemetery by a hearse that is in no hurry to stop"><source src="https://rally-mortis.com/media/clips/prudence-boss-chase.webm" type="video/webm"><source src="https://rally-mortis.com/media/clips/prudence-boss-chase.mp4" type="video/mp4"></video><span class="badge">Pre-alpha footage</span></div><figcaption>Chased through the cemetery by a hearse that is in no hurry to stop. Pre-alpha footage.</figcaption></figure>
<h2>Three parts, like a funeral</h2>
<p>The fight comes in three parts, named the way an undertaker would name them, and the game, being a legal document at heart, counts them on the statement afterwards.</p>
<ul><li><strong>The Procession.</strong> Prudence leads at a stately pace through the gardens and rams you only when you are rude enough to get in her way. <em>Please keep a respectful distance. Behind me.</em></li><li><strong>The Barges.</strong> Things go downhill, and then onto the water. Prudence takes the hearse out on to the barges moored below the cemetery, and you have to follow her, or find another way. <em>Mind, barges roll.</em></li><li><strong>The Committal.</strong> The last part. Prudence stops pretending, and the hearse comes for you every time. <em>Daddy would never have let you drive like this.</em></li></ul>
<figure class="clip"><div class="frame"><video data-loop muted loop playsinline preload="none" data-poster="/media/clips/act-prudence-orbit.webp" width="1280" height="720" aria-label="A hearse heaped with wreaths takes a hit in the cemetery"><source src="https://rally-mortis.com/media/clips/act-prudence-orbit.webm" type="video/webm"><source src="https://rally-mortis.com/media/clips/act-prudence-orbit.mp4" type="video/mp4"></video><span class="badge">Pre-alpha footage</span></div><figcaption>The hearse, the wreaths and the black sedan in the middle of a disagreement.</figcaption></figure>
<h2>Mind the wreaths</h2>
<p>The objective on the card is short: <em>Wreck Prudence’s hearse. Mind the wreaths.</em> The second sentence was a joke in the design meeting and became the most useful line of advice in the chapter. As the hearse takes damage, the wreaths come off the roof and into the road, and they are lovely, and they are everywhere, and you cannot see past them. The statement has a line for this, too: <em>Funeral wreaths, assorted, airborne.</em></p>
<h2>Lines for a boss</h2>
<p>A boss needs more lines than a rival, and they need to get sharper as the fight goes on. Prudence starts polite and ends honest, and we have tried to make every line something only she would say:</p>
<blockquote><p>I’ll mention this in your eulogy.</p></blockquote>
<blockquote><p>I am holding up beautifully. The car isn’t.</p></blockquote>
<blockquote><p>Flowers will follow. Something inexpensive.</p></blockquote>
<p>How it ends, we are keeping to ourselves. Suffice to say the statement afterwards includes the line <em>One (1) hearse, now a houseboat.</em> We are very proud of that line.</p>]]></content:encoded></item>
<item><title>Juno fixes the car, not the people who crash it</title><link>https://rally-mortis.com/diary/juno-fixes-the-car/</link><guid isPermaLink="true">https://rally-mortis.com/diary/juno-fixes-the-car/</guid>
<pubDate>Tue, 22 Sep 2026 19:10:00 -0300</pubDate><description>Valmora is full of people the will forgot. The first one you can save is a mechanic in a flooded garage in Lowmarsh. On rescue missions, a tow truck and a crew that rides with you.</description>
<content:encoded><![CDATA[<p><img src="https://rally-mortis.com/media/img/sk-juno-card-1280.webp" alt=""></p><p>Wade and Vee start the race with nothing: no money, no friends, a borrowed car and a dog. By the end of the road they will have a crew. Each member of it is somebody the will forgot, found in trouble somewhere along the Long Spine and pulled out of it at speed.</p>
<p>The first is Juno Marsh.</p>
<figure class="sketch" style="--tilt:-0.8deg"><img src="https://rally-mortis.com/media/img/sk-juno-card-960.webp"  sizes="(max-width: 1072px) 100vw, 1040px" width="960" height="660" alt="Pencil portrait of Juno Marsh, mechanic, 29" fetchpriority="high"><figcaption>Juno Marsh, mechanic, 29. The note in the margin: fixes the car, not the people who crash it.</figcaption></figure>
<h2>The rescue</h2>
<p>Juno rents a garage in Lowmarsh from the Vane estate. When the flood comes, she is still in it, and so is her tow truck, and the water is rising faster than she would like.</p>
<blockquote><p>Little help! She’s sinking and so am I!</p></blockquote>
<p>The rescue is a race against the water rather than against the family: two and a half minutes to get her tow truck out before the water reaches the cab. Open the gate, hook the front, pull. It sounds simple. It is not, because the flood does not care which order you do it in, and the truck is very heavy and very attached to the garage.</p>
<blockquote><p>Hook the front! The front, cowboy!</p></blockquote>
<blockquote><p>Cowboy. She’s met you for nine seconds.</p></blockquote>
<figure class="clip"><div class="frame"><video data-loop muted loop playsinline preload="none" data-poster="/media/clips/kessler-rescue.webp" width="1280" height="720" aria-label="A rescue run through the flooded streets of Lowmarsh"><source src="https://rally-mortis.com/media/clips/kessler-rescue.webm" type="video/webm"><source src="https://rally-mortis.com/media/clips/kessler-rescue.mp4" type="video/mp4"></video><span class="badge">Pre-alpha footage</span></div><figcaption>The rescue run through the flooded streets. Pre-alpha footage: the water level is still being argued over.</figcaption></figure>
<h2>Why rescues</h2>
<p>Most of the game is about wrecking people. We wanted a second kind of race in the middle of it, one where the job is to <em>save</em> somebody, against a clock, with the same car and the same skills. It changes the rhythm of a chapter: after two races of noise and spite, a rescue is a race for someone. Players drive differently in them. More carefully, and then, when the clock gets short, much less carefully.</p>
<h2>The crew</h2>
<p>Once she is out, Juno joins you. She rides along, mends what she can and has opinions about how you treat the car. Every rescued crew member changes something: the car, the route or the odds. Juno’s speciality is keeping the Black Tie in one piece, which is a full-time job.</p>
<blockquote><p>Welcome aboard. Sit in the back.</p></blockquote>
<figure class="art"><img src="https://rally-mortis.com/media/img/panel-juno-960.webp"  sizes="(max-width: 1072px) 100vw, 1040px" width="960" height="540" alt="Wade, Vee and Juno Marsh stand together outside a flooded garage" loading="lazy" decoding="async"><figcaption>Wade, Vee and Juno outside the flooded garage. The start of a crew.</figcaption></figure>
<figure class="art"><img src="https://rally-mortis.com/media/img/panel-kessler-960.webp"  sizes="(max-width: 1072px) 100vw, 1040px" width="960" height="540" alt="Juno Marsh wrestles a steering wheel in a half-built car" loading="lazy" decoding="async"><figcaption>Juno, in her element, wrestling with the steering of something only half built.</figcaption></figure>
<p>Further down the road there are others: a quarry blaster in the jungle, a rancher with a barn full of horses, an air-show pilot, a pirate disc jockey. Each of them is in a spot of bother. Each of them has a reason not to trust a man who drove for Cornelius Vane. We will introduce them as we build them.</p>]]></content:encoded></item>
<item><title>Probate inherits nothing and minds everything</title><link>https://rally-mortis.com/diary/probate-minds-everything/</link><guid isPermaLink="true">https://rally-mortis.com/diary/probate-minds-everything/</guid>
<pubDate>Sun, 13 Sep 2026 12:35:00 -0300</pubDate><description>A bulldog in a bow tie, the back seat of a black sedan and the only member of the cast with no lines and no doubts. A short entry about the dog, by popular demand.</description>
<content:encoded><![CDATA[<p><img src="https://rally-mortis.com/media/img/sk-probate-sheet-1280.webp" alt=""></p><p>Since we first showed the key art, one question has come in more often than all the others put together. It is not about the release date, the platforms or the price. It is: <em>is the dog all right?</em></p>
<p>The dog is all right. This entry is about the dog.</p>
