This results in one funny dynamic: stealing money triggers the failure state (stealing is a crime) so it seems like the game is discouraging theft right? But then you find out you get to keep the money in the next loop anyway.time loop implementation: relaxed / bespoke, you retain all items and progression, basically only NPC state gets reset.not a true information game, you can't theoretically reach the best ending instantly on a first run you still have to complete all the quests and unlock the gates.progress unlocks new dialogue options + shortcuts for future loops.Eventually you solve various quests / mysteries to free the city from its curse. Each time this happens, you must time-loop back and reset the city.
PREMISE: There's a cursed ancient city where if a single person commits a crime, then everyone dies as a golden statue.