Testing this concept meant paring everything back to see if the sensation worked. The earliest prototypes used basic visuals just to demonstrate the system could create tension. We realized right away that the setting played a big role. The emptiness of space rendered every choice louder. A good action felt like a triumph; a mistake felt like a disaster. This early test confirmed our direction. We chose not to introduce aliens or space battles, preserving the attention on a individual against the environment. That sharp direction, established from the outset, prevented us from introducing unnecessary features. It made sure that every artistic selection later on supported that main idea of solitary tension in space.
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