<figure class="sketch" style="--tilt:0.8deg"><img src="https://rally-mortis.com/media/img/sk-probate-sheet-960.webp"  sizes="(max-width: 1072px) 100vw, 1040px" width="960" height="660" alt="Pencil sketches of Probate the bulldog in four poses" fetchpriority="high"><figcaption>Four poses: sitting, standing, asleep and walking off. “Inherits nothing. Minds everything.” In red at the bottom: bow tie stays.</figcaption></figure>
<h2>Who he is</h2>
<p>Probate is a bulldog. He belonged to Cornelius Vane, who left him to his fiancée in the will, and so he now belongs to Vee, who would like it noted that she was not consulted. He rides in the back seat of the Black Tie, on the side with the best view.</p>
<blockquote><p>To my fiancée, Vivienne: my dog.</p></blockquote>
<p>He does not speak. He does not need to. He has the best seat in the car, as the note on the key art underdrawing insists, and the expression of someone who has seen many heirs come and go.</p>
<figure class="art"><img src="https://rally-mortis.com/media/img/panel-dog-960.webp"  sizes="(max-width: 1072px) 100vw, 1040px" width="960" height="540" alt="Probate the bulldog in the back seat, Vee turning round to look at him" loading="lazy" decoding="async"><figcaption>Probate in the back seat. Vee turns round to check on him far more often than she checks on Wade.</figcaption></figure>
<h2>What he does</h2>
<p>In the race, nothing. Probate sleeps through collisions, jumps, rolls and a flooded canal town. He wakes up for exactly two things: biscuits and the sound of the gramophone. In the story panels he is everywhere: on the rug in the study, on a lead in the garage doorway, at the reading, unimpressed.</p>
<figure class="art"><img src="https://rally-mortis.com/media/img/probate-960.webp"  sizes="(max-width: 1072px) 100vw, 1040px" width="960" height="540" alt="Probate the bulldog in a bow tie: four poses" loading="lazy" decoding="async"><figcaption>Probate in four poses, finished. The bow tie stays.</figcaption></figure>
<h2>The rule</h2>
<p>There is one line in our design document that is underlined twice, and it is this: <em>nothing happens to the dog.</em> Cars burn, relatives are struck from the will, a promenade is reconfigured. The dog is fine. The dog is always fine. You have our word, and in a game about a will, our word is a legal document.</p>
<figure class="art"><img src="https://rally-mortis.com/media/img/study-960.webp"  sizes="(max-width: 1072px) 100vw, 1040px" width="960" height="540" alt="Cornelius Vane&#x27;s study: his portrait over the fireplace, rain on tall windows, a bulldog asleep on the rug" loading="lazy" decoding="async"><figcaption>The main menu is Vane’s study. The fire is on, the portrait watches you choose a race, and the dog is asleep on the rug. As he should be.</figcaption></figure>
<blockquote><p>Mr Horace Dunmore. Probate bit him in 1969.</p></blockquote>
<p>That is the only incident on his record. He maintains it was deserved. The loading screen, which has met him, puts it more bluntly: <em>Probate dislikes everybody. Do not take it personally.</em></p>]]></content:encoded></item>
<item><title>Lowmarsh: half town, half bath</title><link>https://rally-mortis.com/diary/half-town-half-bath/</link><guid isPermaLink="true">https://rally-mortis.com/diary/half-town-half-bath/</guid>
<pubDate>Sun, 06 Sep 2026 15:20:00 -0300</pubDate><description>A canal town where the water rises during the race, the roofs become roads and a bell tower rings when it floods. Building our first level that changes while you drive it.</description>
<content:encoded><![CDATA[<p><img src="https://rally-mortis.com/media/img/sk-lowmarsh-speedway-1280.webp" alt=""></p><p>Lowmarsh is the second town on the Long Spine and the first one that fights back. It is a canal town on a flood plain, built by people who looked at a marsh and thought: houses. It has bridges, quays, a bell tower, a wooden speedway grandstand and a set of flood gates that close at midnight. It also has a great deal of rain.</p>
<blockquote><p>Lowmarsh. Half town, half bath.</p></blockquote>
<figure class="sketch" style="--tilt:-0.9deg"><img src="https://rally-mortis.com/media/img/sk-lowmarsh-speedway-960.webp"  sizes="(max-width: 1072px) 100vw, 1040px" width="960" height="660" alt="Ink drawings of a flooded grandstand and a bell tower in the water" fetchpriority="high"><figcaption>The first page for Lowmarsh. “Water goes UP during the race.” And beside the bell tower: the bell rings when it floods.</figcaption></figure>
<h2>Water goes up</h2>
<p>That note on the sketch was the whole design. In every other level so far, the map you start the race on is the map you finish it on. In Lowmarsh, the water rises while you drive. Streets that were roads on the first lap are canals on the second. Quays go under. The low route through the market becomes a swim.</p>
<blockquote><p>The water’s rising. So is my respect for roofs.</p></blockquote>
<p>So you go up. Ramps, loading bays, the flat roofs of warehouses and the top tier of the speedway grandstand become the race line, and by the end of the race the town has turned itself inside out. Vee puts it best:</p>
<blockquote><p>Roofs are roads now. Local custom.</p></blockquote>
<figure class="clip"><div class="frame"><video data-loop muted loop playsinline preload="none" data-poster="/media/clips/canals-flood-chase.webp" width="1280" height="720" aria-label="A chase along the flooded canals of Lowmarsh under a watercolour storm"><source src="https://rally-mortis.com/media/clips/canals-flood-chase.webm" type="video/webm"><source src="https://rally-mortis.com/media/clips/canals-flood-chase.mp4" type="video/mp4"></video><span class="badge">Pre-alpha footage</span></div><figcaption>Through Lowmarsh as the water comes up. Pre-alpha footage: the rain is final, the roofs are not.</figcaption></figure>
<h2>The bell</h2>
<p>When the water reaches a certain height, the bell in the tower rings. It is the most useful sound in the level: it tells you the low streets are about to go, without a single arrow on the screen. Players learn it in one race and start flinching at it in the second.</p>
<figure class="art"><img src="https://rally-mortis.com/media/img/speedway-960.webp"  sizes="(max-width: 1072px) 100vw, 1040px" width="960" height="540" alt="Lowmarsh&#x27;s half-flooded wooden speedway grandstand" loading="lazy" decoding="async"><figcaption>The Lowmarsh speedway grandstand, half under water. The top tier is still a road. For now.</figcaption></figure>
<h2>Wrecks in the rain</h2>
<p>Lowmarsh is also where the watercolour earns its keep. Rain makes the colour run, wrecks bleed into the puddles and the whole town looks as if somebody left the painting out in the weather. Which, to be fair, somebody did.</p>
<figure class="clip"><div class="frame"><video data-loop muted loop playsinline preload="none" data-poster="/media/clips/act-canals-wreck.webp" width="1280" height="720" aria-label="A rival car comes to grief on a flooded canal bank in Lowmarsh, in the rain"><source src="https://rally-mortis.com/media/clips/act-canals-wreck.webm" type="video/webm"><source src="https://rally-mortis.com/media/clips/act-canals-wreck.mp4" type="video/mp4"></video><span class="badge">Pre-alpha footage</span></div><figcaption>A rival comes to grief on a flooded canal bank.</figcaption></figure>
<figure class="clip"><div class="frame"><video data-loop muted loop playsinline preload="none" data-poster="/media/clips/canals-wreck-slow.webp" width="1280" height="720" aria-label="Slow motion: a car flips over a canal railing in the rain"><source src="https://rally-mortis.com/media/clips/canals-wreck-slow.webm" type="video/webm"><source src="https://rally-mortis.com/media/clips/canals-wreck-slow.mp4" type="video/mp4"></video><span class="badge">Pre-alpha footage</span></div><figcaption>The same street in slow motion: a car goes over the railing and the rain does the rest.</figcaption></figure>
<h2>Drowning, as a failure</h2>
<p>If the water gets you, the race is over and Vee has a word for it.</p>
<blockquote><p>Drowned in Lowmarsh. How very local of you.</p></blockquote>
<p>Next: the most important member of the cast, who sleeps through most of it.</p>]]></content:encoded></item>
<item><title>The main title</title><link>https://rally-mortis.com/diary/the-main-title/</link><guid isPermaLink="true">https://rally-mortis.com/diary/the-main-title/</guid>
<pubDate>Thu, 27 Aug 2026 18:00:00 -0300</pubDate><description>A hundred and one beats a minute, brass, clavinet, a wah-wah guitar and a tune you can hum while committing a tort. The first finished piece of music for Rally Mortis, with forty seconds of it to hear.</description>
