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MARTINEZAI STUDIOS
CONTRABANDEdge of the Fold
THE ORIGINAL REFERENCE COLLECTION

Base building as endgame

Original website archive

Preserved from the original edition. Balance and mechanics can differ from the current release. Narrative entries may reveal story events.

Current game & media ↗

Design diary — by Dero Lavigne

Base building as endgame — this devlog covers the design thinking that shaped CONTRABAND: Edge of the Fold. It is written for players curious about the why behind the what.

Why this matters

Game design is a sequence of trade-offs. Most of the choices in CONTRABAND are not the only valid answers — they are answers I committed to after weighing alternatives. This post explains the trade.

The context

CONTRABAND is a narrative space game built by a single developer. That constraint shapes every design choice. The game cannot afford the asset budget of a 50-person studio, so every system has to earn its place through reuse.

The decision

The design choice covered here was made after considering the alternatives. None of them was wrong — but the one I picked aligned with the emotional tone I wanted the game to carry.

What I would do differently

If I were starting CONTRABAND again, I would still make this choice. But I would arrive at it faster — the months I spent on the wrong path are not recoverable, but the lesson is.

What this means for you

If you are designing a narrative game, the lesson here transfers. Trade-offs are inevitable; making them deliberately is the difference between a coherent game and one that feels assembled from parts.

Closing

Thanks for reading. If you have questions, reach out. CONTRABAND is a game made for the people who care about how things work — and posts like this exist for the same audience.