Much of Beautiful Desolation was made amidst catastrophe. South Africa was in the grip of a water crisis, the result of multiple years without meaningful rainfall. People lined up with containers, hoping to walk away with anything. There was talk of "Day Zero," a date when places like Cape Town would, in essence, run out of water. The Brotherhood, a two-person studio responsible for several moody adventure games, happens to be based in Cape Town.
This is a companion discussion topic for the original entry at https://www.vice.com/en_us/article/wx5nbz/how-to-make-a-video-game-while-rationing-water-and-amidst-rolling-blackouts