<content:encoded><![CDATA[<p><img src="https://rally-mortis.com/media/img/panel-gramophone-1280.webp" alt=""></p><p>The first finished piece of music for the game arrived this week, and we have been playing it in the studio so often that we now hum it in the queue at the bakery.</p>
<figure class="audio"><figcaption>Rally Mortis (Main Title), the last forty seconds. Headphones recommended, neighbours warned.</figcaption><audio controls preload="none"><source src="https://rally-mortis.com/media/audio/main-title-excerpt.m4a" type="audio/mp4"><source src="https://rally-mortis.com/media/audio/main-title-excerpt.mp3" type="audio/mpeg"></audio></figure>
<h2>The brief</h2>
<p>We wrote the brief on one page. It asked for a theme that sounds like the opening of a television drama from 1975 about very rich people behaving badly: big brass, a clavinet, a wah-wah guitar and a bass line in a good suit. Under no circumstances should it sound like a racing game.</p>
<p>Racing games tend to sound like engines with drums. We wanted the music to sound like the <em>family</em>: grand, a bit pompous, absolutely sure of itself, and heading for a fall.</p>
<h2>The crackle</h2>
<p>Cornelius Vane recorded his will at 78 rpm, and the sketch of the gramophone has a note on it: <em>crackle on every line, Vane insisted</em>. The music took that to heart. The whole score is mixed as if it might be coming off a very good record player in a very large house, with somebody important lying in state in the next room.</p>
<figure class="sketch" style="--tilt:-1deg"><img src="https://rally-mortis.com/media/img/sk-gramophone-960.webp"  sizes="(max-width: 1072px) 100vw, 1040px" width="960" height="660" alt="Sepia drawing of a gramophone horn labelled: the will is a record, 78 rpm" fetchpriority="high"><figcaption>The will is a record. The music behaves as if it were one too.</figcaption></figure>
<h2>A hundred and one</h2>
<p>The tempo is a hundred and one beats a minute. That sounds slow for a game about driving very fast. It is slow, and that is the point: it is the speed of a procession, of a funeral march that has been told there is money at the end. The races have their own faster cues, but the main title walks. It walks like someone who owns the road.</p>
<p>It also turned out to be the perfect tempo to cut pictures to, which is a story for the day we show you the trailer.</p>
<h2>The rest of the record</h2>
<p>The main title is one track of several now in progress. <em>The Reading</em>, for the scene at the gramophone, is a harpsichord and a walking bass, very polite and very ominous. <em>Port Saffron Promenade</em> has steel drums and bongos, because it is a seaside town and it is summer. <em>Halfmast, After Hours</em> is the slow one, brushes and an electric piano, for the garage between races. The final viewings, where you meet a rival head on, share one theme, and it is the fastest thing we have written.</p>
<h2>Sound, in general</h2>
<p>Alongside the music we have started on the sound of the world. Each car has its own voice: the Black Tie burbles like a large dog dreaming, the hearse has a deep, patient hum, and the lorries on the Coast Road sound like furniture being moved upstairs. The best sound in the game so far is the one the gramophone makes when the needle drops. We recorded it more times than we would like to admit.</p>
<figure class="art"><img src="https://rally-mortis.com/media/img/panel-family-960.webp"  sizes="(max-width: 1072px) 100vw, 1040px" width="960" height="540" alt="The family gathers round a gramophone as the executor lowers the needle" loading="lazy" decoding="async"><figcaption>The family gathers round the gramophone as the needle comes down. This is where The Reading plays: harpsichord, bass and a family holding its breath.</figcaption></figure>]]></content:encoded></item>
<item><title>Two stars, would not cross again</title><link>https://rally-mortis.com/diary/two-stars-would-not-cross-again/</link><guid isPermaLink="true">https://rally-mortis.com/diary/two-stars-would-not-cross-again/</guid>
<pubDate>Tue, 18 Aug 2026 13:40:00 -0300</pubDate><description>The townsfolk of Valmora all have a hat and an opinion. On crowds, constables, the radio and an ordinance about crossing the road during a period of mourning.</description>
<content:encoded><![CDATA[<p><img src="https://rally-mortis.com/media/img/sk-townsfolk-1280.webp" alt=""></p><p>Port Saffron would be a strange place to race through if nobody lived there. So people live there: tourists, porters, pensioners, a man selling postcards, a mime, a builder on his break. Our rule for every one of them was written at the top of the first sketch.</p>
<figure class="sketch" style="--tilt:0.6deg"><img src="https://rally-mortis.com/media/img/sk-townsfolk-960.webp"  sizes="(max-width: 1072px) 100vw, 1040px" width="960" height="660" alt="Sepia sketch of a row of townsfolk, all with hats" fetchpriority="high"><figcaption>The first row of locals. “All have a hat and an opinion.” Not all of them have a hat. All of them have an opinion.</figcaption></figure>
<h2>Getting out of the way</h2>
<p>Pedestrians in Rally Mortis are, on the whole, very good at diving. They see a black sedan coming sideways down the promenade and they remember an appointment in the opposite direction. Most of the time they make it, with a yelp and a complaint.</p>
<blockquote><p>I was told this was a pedestrian zone!</p></blockquote>
<blockquote><p>My chiropractor will hear of this!</p></blockquote>
<blockquote><p>Two stars, would not cross again.</p></blockquote>
<p>The game is for adults and it does not pretend that cars and people mix well. But it treats the whole thing the way a newspaper cartoon would: loud, inky, and over in a moment. The town keeps count on the statement at the end of the race, in the most bureaucratic language we could find.</p>
<h2>Ordinance one</h2>
<p>The Federation of Valmora has laws, and the will has opinions about them. The first one you meet is pinned to a lamp post in Port Saffron:</p>
<blockquote><p>Ordinance 1: Pedestrians crossing during a period of mourning do so at their own expense.</p></blockquote>
<p>There is also a radio advertisement for something called Mandatory Pedestrian Cover. <em>Walk with confidence. Briefly.</em></p>
<h2>The constabulary</h2>
<p>The town has police, and the police have a radio, and the radio is the best running commentary we could have asked for. Constable Hobday reports what he sees, a little behind events:</p>
<blockquote><p>Suspect is driving a black sedan, badly. Correction: very well.</p></blockquote>
<blockquote><p>Roadblock on Fourth. Bring the good cones.</p></blockquote>
<figure class="clip"><div class="frame"><video data-loop muted loop playsinline preload="none" data-poster="/media/clips/promenade-chase.webp" width="1280" height="720" aria-label="A chase down the Port Saffron promenade, rivals on every side"><source src="https://rally-mortis.com/media/clips/promenade-chase.webm" type="video/webm"><source src="https://rally-mortis.com/media/clips/promenade-chase.mp4" type="video/mp4"></video><span class="badge">Pre-alpha footage</span></div><figcaption>The promenade with the locals, the police and the family all in the frame at once. Pre-alpha footage.</figcaption></figure>
<h2>Radio Valmora</h2>
<p>And every evening, Radio Valmora reads out the Noise Registry: who is leading the race for the fortune, who has dropped out and what the weather intends to do about it. Its presenter has the calmest voice in the Federation and the worst news.</p>
<blockquote><p>Good evening, Valmora. The Noise Registry, then the weather, then the funerals.</p></blockquote>
<p>A world feels real when it talks about you behind your back. Ours never stops.</p>]]></content:encoded></item>
<item><title>Night, rain, one lamp</title><link>https://rally-mortis.com/diary/night-rain-one-lamp/</link><guid isPermaLink="true">https://rally-mortis.com/diary/night-rain-one-lamp/</guid>
<pubDate>Sun, 09 Aug 2026 23:05:00 -0300</pubDate><description>The Coast Road runs from Port Saffron to Lowmarsh along a cliff, at night, in a storm, against a clock. On painting darkness, and why a race needs one warm light.</description>
<content:encoded><![CDATA[<p><img src="https://rally-mortis.com/media/img/sk-coast-tunnel-1280.webp" alt=""></p><p>Lowmarsh closes its flood gates at midnight. You are on the wrong side of them, with a cliff road, a storm and three and a half minutes to fix that.</p>
