That’s fair, and the specific examples are genuinely helpful. For some context, the game has only been in public beta for about seven weeks, and the current build has roughly 1,770 explicit lines of spoken/character dialogue, before counting environmental prose, descriptions, events, tooltips, and everything else around them.
I do go back through the entire game and do dedicated dialogue passes. The latest Act II pass alone added over 600 new spoken lines. But development has been moving extremely quickly, and when I’m adding that much dialogue at once I can sometimes write dozens of lines in the same sitting that end up sharing the same sentence structure or rhythm without it being obvious to me at the time. Once one of those patterns is pointed out, I can suddenly see it repeating elsewhere too.
AI does get used heavily during implementation and will often put placeholder or expanded text in place from my notes, but I do the setting/lore and go back through that material myself to rewrite and replace it. That said, from the player’s side the distinction doesn’t really matter if something like “Survivable access” / “Not an invitation” still makes it into the release. If it reads unnaturally, it reads unnaturally.
So I’m not dismissing the criticism. Those concrete examples are exactly the sort of thing that helps, and I’ll keep doing focused passes as the game develops. Thanks for taking the time to explain what was pulling you out of the writing rather than just saying the writing felt off. That gives me something I can actually track down and fix.