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Devlog #1: Horses that feel alive

The first thing we wanted to get right was the horses. In a stable game you spend most of your time next to them, so they have to feel like animals with moods, not furniture that waits for a click.

They notice you

When you walk down the aisle in the morning, a horse turns its head toward you and nickers. If it hasn't been fed yet, it paws at the stall floor. Call a horse by its name and it answers. On a quiet afternoon you may find one dozing with a hind leg rested.

Grooming you can see

We tried floating words and sparkles when you finish brushing, and they felt fake. Now the coat itself tells you how you're doing: dust and dirt fade as you brush, and a clean coat catches the light. A grey horse like Bulut shows every speck, which makes her the most satisfying one to finish.

Sharing the stall

Horses are big. When you walk into a stall, the horse steps aside to make room, and if it needs to turn around it moves you gently toward the open side instead of pinning you against the wall. It's a small thing, but it is the kind of detail that makes the stable feel real.

The stable aisle with Fındık, Karayel and Bulut in their stalls
The stable aisle with Fındık, Karayel and Bulut in their stalls

Next time: the riders. Children, parents and regulars, and why matching each of them to the right horse matters.