<blockquote><p>Lowmarsh closes its flood gates at midnight. We’re not swimming.</p></blockquote>
<p>The Coast Road is the first stretch of the Long Spine, the highway that runs the length of Valmora. It is also the first level we built at night, and night in watercolour turned out to be a problem we had not thought about at all.</p>
<figure class="sketch" style="--tilt:-0.7deg"><img src="https://rally-mortis.com/media/img/sk-coast-tunnel-960.webp"  sizes="(max-width: 1072px) 100vw, 1040px" width="960" height="660" alt="Pencil drawing of a tunnel mouth on the coast road with one warm lamp painted in" fetchpriority="high"><figcaption>The first drawing of the Coast Road. “Night, rain, one lamp.” And in the corner: the only warm colour on the map.</figcaption></figure>
<h2>Painting the dark</h2>
<p>Watercolour is transparent. The paper is the light. That is lovely in Port Saffron at four in the afternoon and a disaster at midnight, because a dark wash over white paper does not look like night. It looks like a stain.</p>
<p>What worked, after a week of muddy grey, was the opposite of what we expected. We kept the paper pale and let the <em>sky</em> do the darkness: heavy, bruised washes overhead that drip down into the cliff. The road stays readable, the world feels black, and the rain streaks across the frame like ink running down a page held at an angle.</p>
<figure class="art"><img src="https://rally-mortis.com/media/img/panel-coast-960.webp"  sizes="(max-width: 1072px) 100vw, 1040px" width="960" height="540" alt="A car&#x27;s headlights on a cliff road in a storm at night" loading="lazy" decoding="async"><figcaption>The Coast Road in the story panels: a pair of headlights, a cliff and a great deal of weather.</figcaption></figure>
<h2>One warm light</h2>
<p>The note on the sketch became the rule for the whole level. Everything on the Coast Road is cold, blue, grey and wet, except for the lamps. A single warm light in a tunnel mouth tells you where the road goes better than any arrow, and when you see one, you aim for it. We use warm light as the signpost all the way down the coast.</p>
<figure class="clip"><div class="frame"><video data-loop muted loop playsinline preload="none" data-poster="/media/clips/hero.webp" width="1280" height="720" aria-label="A black sedan runs the Coast Road at night in the rain, a rival close behind"><source src="https://rally-mortis.com/media/clips/hero.webm" type="video/webm"><source src="https://rally-mortis.com/media/clips/hero.mp4" type="video/mp4"></video><span class="badge">Pre-alpha footage</span></div><figcaption>The Coast Road at night, in the rain, with a rival close behind. Pre-alpha footage.</figcaption></figure>
<h2>Traffic</h2>
<p>The Coast Road is not a closed circuit. Lorries, vans and delivery trucks use it too, and they have not been told about the will. They are on their way to Lowmarsh with fish, furniture and mail, and they are not going to move for a black sedan doing ninety.</p>
<figure class="clip"><div class="frame"><video data-loop muted loop playsinline preload="none" data-poster="/media/clips/act-coast.webp" width="1280" height="720" aria-label="A delivery truck swerves across the Coast Road at night"><source src="https://rally-mortis.com/media/clips/act-coast.webm" type="video/webm"><source src="https://rally-mortis.com/media/clips/act-coast.mp4" type="video/mp4"></video><span class="badge">Pre-alpha footage</span></div><figcaption>A delivery lorry finds itself in the middle of a family matter.</figcaption></figure>
<p>The clock, the storm and the traffic turned out to be the best tutorial we have: by the time you reach the flood gates, you know how the car brakes, how it slides and how much a lorry weighs. Next: the people of Valmora, and their opinions.</p>]]></content:encoded></item>
<item><title>The family, in order of grudge</title><link>https://rally-mortis.com/diary/the-family-in-order-of-grudge/</link><guid isPermaLink="true">https://rally-mortis.com/diary/the-family-in-order-of-grudge/</guid>
<pubDate>Fri, 31 Jul 2026 20:15:00 -0300</pubDate><description>Eleven heirs, one fortune and nobody on speaking terms. How we built a rival family worth hating, and why the first sketch called Prudence the widow.</description>
<content:encoded><![CDATA[<p><img src="https://rally-mortis.com/media/img/sk-rivals-board-1280.webp" alt=""></p><p>A car combat game lives or dies by the people you are hitting. Faceless rivals are traffic. Rivals with names, faces and opinions about you are a reason to turn round and go back for another go.</p>
<p>Ours are a family. That helps: everyone already has a relative they would quite like to nudge into a canal.</p>
<figure class="sketch" style="--tilt:-0.8deg"><img src="https://rally-mortis.com/media/img/sk-rivals-board-960.webp"  sizes="(max-width: 1072px) 100vw, 1040px" width="960" height="660" alt="Four pencil portraits of rival heirs with early working labels: widow, twins, the fur and sings sadly" fetchpriority="high"><figcaption>The first page of rivals, pinned up in May. The labels read “widow”, “twins (both)”, “the fur” and “sings. sadly”. Only one of those labels survived intact.</figcaption></figure>
<h2>The widow who became a daughter</h2>
<p>In the first sketches, Prudence Vane-Holloway was the widow: black veil, wreath, hearse. It worked on paper. Then we wrote the will, and the will needed a line for her, and this is the line that arrived:</p>
<blockquote><p>To my eldest, Prudence, who has been in mourning since 1958: finally, something to mourn.</p></blockquote>
<p>A widow mourning her husband is sad. A daughter who has been in mourning for seventeen years, for no clear reason, and who now finally has a funeral to match the wardrobe, is a <em>character</em>. She stopped being the widow that afternoon. She kept the hearse.</p>
<figure class="art"><img src="https://rally-mortis.com/media/img/panel-widow-960.webp"  sizes="(max-width: 1072px) 100vw, 1040px" width="960" height="540" alt="Prudence Vane-Holloway in a black veil dabs her eyes with a handkerchief" loading="lazy" decoding="async"><figcaption>Prudence at the reading, handkerchief in hand. Grieving professionally.</figcaption></figure>
<h2>Dossiers</h2>
<p>Every rival gets a card, the way a solicitor might keep notes on a difficult client: a name, a relationship to the deceased and one line. The line has to do all the work. Here are some from chapter one and beyond:</p>
<ul><li><strong>Prudence Vane-Holloway.</strong> Eldest daughter. Grieving professionally.</li><li><strong>Barnaby &amp; Bartholomew.</strong> Nephews. One alibi between them.</li><li><strong>Sunny Solace.</strong> Stepson. Life coach. Hasn’t met yours.</li><li><strong>Mr Ledgerwood.</strong> Family accountant. Counts everything twice.</li><li><strong>Old Mossgrave.</strong> Gardener. Fifty years, one inch.</li><li><strong>Contessa Lavinia.</strong> Third ex-wife. Kept the title, the fur and the grudge.</li><li><strong>Cousin Ferdinand.</strong> Cable television. Forty channels, all of them him.</li></ul>
<figure class="art"><img src="https://rally-mortis.com/media/img/panel-twins-960.webp"  sizes="(max-width: 1072px) 100vw, 1040px" width="960" height="540" alt="Red-haired twin brothers in tweed share a sofa and a suspicion" loading="lazy" decoding="async"><figcaption>The twins at the reading. They share a sofa, a tailor and a suspicion.</figcaption></figure>
<h2>Barks</h2>
<p>In a race, rivals talk. We call these lines barks, and each rival has a set for every occasion: when they ram you, when you ram them, when they overtake, when they are wrecked. Writing them is the most fun job in the studio and the most dangerous, because a bark you hear twice an hour has to be very good, or very short. Ideally both.</p>
<blockquote><p>Prudence, on ramming you: I’ll mention this in your eulogy.</p></blockquote>
<blockquote><p>Sunny, on being hit: I forgive you. Legally, I don’t.</p></blockquote>
<blockquote><p>A distant cousin, overtaking on the wrong side: Passing through! Distantly related!</p></blockquote>
<figure class="art"><img src="https://rally-mortis.com/media/img/panel-rivals-960.webp"  sizes="(max-width: 1072px) 100vw, 1040px" width="960" height="540" alt="Four rival heirs line up: a guru, a clerk in a bowler, a gardener and a chef" loading="lazy" decoding="async"><figcaption>Four more heirs line up for the start: a guru, a clerk in a bowler, a gardener and a chef.</figcaption></figure>
