REVERIE WORKS · PLAYABLE IN DEVELOPMENT
04 / The people
Nobody is a recipe to be solved.
Sombra’s residents have wants, histories, contradictions, and their own relationships to the workshop. Trust changes what they reveal—not who they are allowed to become.
Orders begin as transactions and become context. A request for sleep might conceal an evening someone cannot remember. A precise customer may be using procedure to remain near a fear. A wanderer’s location can say more than a dialogue tree.
You can help, misunderstand, enable, witness, or simply stay. The game resists turning intimacy into completion percentages even while its systems keep careful track of what has changed.

Restoration returns choice. It does not choose on someone else’s behalf.
Five lives
The first people who make Sombra feel inhabited.
The core cast defines five different ways of living alongside unresolved pressure. Their stories intersect, but they are not waiting in formation for the player to activate them.
Mira Solaz
Warm, perceptive, and living beside an absence she cannot fully name.
Theo Brant
Exact, procedural, and honest in the form of corrections.
Petra Voss
A wandering pilgrim whose route gradually changes from drift into chosen return.
Diogenes
A barrel-dwelling shopkeeper-philosopher who buys your failures and refuses the town’s social network.
Clem
A child for whom not knowing has not yet curdled into fear.
Sodalis
An old internet inside a dream.
Sodalis is Sombra’s in-world buddy list: away messages, small requests, acknowledgments, and late-night fragments of personality rendered through familiar grey windows and notification sounds.
It is not a menu pretending to be a social space. People go offline, update their status, speak differently in person, and sometimes say the most important thing by changing one line of text.