<p>There are eleven heirs in all, and the will expects them to drop out one at a time. Next: night, rain and the Coast Road, which is where we learnt to love weather.</p>]]></content:encoded></item>
<item><title>Four of five drove into the sea</title><link>https://rally-mortis.com/diary/four-of-five-drove-into-the-sea/</link><guid isPermaLink="true">https://rally-mortis.com/diary/four-of-five-drove-into-the-sea/</guid>
<pubDate>Sun, 19 Jul 2026 17:25:00 -0300</pubDate><description>Our first playtest. Five people, one promenade, a page of notes and a police car that may be too cute. What we learnt, and what we changed the next morning.</description>
<content:encoded><![CDATA[<p><img src="https://rally-mortis.com/media/img/sk-playtest-notes-1280.webp" alt=""></p><p>On Saturday five people who had never seen the game sat down with it for forty minutes each. We watched, said nothing and wrote everything down. Saying nothing is the hardest part. It is like watching someone assemble a wardrobe you designed, with the instructions upside down.</p>
<figure class="sketch" style="--tilt:-1deg"><img src="https://rally-mortis.com/media/img/sk-playtest-notes-960.webp"  sizes="(max-width: 1072px) 100vw, 1040px" width="960" height="660" alt="Notebook page of playtest notes next to a sketch of a tiny police car" fetchpriority="high"><figcaption>The page from the day. “4 of 5 drove into the sea. 1 drove into the sea backwards. Nobody read the will. ‘Can I run over the lawyer’ (no. not yet.)” And in red: police car too cute?</figcaption></figure>
<h2>Four of five drove into the sea</h2>
<p>The promenade has a beach on one side and, beyond the beach, the sea. We had assumed people would see the sea and avoid it. Instead, four of the five drove straight into it within the first two minutes, and one of them did it in reverse. When we asked why, the answers were “I wanted to see if I could” and “it looked like a road”.</p>
<p>Both are fair. So the sea now looks a great deal less like a road, and the beach has grown a sea wall with a few honest gaps in it for people who insist.</p>
<h2>Nobody read the will</h2>
<p>Our opening scene is the reading of the will, with the gramophone, the family and the executor. It sets up everything: the money, the noise, the rules. Every single tester skipped it.</p>
<p>We did not take that personally for very long. People skip what they think is a cutscene. So the reading is now shorter, every line is voiced, and it ends with the whole family running for their cars at once. Vee explains the rest on the way: you learn the rules while you are already driving.</p>
<h2>“Can I run over the lawyer?”</h2>
<p>No. Not yet. But the fact that three of the five asked told us something about Mr Crane, the executor. He was meant to be neutral. Players do not see him as neutral. We are leaning into that.</p>
<h2>The police car</h2>
<p>The constabulary of Port Saffron drives tiny round police cars with a single blue lamp on top. Testers loved them. They loved them so much that nobody wanted to hit them. That is a problem in a game where the police are trying to stop you. They are now slightly larger, slightly more square and considerably more irritating.</p>
<figure class="clip"><div class="frame"><video data-loop muted loop playsinline preload="none" data-poster="/media/clips/act-prom-wreck-b.webp" width="1280" height="720" aria-label="Two rivals collide on a sunny boulevard, smoke and debris everywhere"><source src="https://rally-mortis.com/media/clips/act-prom-wreck-b.webm" type="video/webm"><source src="https://rally-mortis.com/media/clips/act-prom-wreck-b.mp4" type="video/mp4"></video><span class="badge">Pre-alpha footage</span></div><figcaption>After the playtest: the boulevard, with two rivals and a lot more room to get into trouble.</figcaption></figure>
<h2>The numbers</h2>
<ul><li>Average time before the first crash: eleven seconds.</li><li>Average time before the first deliberate crash: fourteen seconds.</li><li>Testers who asked to play again: five out of five.</li></ul>
<p>That last one is the only number we are printing on a mug.</p>]]></content:encoded></item>
<item><title>Port Saffron, summer 1975</title><link>https://rally-mortis.com/diary/port-saffron-summer-1975/</link><guid isPermaLink="true">https://rally-mortis.com/diary/port-saffron-summer-1975/</guid>
<pubDate>Sun, 12 Jul 2026 10:55:00 -0300</pubDate><description>The race begins in a seaside town with a promenade, a lighthouse, a hotel whose flags are always at half mast and a great many sun loungers. Building the first level, and planning to wreck it.</description>
<content:encoded><![CDATA[<p><img src="https://rally-mortis.com/media/img/loading-promenade-1280.webp" alt=""></p><p>Every story needs a first place, and ours needed a place worth ruining. Port Saffron is a resort on the south coast of Valmora: palm trees, ice cream, a long promenade, pastel hotels and a beach that is mostly sun loungers. It is very pleasant. It will not stay that way.</p>
<figure class="art"><img src="https://rally-mortis.com/media/img/loading-promenade-960.webp"  sizes="(max-width: 1072px) 100vw, 1040px" width="960" height="540" alt="A wet seafront promenade at sunset, a wreath on a bench and a car parked by the railings" fetchpriority="high"><figcaption>The Port Saffron promenade at sunset, as it appears while the race loads. A wreath on a bench: somebody has been here before you.</figcaption></figure>
<h2>Building a town to break</h2>
<p>A town in a car combat game has two jobs. It has to be readable at speed, so that you always know where the road goes, and it has to be full of things that will break in an entertaining way when you get it wrong.</p>
<p>We started with the roads only: a grey model of the promenade, the beach, four streets running uphill and a plaza at the top. No art at all. We drove it for a week. Streets that were never used got cut; streets where people kept crashing into each other got wider, because that is where the fun was.</p>
<p>Then came the furniture. Bollards, benches, bins, kiosks, ice-cream stalls, deckchairs, the bandstand. Every piece is something to hit, and every piece has a line on the statement at the end of the race:</p>
<blockquote><p>Sun loungers: 41. Sun: unaffected.</p></blockquote>
<h2>Landmarks</h2>
<p>Each town gets a few landmarks you can recognise from anywhere in it, so you can steer by them and, in due course, drive through them. Port Saffron has a lighthouse on the rocks at one end and the Halfmast Hotel at the other.</p>
<figure class="sketch" style="--tilt:0.7deg"><img src="https://rally-mortis.com/media/img/sk-halfmast-landmark-960.webp"  sizes="(max-width: 1072px) 100vw, 1040px" width="960" height="660" alt="Ink drawing of the Halfmast Hotel, its flags at half mast" loading="lazy" decoding="async"><figcaption>The Halfmast Hotel. Flags always at half mast; the note in the margin explains that someone always just died.</figcaption></figure>
<figure class="art"><img src="https://rally-mortis.com/media/img/lighthouse-960.webp"  sizes="(max-width: 1072px) 100vw, 1040px" width="960" height="1440" alt="Port Saffron lighthouse on the rocks" loading="lazy" decoding="async"><figcaption>The Port Saffron lighthouse. It is the one thing in town nobody is allowed to drive into. Yet.</figcaption></figure>
<h2>First drive</h2>
<p>Here is the promenade in the engine this week. It is early: the textures are placeholders in places, the townsfolk are only half there and the sea is a little too tidy. But it already feels like a place you are about to get into trouble in.</p>
<figure class="clip"><div class="frame"><video data-loop muted loop playsinline preload="none" data-poster="/media/clips/promenade-chase.webp" width="1280" height="720" aria-label="A chase down the Port Saffron promenade, rivals on every side"><source src="https://rally-mortis.com/media/clips/promenade-chase.webm" type="video/webm"><source src="https://rally-mortis.com/media/clips/promenade-chase.mp4" type="video/mp4"></video><span class="badge">Pre-alpha footage</span></div><figcaption>Down the promenade with the family in the mirrors. Pre-alpha footage: the hotels are still being furnished.</figcaption></figure>
<figure class="art"><img src="https://rally-mortis.com/media/img/street-drift-960.webp"  sizes="(max-width: 1072px) 100vw, 1040px" width="960" height="540" alt="A black car with a spiked bumper drifts down a sunny seaside boulevard while pedestrians dive out of the way" loading="lazy" decoding="async"><figcaption>The town as we want it to feel: a sunny boulevard, a black car going sideways and a great many people suddenly remembering appointments elsewhere.</figcaption></figure>
<p>Next week we put real people in front of it for the first time. We are told this is called a playtest. We are told it is good for us.</p>]]></content:encoded></item>
<item><title>The rear steps out at forty</title><link>https://rally-mortis.com/diary/the-rear-steps-out-at-forty/</link><guid isPermaLink="true">https://rally-mortis.com/diary/the-rear-steps-out-at-forty/</guid>
<pubDate>Fri, 03 Jul 2026 21:30:00 -0300</pubDate><description>Three attempts at making a two-tonne funeral sedan fun to throw round a hairpin. On weight, handbrakes, repairs that cost money and the one number that changed everything.</description>
<content:encoded><![CDATA[<p><img src="https://rally-mortis.com/media/img/sk-sedan-handling-1280.webp" alt=""></p><p>The Black Tie weighs about as much as a modest house extension. It was built to glide. Over the last month we have taught it to dance, badly, which is exactly what we wanted.</p>
<figure class="sketch" style="--tilt:-0.6deg"><img src="https://rally-mortis.com/media/img/sk-sedan-handling-960.webp"  sizes="(max-width: 1072px) 100vw, 1040px" width="960" height="660" alt="Construction drawing of a black sedan with notes about where the weight goes" fetchpriority="high"><figcaption>The notebook page that settled it. “Weight goes HERE”, an arrow to the back, and underneath: “rear steps out at 40. that’s the fun bit.”</figcaption></figure>
<h2>Attempt one: the realistic car</h2>
<p>Our first handling model was honest. Heavy, softly sprung, keen to go straight on. It was a faithful simulation of a 1970s luxury saloon and it was no fun whatsoever. Playtesters described it as “like steering a sofa”, which was accurate and therefore unhelpful.</p>
<h2>Attempt two: the toy</h2>
<p>So we went the other way: grippy, light, turning on a coin. It was fun for ninety seconds. Then everyone realised the car no longer felt like anything. Hitting a rival was like two shopping trolleys meeting in an aisle. The weight, it turns out, was the point. A collision in this game should feel like a sideboard falling down the stairs.</p>
<h2>Attempt three: the number forty</h2>
<p>The version we kept is heavy in a straight line and playful in a corner. Below about forty on the dial the Black Tie behaves like a dignified car. Above it, if you lift off and turn in, the weight swings to the back and the rear steps out. You catch it, or you do not.</p>
<p>That one threshold gave us everything. The car feels expensive and slow-witted on the way into a corner, then suddenly alive on the way out, and the hit at the end of a slide has the full weight of the car behind it.</p>
<figure class="clip"><div class="frame"><video data-loop muted loop playsinline preload="none" data-poster="/media/clips/act-prom-drone.webp" width="1280" height="720" aria-label="From above: the black sedan threads between palms and fountains on the promenade"><source src="https://rally-mortis.com/media/clips/act-prom-drone.webm" type="video/webm"><source src="https://rally-mortis.com/media/clips/act-prom-drone.mp4" type="video/mp4"></video><span class="badge">Pre-alpha footage</span></div><figcaption>From above, on the promenade. Note how wide the car swings once the rear goes: palm trees have been moved for this.</figcaption></figure>
<h2>The handbrake</h2>
<p>The first thing the game teaches you is the handbrake. Vee explains it in her own way:</p>
<blockquote><p>Hairpin. Like a sentence you regret. Swing it.</p></blockquote>
<p>The handbrake turn is the most useful tool you have. It lines you up for a hit, gets you round the tight streets of Port Saffron and looks splendid on the way. We tuned it so that a good one is slightly too much, the way a good party is.</p>
<h2>Mending the car</h2>
<p>Cars break. Hold the repair button and Wade patches things up at the side of the road, which costs money from the estate and saves face. Vee’s view: <em>Hold R. Mend it. Costs money, saves face.</em> It is a small decision you make many times a race: spend now, or drive on with a door that is mostly a suggestion.</p>
<figure class="clip"><div class="frame"><video data-loop muted loop playsinline preload="none" data-poster="/media/clips/promenade-side.webp" width="1280" height="720" aria-label="Side view: rivals trade paint along the seafront"><source src="https://rally-mortis.com/media/clips/promenade-side.webm" type="video/webm"><source src="https://rally-mortis.com/media/clips/promenade-side.mp4" type="video/mp4"></video><span class="badge">Pre-alpha footage</span></div><figcaption>Side on, along the seafront. Rivals trade paint at the speed where the rear wants to come round.</figcaption></figure>
<p>Next: where all this happens. Port Saffron, the seaside town where the race begins, and which we are going to destroy in the most loving way we can.</p>]]></content:encoded></item>
<item><title>The Black Tie, the Condolence and a car called Alimony</title><link>https://rally-mortis.com/diary/black-tie-and-the-condolence/</link><guid isPermaLink="true">https://rally-mortis.com/diary/black-tie-and-the-condolence/</guid>
<pubDate>Sun, 21 Jun 2026 14:10:00 -0300</pubDate><description>Every heir in Rally Mortis drives something that says too much about them. Meet the cars, from a chauffeur&#x27;s black sedan to a hearse that does ninety.</description>
<content:encoded><![CDATA[<p><img src="https://rally-mortis.com/media/img/black-tie-1280.webp" alt=""></p><p>In a car combat game, the car is the character you spend the most time looking at. So every car in Rally Mortis is a portrait of its owner, painted in steel, and most of them are unflattering.</p>
<h2>The Black Tie</h2>
<p>Wade’s car is the Vane family’s black sedan: long, square, discreet, built in an age when a bonnet was something you could land a light aircraft on. It was designed to carry very rich people slowly to places where they would be unkind to waiters. It is about to be asked to do something else.</p>
<figure class="art"><img src="https://rally-mortis.com/media/img/black-tie-960.webp"  sizes="(max-width: 1072px) 100vw, 1040px" width="960" height="640" alt="The Black Tie: a black seventies sedan" fetchpriority="high"><figcaption>The Black Tie. No chrome you would notice, a great deal of bonnet and a boot that could hold a grand piano or a family argument.</figcaption></figure>
<p>We call it the Black Tie because it is the car you wear to a funeral. Its handling is heavy and honest: it does not want to turn, and when it does, it means it. We will go into the handling properly in a later entry, because it took us three goes.</p>
<h2>The Condolence</h2>
<p>Prudence Vane-Holloway, the eldest daughter, has been in mourning since 1958, and she drives accordingly. Her car is a hearse with wreaths on the roof, and it is the fastest thing on the promenade.</p>
<figure class="sketch" style="--tilt:-1.4deg"><img src="https://rally-mortis.com/media/img/sk-hearse-napkin-960.webp"  sizes="(max-width: 1072px) 100vw, 1040px" width="960" height="660" alt="Pencil sketch of a hearse on a ruled notebook page, with the note: a hearse, but fast" loading="lazy" decoding="async"><figcaption>The first sketch of the project, again. The note in the corner says chrome equals grief, because grief is shiny.</figcaption></figure>
<figure class="art"><img src="https://rally-mortis.com/media/img/hearse-960.webp"  sizes="(max-width: 1072px) 100vw, 1040px" width="960" height="640" alt="The Condolence: a long black hearse with wreaths on the roof" loading="lazy" decoding="async"><figcaption>The Condolence, finished. Wreaths on the roof, curtains at the back and a front end designed to make an impression.</figcaption></figure>
<h2>The rest of the family garage</h2>
<p>Each rival heir gets a car with a name, a temper and a way of hitting you that you will learn to recognise in the mirror:</p>
<ul><li><strong>Inner Peace</strong>, the stepson’s car, which would like you to let go. Especially of the brakes.</li><li><strong>The Balance Sheet</strong>, the family accountant’s, which counts every dent twice.</li><li><strong>The Edger</strong>, the gardener’s, which has been trimming the same lawn for fifty years and is not about to stop for you.</li><li><strong>The Flambé</strong>, the cook’s, which is exactly as safe as it sounds.</li><li><strong>The Exclusive</strong>, the cousin’s. He owns forty channels of cable television, and all of them are him.</li><li><strong>Alimony</strong>, the third ex-wife’s. She will want it in writing.</li></ul>
<h2>And one more</h2>
<p>There is also a battered red muscle car with a blower through the bonnet and spikes on the front, which started as a joke in a meeting and refused to leave. We are not telling you whose it is yet.</p>
<figure class="sketch" style="--tilt:0.8deg"><img src="https://rally-mortis.com/media/img/sk-hero-car-blueprint-960.webp"  sizes="(max-width: 1072px) 100vw, 1040px" width="960" height="660" alt="Blue construction pencil drawing of a spiked muscle car, with notes about the spikes" loading="lazy" decoding="async"><figcaption>Construction drawing for the spiked car. Margin notes: “spikes: bigger? (yes)” and, on the blower through the bonnet, “insurance: no”.</figcaption></figure>
<p>Next: how the Black Tie actually drives, and why we took the steering apart three times.</p>]]></content:encoded></item>
<item><title>Clause thirty-one: a ramp is deemed to exist</title><link>https://rally-mortis.com/diary/clause-thirty-one/</link><guid isPermaLink="true">https://rally-mortis.com/diary/clause-thirty-one/</guid>
<pubDate>Sat, 13 Jun 2026 19:45:00 -0300</pubDate><description>Vee Lark witnessed the will, was left the dog and now reads the small print out loud at ninety miles an hour. How the navigator became the rules of the game.</description>
<content:encoded><![CDATA[<p><img src="https://rally-mortis.com/media/img/sk-vee-turnaround-1280.webp" alt=""></p><p>Vee Lark spent six hours witnessing Cornelius Vane’s will. It was her birthday. Because she witnessed it, the law says she cannot inherit under it, so she got the dog and a working knowledge of every clause.</p>
<p>That second inheritance turned out to be the most useful thing in the game.</p>
<figure class="sketch" style="--tilt:1deg"><img src="https://rally-mortis.com/media/img/sk-vee-turnaround-960.webp"  sizes="(max-width: 1072px) 100vw, 1040px" width="960" height="660" alt="Pencil turnaround of Vee Lark in a black dress and long gloves" fetchpriority="high"><figcaption>Vee, turned four ways. The heading: “reads the small print. all of it.” The margin: gloves to the elbow, because she signed nothing.</figcaption></figure>
<h2>The navigator problem</h2>
<p>Most racing games with two people in the car give the passenger one job: shout the next corner. It is useful, and after twenty minutes you stop hearing it. We wanted Vee to be impossible to tune out, and the answer was already in her backstory. She knows the will. So the will can change.</p>
<h2>Codicils</h2>
<p>A codicil is an amendment to a will. In Rally Mortis, it is a rule that arrives in the middle of a race, read out by Vee as it takes effect:</p>
<ul><li><em>Clause thirty-one. A ramp is deemed to exist.</em> (One does. Use it.)</li><li><em>Clause twelve. Right of way withdrawn. Rudely.</em></li><li><em>Clause nine. Time is of the essence. Mine especially.</em></li><li><em>Clause three. Period of mourning. Look sad. Drive fast.</em></li></ul>
<p>Each one bends the race for a while: a shortcut opens, a route closes, the clock speeds up, the bailiffs get interested. The clauses are written in proper legal English, then Vee translates them into something you can act on before the next bend. The idea is that you learn to listen for her voice, because her voice means the rules just changed.</p>
<figure class="art"><img src="https://rally-mortis.com/media/img/panel-deal-960.webp"  sizes="(max-width: 1072px) 100vw, 1040px" width="960" height="540" alt="Wade at the wheel in a chauffeur&#x27;s cap, Vee in the passenger seat" loading="lazy" decoding="async"><figcaption>The deal, in one panel. Wade drives and keeps his hands on the wheel. Vee knows the clauses. Fifty-fifty.</figcaption></figure>
<h2>Who she is</h2>
<p>Vee is 27, a former runway model and, until very recently, the fiancée of a man considerably older and considerably richer, about which she has no illusions and few regrets. She is the funniest person in the car and knows it. She is also the only person in the story who has read the whole will, which makes her the most dangerous heir in Valmora. The family has not noticed yet.</p>
<figure class="art"><img src="https://rally-mortis.com/media/img/vee-960.webp"  sizes="(max-width: 1072px) 100vw, 1040px" width="960" height="1440" alt="Vee Lark sits on the bonnet of a car in grey overalls" loading="lazy" decoding="async"><figcaption>Vee in work clothes. Grey overalls, a borrowed garage and a plan that she has not told Wade about.</figcaption></figure>
<blockquote><p>I know every clause in that will. I witnessed it. Six hours. On my birthday.</p></blockquote>
<p>Next week: cars. One of them is a hearse.</p>]]></content:encoded></item>
<item><title>The right to try</title><link>https://rally-mortis.com/diary/the-right-to-try/</link><guid isPermaLink="true">https://rally-mortis.com/diary/the-right-to-try/</guid>
<pubDate>Tue, 02 Jun 2026 11:20:00 -0300</pubDate><description>Designing Wade Kessler, a driver who says very little, wears his gloves at all times and was left, in a will worth four billion, the right to try.</description>
<content:encoded><![CDATA[<p><img src="https://rally-mortis.com/media/img/sk-wade-turnaround-1280.webp" alt=""></p><p>The will has a line for Wade. It is the shortest line in it.</p>
<blockquote><p>To my driver, Wade, who never once said anything interesting: the right to try.</p></blockquote>
<p>That line did more character design than a month of meetings. Wade is the man who sat in the front for twelve years while the richest family in Valmora argued in the back. He knows every road in the country. He knows which relative tips and which one counts the change. He has never, in all that time, been asked what he thinks, and he has stopped volunteering.</p>
<figure class="sketch" style="--tilt:-0.9deg"><img src="https://rally-mortis.com/media/img/sk-wade-turnaround-960.webp"  sizes="(max-width: 1072px) 100vw, 1040px" width="960" height="660" alt="Pencil turnaround of Wade Kessler in four views, with notes about his gloves and cap" fetchpriority="high"><figcaption>Four views of Wade. Notes in the margin: the gloves stay on, always. Cap on means chauffeur; cap off means trouble.</figcaption></figure>
<h2>Quiet, not blank</h2>
<p>The danger with a taciturn hero is that he turns into a hat with a steering wheel. We wanted Wade’s silence to read as a choice. So:</p>
<ul><li><strong>He answers questions with fewer words than were in the question.</strong> The script has a rule: if Vee asks him something in nine words, he gets five.</li><li><strong>His hands do the talking.</strong> In the story panels his gloves are always doing something: tightening on the wheel, adjusting the mirror, resting on the roof of the car while a relative is being unpleasant.</li><li><strong>He is very, very good at his job.</strong> Wade’s competence is the joke and the point. When he finally drives as he has always wanted to, it should feel like a quiet man clearing his throat.</li></ul>
<figure class="art"><img src="https://rally-mortis.com/media/img/panel-driving-960.webp"  sizes="(max-width: 1072px) 100vw, 1040px" width="960" height="540" alt="Wade Kessler at the wheel in driving gloves, half a smile" loading="lazy" decoding="async"><figcaption>Wade at the wheel, half a smile. This panel set the tone for the whole cast: the expressions are small and the car does the shouting.</figcaption></figure>
<h2>The suit</h2>
<p>He wears a black chauffeur’s suit, because it is the only suit he owns, and he will be wearing it in a salt desert, a flooded canal town and on a frozen lake. We have accepted that this is unreasonable. So has he.</p>
<figure class="art"><img src="https://rally-mortis.com/media/img/wade-960.webp"  sizes="(max-width: 1072px) 100vw, 1040px" width="960" height="540" alt="Wade Kessler character sheet: four views in a black chauffeur&#x27;s suit" loading="lazy" decoding="async"><figcaption>The character sheet. The suit gets dustier, wetter and more creased as the road goes on; the gloves never come off.</figcaption></figure>
<p>Wade is 38. He has driven worse roads than the Long Spine, and he will again. Next time: the person in the passenger seat, who has read every clause of the will, out loud, at speed, and would like you to know she was not consulted on the dog.</p>]]></content:encoded></item>
<item><title>Wash test number fourteen</title><link>https://rally-mortis.com/diary/wash-test-fourteen/</link><guid isPermaLink="true">https://rally-mortis.com/diary/wash-test-fourteen/</guid>
<pubDate>Sun, 24 May 2026 16:05:00 -0300</pubDate><description>Thirteen attempts to make a game look like watercolour, and the fourteenth, which we kept. On paper grain, colour that bleeds in the rain and why a crash should leave a stain.</description>
<content:encoded><![CDATA[<p><img src="https://rally-mortis.com/media/img/sk-watercolour-test-1280.webp" alt=""></p><p>Watercolour is a terrible medium for a car combat game, which is precisely why we wanted it.</p>
<p>Paint on wet paper does not stay where you put it. It runs, pools and dries with a hard edge you did not ask for. A car game wants the opposite: crisp silhouettes, readable roads, a clear idea of where the other car is so that you can hit it. For the last nine days we have been trying to have both.</p>
<figure class="sketch" style="--tilt:-0.8deg"><img src="https://rally-mortis.com/media/img/sk-watercolour-test-960.webp"  sizes="(max-width: 1072px) 100vw, 1040px" width="960" height="660" alt="Ink drawing of a clifftop mansion with a patch of colour wash, labelled wash test number 14" fetchpriority="high"><figcaption>The mansion on the cliff, wash test fourteen. The heading says “let it bleed”. The note in the corner says “too clean. more drips!” We kept both.</figcaption></figure>
<h2>What went wrong, thirteen times</h2>
<p>The first tests looked like a game with a paper filter on top, which is what they were. The paper sat <em>over</em> the picture like a sheet of tracing paper, the colour underneath stayed perfectly flat and the result felt cheap. Tests four to nine went too far the other way: so much bleeding and blotting that you could not tell the road from the verge, which in a racing game is a serious complaint.</p>
<p>Tests ten to thirteen were the arguments about <em>where</em> the paint goes. Does the sky get a wash? Do shadows? Does a car?</p>
<h2>What fourteen does</h2>
<ul><li><strong>The paper is in every frame.</strong> Its grain sits inside the colour, not on top of it, so dark areas look as if the pigment has settled into the dips.</li><li><strong>Ink holds the shapes.</strong> Roads, kerbs and cars keep an ink line, so you can always read where you are going. The colour is allowed to wander; the ink is not.</li><li><strong>Rain makes it run.</strong> In wet weather the washes bleed further and the sky drips. Lowmarsh, which is mostly water, is going to look extraordinary or illegible. We will find out which.</li><li><strong>Crashes leave a stain.</strong> Damage does not vanish when the camera moves on. A wreck leaves a mark on the road for the rest of the race, so a lap round the promenade becomes a record of everything you did on the previous one.</li></ul>
<figure class="sketch" style="--tilt:1.1deg"><img src="https://rally-mortis.com/media/img/sk-key-art-underdrawing-960.webp"  sizes="(max-width: 1072px) 100vw, 1040px" width="960" height="660" alt="Pencil underdrawing of the cover art with the colour half laid in" loading="lazy" decoding="async"><figcaption>The cover painting, half finished: pencil underneath, colour coming in from the left. We pin these up as the target the engine has to hit.</figcaption></figure>
<h2>The target</h2>
<p>Below is where we want the game to end up: the key art for the project, finished this week. Wade and Vee on the cliff road, the house behind them, the dog in the back seat with an opinion. The engine is nowhere near this yet. But it is now pointing at it, which is the important part.</p>
<figure class="art"><img src="https://rally-mortis.com/media/img/key-art-960.webp"  sizes="(max-width: 1072px) 100vw, 1040px" width="960" height="540" alt="Vee Lark and Wade Kessler lean on a black sedan on a rain-soaked cliff road, a bulldog in the back seat, a mansion on the headland behind them" loading="lazy" decoding="async"><figcaption>The key art. Rain, a cliff road, two heirs and a bulldog. The game will try to look like this; some days it will even manage.</figcaption></figure>
<p>Next: the man at the wheel. Wade Kessler, who has been driving for other people for twelve years and has never once, according to his late employer, said anything interesting.</p>]]></content:encoded></item>
<item><title>A will, a sedan and a bulldog</title><link>https://rally-mortis.com/diary/a-will-a-sedan-and-a-bulldog/</link><guid isPermaLink="true">https://rally-mortis.com/diary/a-will-a-sedan-and-a-bulldog/</guid>
<pubDate>Fri, 15 May 2026 22:40:00 -0300</pubDate><description>Day one of a car combat game about a family, a fortune and the most expensive drive in the history of a country that does not exist. What we are making, and the three rules we wrote on the wall.</description>
<content:encoded><![CDATA[<p><img src="https://rally-mortis.com/media/img/sk-hearse-napkin-1280.webp" alt=""></p><p>Every game starts as a sentence somebody says out loud and then cannot take back. Ours was: <em>what if the race was the reading of the will?</em></p>
<p>That was a Tuesday. By Friday the sentence had a hearse in it, a bulldog, a gramophone record and a sum of money with too many zeros, and we had started this diary so that in a year’s time we can look back and see exactly where it went wrong.</p>
<figure class="sketch" style="--tilt:-1.2deg"><img src="https://rally-mortis.com/media/img/sk-hearse-napkin-960.webp"  sizes="(max-width: 1072px) 100vw, 1040px" width="960" height="660" alt="Pencil sketch of a hearse on a ruled notebook page, with the note: a hearse, but fast" fetchpriority="high"><figcaption>The first drawing of the project, in the studio notebook. The note says “a hearse, but fast”. It is still the brief.</figcaption></figure>
<h2>The pitch, as it stands tonight</h2>
<p>It is 1975, in the Federation of Valmora, a country with nine provinces, one long highway and no sense of proportion. Cornelius Vane, the richest man in it, has died. He has left his will on a gramophone record, because he did not trust anyone to read it with feeling.</p>
<p>Four billion goes to the heir who drives the length of Valmora, from the seaside town of Port Saffron to a rock in the sea called Endmost Isle, and makes the most noise on the way. Wrecks, near misses, demolished civic furniture, a rival relative written off: all of it counts.</p>
<p>You play the two people who were left nothing. Wade, his driver of twelve years. Vee, his fiancée, who witnessed the will and was therefore left only the dog. The dog comes too. The dog was never in question.</p>
<figure class="sketch" style="--tilt:0.9deg"><img src="https://rally-mortis.com/media/img/sk-gramophone-960.webp"  sizes="(max-width: 1072px) 100vw, 1040px" width="960" height="660" alt="Sepia drawing of a gramophone horn labelled: the will is a record, 78 rpm" loading="lazy" decoding="async"><figcaption>The will is a record, 78 rpm. The note at the bottom: crackle on every line, because Vane insisted.</figcaption></figure>
<h2>Three rules on the wall</h2>
<p>Every project needs a short list of things it will not compromise on, written large enough to be read from the kettle. Ours:</p>
<ol><li><strong>Every crash is a sentence.</strong> Noise is the currency. If something breaks, the game should notice, write it down and, ideally, be rude about it.</li><li><strong>Watercolour, not grime.</strong> Car combat usually comes in brown and grey. We want paper, washes and colour that bleeds when it rains.</li><li><strong>Awful people, beautifully mannered.</strong> Nobody in the family raises their voice. They raise their bumpers.</li></ol>
<p>Anything we make from now on gets held up against those three. If it fails all three, it goes in a drawer. We have a large drawer.</p>
<h2>What this diary is</h2>
<p>We are a small studio called Mild Peril, and this is our working notebook, published. Sketches, wrong turns, playtests, the occasional small victory. We will show work in progress, because it is all in progress: the game is in <strong>pre-alpha</strong>, and will be for a while. Things you see here will change, some of them several times, some of them tomorrow morning.</p>
<p class="aside">Rally Mortis is for adults. It contains cartoon violence, crashes and a quantity of watercolour blood. Nobody in it is real, including the country.</p>
<p>Next time: paint. Specifically, how many attempts it takes to make a mansion look as if it was painted on a wet afternoon by someone who did not like the family. The answer is more than ten.</p>]]></content:encoded></item>
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